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 = nearest */
  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. * Stores a left-handed perspective projection into a given matrix with depth reversed
  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 not used as infinity is used as far clip
  4496. * @param result defines the target matrix
  4497. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4498. */
  4499. static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4500. /**
  4501. * Creates a right-handed perspective projection matrix
  4502. * @param fov defines the horizontal field of view
  4503. * @param aspect defines the aspect ratio
  4504. * @param znear defines the near clip plane
  4505. * @param zfar defines the far clip plane
  4506. * @returns a new matrix as a right-handed perspective projection matrix
  4507. */
  4508. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4509. /**
  4510. * Stores a right-handed perspective projection into a given matrix
  4511. * @param fov defines the horizontal field of view
  4512. * @param aspect defines the aspect ratio
  4513. * @param znear defines the near clip plane
  4514. * @param zfar defines the far clip plane
  4515. * @param result defines the target matrix
  4516. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4517. */
  4518. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4519. /**
  4520. * Stores a right-handed perspective projection into a given matrix
  4521. * @param fov defines the horizontal field of view
  4522. * @param aspect defines the aspect ratio
  4523. * @param znear defines the near clip plane
  4524. * @param zfar not used as infinity is used as far clip
  4525. * @param result defines the target matrix
  4526. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4527. */
  4528. static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4529. /**
  4530. * Stores a perspective projection for WebVR info a given matrix
  4531. * @param fov defines the field of view
  4532. * @param znear defines the near clip plane
  4533. * @param zfar defines the far clip plane
  4534. * @param result defines the target matrix
  4535. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4536. */
  4537. static PerspectiveFovWebVRToRef(fov: {
  4538. upDegrees: number;
  4539. downDegrees: number;
  4540. leftDegrees: number;
  4541. rightDegrees: number;
  4542. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4543. /**
  4544. * Computes a complete transformation matrix
  4545. * @param viewport defines the viewport to use
  4546. * @param world defines the world matrix
  4547. * @param view defines the view matrix
  4548. * @param projection defines the projection matrix
  4549. * @param zmin defines the near clip plane
  4550. * @param zmax defines the far clip plane
  4551. * @returns the transformation matrix
  4552. */
  4553. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4554. /**
  4555. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4556. * @param matrix defines the matrix to use
  4557. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4558. */
  4559. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4560. /**
  4561. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4562. * @param matrix defines the matrix to use
  4563. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4564. */
  4565. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4566. /**
  4567. * Compute the transpose of a given matrix
  4568. * @param matrix defines the matrix to transpose
  4569. * @returns the new matrix
  4570. */
  4571. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4572. /**
  4573. * Compute the transpose of a matrix and store it in a target matrix
  4574. * @param matrix defines the matrix to transpose
  4575. * @param result defines the target matrix
  4576. */
  4577. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4578. /**
  4579. * Computes a reflection matrix from a plane
  4580. * @param plane defines the reflection plane
  4581. * @returns a new matrix
  4582. */
  4583. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4584. /**
  4585. * Computes a reflection matrix from a plane
  4586. * @param plane defines the reflection plane
  4587. * @param result defines the target matrix
  4588. */
  4589. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4590. /**
  4591. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4592. * @param xaxis defines the value of the 1st axis
  4593. * @param yaxis defines the value of the 2nd axis
  4594. * @param zaxis defines the value of the 3rd axis
  4595. * @param result defines the target matrix
  4596. */
  4597. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4598. /**
  4599. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4600. * @param quat defines the quaternion to use
  4601. * @param result defines the target matrix
  4602. */
  4603. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4604. }
  4605. /**
  4606. * @hidden
  4607. */
  4608. export class TmpVectors {
  4609. static Vector2: Vector2[];
  4610. static Vector3: Vector3[];
  4611. static Vector4: Vector4[];
  4612. static Quaternion: Quaternion[];
  4613. static Matrix: Matrix[];
  4614. }
  4615. }
  4616. declare module "babylonjs/Maths/math.path" {
  4617. import { DeepImmutable, Nullable } from "babylonjs/types";
  4618. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4619. /**
  4620. * Defines potential orientation for back face culling
  4621. */
  4622. export enum Orientation {
  4623. /**
  4624. * Clockwise
  4625. */
  4626. CW = 0,
  4627. /** Counter clockwise */
  4628. CCW = 1
  4629. }
  4630. /** Class used to represent a Bezier curve */
  4631. export class BezierCurve {
  4632. /**
  4633. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4634. * @param t defines the time
  4635. * @param x1 defines the left coordinate on X axis
  4636. * @param y1 defines the left coordinate on Y axis
  4637. * @param x2 defines the right coordinate on X axis
  4638. * @param y2 defines the right coordinate on Y axis
  4639. * @returns the interpolated value
  4640. */
  4641. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4642. }
  4643. /**
  4644. * Defines angle representation
  4645. */
  4646. export class Angle {
  4647. private _radians;
  4648. /**
  4649. * Creates an Angle object of "radians" radians (float).
  4650. * @param radians the angle in radians
  4651. */
  4652. constructor(radians: number);
  4653. /**
  4654. * Get value in degrees
  4655. * @returns the Angle value in degrees (float)
  4656. */
  4657. degrees(): number;
  4658. /**
  4659. * Get value in radians
  4660. * @returns the Angle value in radians (float)
  4661. */
  4662. radians(): number;
  4663. /**
  4664. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4665. * @param a defines first vector
  4666. * @param b defines second vector
  4667. * @returns a new Angle
  4668. */
  4669. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4670. /**
  4671. * Gets a new Angle object from the given float in radians
  4672. * @param radians defines the angle value in radians
  4673. * @returns a new Angle
  4674. */
  4675. static FromRadians(radians: number): Angle;
  4676. /**
  4677. * Gets a new Angle object from the given float in degrees
  4678. * @param degrees defines the angle value in degrees
  4679. * @returns a new Angle
  4680. */
  4681. static FromDegrees(degrees: number): Angle;
  4682. }
  4683. /**
  4684. * This represents an arc in a 2d space.
  4685. */
  4686. export class Arc2 {
  4687. /** Defines the start point of the arc */
  4688. startPoint: Vector2;
  4689. /** Defines the mid point of the arc */
  4690. midPoint: Vector2;
  4691. /** Defines the end point of the arc */
  4692. endPoint: Vector2;
  4693. /**
  4694. * Defines the center point of the arc.
  4695. */
  4696. centerPoint: Vector2;
  4697. /**
  4698. * Defines the radius of the arc.
  4699. */
  4700. radius: number;
  4701. /**
  4702. * Defines the angle of the arc (from mid point to end point).
  4703. */
  4704. angle: Angle;
  4705. /**
  4706. * Defines the start angle of the arc (from start point to middle point).
  4707. */
  4708. startAngle: Angle;
  4709. /**
  4710. * Defines the orientation of the arc (clock wise/counter clock wise).
  4711. */
  4712. orientation: Orientation;
  4713. /**
  4714. * Creates an Arc object from the three given points : start, middle and end.
  4715. * @param startPoint Defines the start point of the arc
  4716. * @param midPoint Defines the midlle point of the arc
  4717. * @param endPoint Defines the end point of the arc
  4718. */
  4719. constructor(
  4720. /** Defines the start point of the arc */
  4721. startPoint: Vector2,
  4722. /** Defines the mid point of the arc */
  4723. midPoint: Vector2,
  4724. /** Defines the end point of the arc */
  4725. endPoint: Vector2);
  4726. }
  4727. /**
  4728. * Represents a 2D path made up of multiple 2D points
  4729. */
  4730. export class Path2 {
  4731. private _points;
  4732. private _length;
  4733. /**
  4734. * If the path start and end point are the same
  4735. */
  4736. closed: boolean;
  4737. /**
  4738. * Creates a Path2 object from the starting 2D coordinates x and y.
  4739. * @param x the starting points x value
  4740. * @param y the starting points y value
  4741. */
  4742. constructor(x: number, y: number);
  4743. /**
  4744. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4745. * @param x the added points x value
  4746. * @param y the added points y value
  4747. * @returns the updated Path2.
  4748. */
  4749. addLineTo(x: number, y: number): Path2;
  4750. /**
  4751. * 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.
  4752. * @param midX middle point x value
  4753. * @param midY middle point y value
  4754. * @param endX end point x value
  4755. * @param endY end point y value
  4756. * @param numberOfSegments (default: 36)
  4757. * @returns the updated Path2.
  4758. */
  4759. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4760. /**
  4761. * Closes the Path2.
  4762. * @returns the Path2.
  4763. */
  4764. close(): Path2;
  4765. /**
  4766. * Gets the sum of the distance between each sequential point in the path
  4767. * @returns the Path2 total length (float).
  4768. */
  4769. length(): number;
  4770. /**
  4771. * Gets the points which construct the path
  4772. * @returns the Path2 internal array of points.
  4773. */
  4774. getPoints(): Vector2[];
  4775. /**
  4776. * Retreives the point at the distance aways from the starting point
  4777. * @param normalizedLengthPosition the length along the path to retreive the point from
  4778. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4779. */
  4780. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4781. /**
  4782. * Creates a new path starting from an x and y position
  4783. * @param x starting x value
  4784. * @param y starting y value
  4785. * @returns a new Path2 starting at the coordinates (x, y).
  4786. */
  4787. static StartingAt(x: number, y: number): Path2;
  4788. }
  4789. /**
  4790. * Represents a 3D path made up of multiple 3D points
  4791. */
  4792. export class Path3D {
  4793. /**
  4794. * an array of Vector3, the curve axis of the Path3D
  4795. */
  4796. path: Vector3[];
  4797. private _curve;
  4798. private _distances;
  4799. private _tangents;
  4800. private _normals;
  4801. private _binormals;
  4802. private _raw;
  4803. private _alignTangentsWithPath;
  4804. private readonly _pointAtData;
  4805. /**
  4806. * new Path3D(path, normal, raw)
  4807. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4808. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4809. * @param path an array of Vector3, the curve axis of the Path3D
  4810. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4811. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4812. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  4813. */
  4814. constructor(
  4815. /**
  4816. * an array of Vector3, the curve axis of the Path3D
  4817. */
  4818. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  4819. /**
  4820. * Returns the Path3D array of successive Vector3 designing its curve.
  4821. * @returns the Path3D array of successive Vector3 designing its curve.
  4822. */
  4823. getCurve(): Vector3[];
  4824. /**
  4825. * Returns the Path3D array of successive Vector3 designing its curve.
  4826. * @returns the Path3D array of successive Vector3 designing its curve.
  4827. */
  4828. getPoints(): Vector3[];
  4829. /**
  4830. * @returns the computed length (float) of the path.
  4831. */
  4832. length(): number;
  4833. /**
  4834. * Returns an array populated with tangent vectors on each Path3D curve point.
  4835. * @returns an array populated with tangent vectors on each Path3D curve point.
  4836. */
  4837. getTangents(): Vector3[];
  4838. /**
  4839. * Returns an array populated with normal vectors on each Path3D curve point.
  4840. * @returns an array populated with normal vectors on each Path3D curve point.
  4841. */
  4842. getNormals(): Vector3[];
  4843. /**
  4844. * Returns an array populated with binormal vectors on each Path3D curve point.
  4845. * @returns an array populated with binormal vectors on each Path3D curve point.
  4846. */
  4847. getBinormals(): Vector3[];
  4848. /**
  4849. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4850. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4851. */
  4852. getDistances(): number[];
  4853. /**
  4854. * Returns an interpolated point along this path
  4855. * @param position the position of the point along this path, from 0.0 to 1.0
  4856. * @returns a new Vector3 as the point
  4857. */
  4858. getPointAt(position: number): Vector3;
  4859. /**
  4860. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4861. * @param position the position of the point along this path, from 0.0 to 1.0
  4862. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  4863. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  4864. */
  4865. getTangentAt(position: number, interpolated?: boolean): Vector3;
  4866. /**
  4867. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4868. * @param position the position of the point along this path, from 0.0 to 1.0
  4869. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  4870. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  4871. */
  4872. getNormalAt(position: number, interpolated?: boolean): Vector3;
  4873. /**
  4874. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  4875. * @param position the position of the point along this path, from 0.0 to 1.0
  4876. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  4877. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  4878. */
  4879. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  4880. /**
  4881. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  4882. * @param position the position of the point along this path, from 0.0 to 1.0
  4883. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  4884. */
  4885. getDistanceAt(position: number): number;
  4886. /**
  4887. * Returns the array index of the previous point of an interpolated point along this path
  4888. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4889. * @returns the array index
  4890. */
  4891. getPreviousPointIndexAt(position: number): number;
  4892. /**
  4893. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  4894. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4895. * @returns the sub position
  4896. */
  4897. getSubPositionAt(position: number): number;
  4898. /**
  4899. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  4900. * @param target the vector of which to get the closest position to
  4901. * @returns the position of the closest virtual point on this path to the target vector
  4902. */
  4903. getClosestPositionTo(target: Vector3): number;
  4904. /**
  4905. * Returns a sub path (slice) of this path
  4906. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4907. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4908. * @returns a sub path (slice) of this path
  4909. */
  4910. slice(start?: number, end?: number): Path3D;
  4911. /**
  4912. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4913. * @param path path which all values are copied into the curves points
  4914. * @param firstNormal which should be projected onto the curve
  4915. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  4916. * @returns the same object updated.
  4917. */
  4918. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  4919. private _compute;
  4920. private _getFirstNonNullVector;
  4921. private _getLastNonNullVector;
  4922. private _normalVector;
  4923. /**
  4924. * Updates the point at data for an interpolated point along this curve
  4925. * @param position the position of the point along this curve, from 0.0 to 1.0
  4926. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  4927. * @returns the (updated) point at data
  4928. */
  4929. private _updatePointAtData;
  4930. /**
  4931. * Updates the point at data from the specified parameters
  4932. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  4933. * @param point the interpolated point
  4934. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  4935. */
  4936. private _setPointAtData;
  4937. /**
  4938. * Updates the point at interpolation matrix for the tangents, normals and binormals
  4939. */
  4940. private _updateInterpolationMatrix;
  4941. }
  4942. /**
  4943. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4944. * A Curve3 is designed from a series of successive Vector3.
  4945. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4946. */
  4947. export class Curve3 {
  4948. private _points;
  4949. private _length;
  4950. /**
  4951. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4952. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4953. * @param v1 (Vector3) the control point
  4954. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4955. * @param nbPoints (integer) the wanted number of points in the curve
  4956. * @returns the created Curve3
  4957. */
  4958. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4959. /**
  4960. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4961. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4962. * @param v1 (Vector3) the first control point
  4963. * @param v2 (Vector3) the second control point
  4964. * @param v3 (Vector3) the end point of the Cubic Bezier
  4965. * @param nbPoints (integer) the wanted number of points in the curve
  4966. * @returns the created Curve3
  4967. */
  4968. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4969. /**
  4970. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4971. * @param p1 (Vector3) the origin point of the Hermite Spline
  4972. * @param t1 (Vector3) the tangent vector at the origin point
  4973. * @param p2 (Vector3) the end point of the Hermite Spline
  4974. * @param t2 (Vector3) the tangent vector at the end point
  4975. * @param nbPoints (integer) the wanted number of points in the curve
  4976. * @returns the created Curve3
  4977. */
  4978. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4979. /**
  4980. * Returns a Curve3 object along a CatmullRom Spline curve :
  4981. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4982. * @param nbPoints (integer) the wanted number of points between each curve control points
  4983. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4984. * @returns the created Curve3
  4985. */
  4986. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4987. /**
  4988. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4989. * A Curve3 is designed from a series of successive Vector3.
  4990. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4991. * @param points points which make up the curve
  4992. */
  4993. constructor(points: Vector3[]);
  4994. /**
  4995. * @returns the Curve3 stored array of successive Vector3
  4996. */
  4997. getPoints(): Vector3[];
  4998. /**
  4999. * @returns the computed length (float) of the curve.
  5000. */
  5001. length(): number;
  5002. /**
  5003. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  5004. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  5005. * curveA and curveB keep unchanged.
  5006. * @param curve the curve to continue from this curve
  5007. * @returns the newly constructed curve
  5008. */
  5009. continue(curve: DeepImmutable<Curve3>): Curve3;
  5010. private _computeLength;
  5011. }
  5012. }
  5013. declare module "babylonjs/Animations/easing" {
  5014. /**
  5015. * This represents the main contract an easing function should follow.
  5016. * Easing functions are used throughout the animation system.
  5017. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5018. */
  5019. export interface IEasingFunction {
  5020. /**
  5021. * Given an input gradient between 0 and 1, this returns the corrseponding value
  5022. * of the easing function.
  5023. * The link below provides some of the most common examples of easing functions.
  5024. * @see https://easings.net/
  5025. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5026. * @returns the corresponding value on the curve defined by the easing function
  5027. */
  5028. ease(gradient: number): number;
  5029. }
  5030. /**
  5031. * Base class used for every default easing function.
  5032. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5033. */
  5034. export class EasingFunction implements IEasingFunction {
  5035. /**
  5036. * Interpolation follows the mathematical formula associated with the easing function.
  5037. */
  5038. static readonly EASINGMODE_EASEIN: number;
  5039. /**
  5040. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  5041. */
  5042. static readonly EASINGMODE_EASEOUT: number;
  5043. /**
  5044. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  5045. */
  5046. static readonly EASINGMODE_EASEINOUT: number;
  5047. private _easingMode;
  5048. /**
  5049. * Sets the easing mode of the current function.
  5050. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  5051. */
  5052. setEasingMode(easingMode: number): void;
  5053. /**
  5054. * Gets the current easing mode.
  5055. * @returns the easing mode
  5056. */
  5057. getEasingMode(): number;
  5058. /**
  5059. * @hidden
  5060. */
  5061. easeInCore(gradient: number): number;
  5062. /**
  5063. * Given an input gradient between 0 and 1, this returns the corresponding value
  5064. * of the easing function.
  5065. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5066. * @returns the corresponding value on the curve defined by the easing function
  5067. */
  5068. ease(gradient: number): number;
  5069. }
  5070. /**
  5071. * Easing function with a circle shape (see link below).
  5072. * @see https://easings.net/#easeInCirc
  5073. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5074. */
  5075. export class CircleEase extends EasingFunction implements IEasingFunction {
  5076. /** @hidden */
  5077. easeInCore(gradient: number): number;
  5078. }
  5079. /**
  5080. * Easing function with a ease back shape (see link below).
  5081. * @see https://easings.net/#easeInBack
  5082. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5083. */
  5084. export class BackEase extends EasingFunction implements IEasingFunction {
  5085. /** Defines the amplitude of the function */
  5086. amplitude: number;
  5087. /**
  5088. * Instantiates a back ease easing
  5089. * @see https://easings.net/#easeInBack
  5090. * @param amplitude Defines the amplitude of the function
  5091. */
  5092. constructor(
  5093. /** Defines the amplitude of the function */
  5094. amplitude?: number);
  5095. /** @hidden */
  5096. easeInCore(gradient: number): number;
  5097. }
  5098. /**
  5099. * Easing function with a bouncing shape (see link below).
  5100. * @see https://easings.net/#easeInBounce
  5101. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5102. */
  5103. export class BounceEase extends EasingFunction implements IEasingFunction {
  5104. /** Defines the number of bounces */
  5105. bounces: number;
  5106. /** Defines the amplitude of the bounce */
  5107. bounciness: number;
  5108. /**
  5109. * Instantiates a bounce easing
  5110. * @see https://easings.net/#easeInBounce
  5111. * @param bounces Defines the number of bounces
  5112. * @param bounciness Defines the amplitude of the bounce
  5113. */
  5114. constructor(
  5115. /** Defines the number of bounces */
  5116. bounces?: number,
  5117. /** Defines the amplitude of the bounce */
  5118. bounciness?: number);
  5119. /** @hidden */
  5120. easeInCore(gradient: number): number;
  5121. }
  5122. /**
  5123. * Easing function with a power of 3 shape (see link below).
  5124. * @see https://easings.net/#easeInCubic
  5125. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5126. */
  5127. export class CubicEase extends EasingFunction implements IEasingFunction {
  5128. /** @hidden */
  5129. easeInCore(gradient: number): number;
  5130. }
  5131. /**
  5132. * Easing function with an elastic shape (see link below).
  5133. * @see https://easings.net/#easeInElastic
  5134. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5135. */
  5136. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5137. /** Defines the number of oscillations*/
  5138. oscillations: number;
  5139. /** Defines the amplitude of the oscillations*/
  5140. springiness: number;
  5141. /**
  5142. * Instantiates an elastic easing function
  5143. * @see https://easings.net/#easeInElastic
  5144. * @param oscillations Defines the number of oscillations
  5145. * @param springiness Defines the amplitude of the oscillations
  5146. */
  5147. constructor(
  5148. /** Defines the number of oscillations*/
  5149. oscillations?: number,
  5150. /** Defines the amplitude of the oscillations*/
  5151. springiness?: number);
  5152. /** @hidden */
  5153. easeInCore(gradient: number): number;
  5154. }
  5155. /**
  5156. * Easing function with an exponential shape (see link below).
  5157. * @see https://easings.net/#easeInExpo
  5158. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5159. */
  5160. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5161. /** Defines the exponent of the function */
  5162. exponent: number;
  5163. /**
  5164. * Instantiates an exponential easing function
  5165. * @see https://easings.net/#easeInExpo
  5166. * @param exponent Defines the exponent of the function
  5167. */
  5168. constructor(
  5169. /** Defines the exponent of the function */
  5170. exponent?: number);
  5171. /** @hidden */
  5172. easeInCore(gradient: number): number;
  5173. }
  5174. /**
  5175. * Easing function with a power shape (see link below).
  5176. * @see https://easings.net/#easeInQuad
  5177. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5178. */
  5179. export class PowerEase extends EasingFunction implements IEasingFunction {
  5180. /** Defines the power of the function */
  5181. power: number;
  5182. /**
  5183. * Instantiates an power base easing function
  5184. * @see https://easings.net/#easeInQuad
  5185. * @param power Defines the power of the function
  5186. */
  5187. constructor(
  5188. /** Defines the power of the function */
  5189. power?: number);
  5190. /** @hidden */
  5191. easeInCore(gradient: number): number;
  5192. }
  5193. /**
  5194. * Easing function with a power of 2 shape (see link below).
  5195. * @see https://easings.net/#easeInQuad
  5196. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5197. */
  5198. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5199. /** @hidden */
  5200. easeInCore(gradient: number): number;
  5201. }
  5202. /**
  5203. * Easing function with a power of 4 shape (see link below).
  5204. * @see https://easings.net/#easeInQuart
  5205. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5206. */
  5207. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5208. /** @hidden */
  5209. easeInCore(gradient: number): number;
  5210. }
  5211. /**
  5212. * Easing function with a power of 5 shape (see link below).
  5213. * @see https://easings.net/#easeInQuint
  5214. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5215. */
  5216. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5217. /** @hidden */
  5218. easeInCore(gradient: number): number;
  5219. }
  5220. /**
  5221. * Easing function with a sin shape (see link below).
  5222. * @see https://easings.net/#easeInSine
  5223. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5224. */
  5225. export class SineEase extends EasingFunction implements IEasingFunction {
  5226. /** @hidden */
  5227. easeInCore(gradient: number): number;
  5228. }
  5229. /**
  5230. * Easing function with a bezier shape (see link below).
  5231. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5232. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5233. */
  5234. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5235. /** Defines the x component of the start tangent in the bezier curve */
  5236. x1: number;
  5237. /** Defines the y component of the start tangent in the bezier curve */
  5238. y1: number;
  5239. /** Defines the x component of the end tangent in the bezier curve */
  5240. x2: number;
  5241. /** Defines the y component of the end tangent in the bezier curve */
  5242. y2: number;
  5243. /**
  5244. * Instantiates a bezier function
  5245. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5246. * @param x1 Defines the x component of the start tangent in the bezier curve
  5247. * @param y1 Defines the y component of the start tangent in the bezier curve
  5248. * @param x2 Defines the x component of the end tangent in the bezier curve
  5249. * @param y2 Defines the y component of the end tangent in the bezier curve
  5250. */
  5251. constructor(
  5252. /** Defines the x component of the start tangent in the bezier curve */
  5253. x1?: number,
  5254. /** Defines the y component of the start tangent in the bezier curve */
  5255. y1?: number,
  5256. /** Defines the x component of the end tangent in the bezier curve */
  5257. x2?: number,
  5258. /** Defines the y component of the end tangent in the bezier curve */
  5259. y2?: number);
  5260. /** @hidden */
  5261. easeInCore(gradient: number): number;
  5262. }
  5263. }
  5264. declare module "babylonjs/Maths/math.color" {
  5265. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5266. /**
  5267. * Class used to hold a RBG color
  5268. */
  5269. export class Color3 {
  5270. /**
  5271. * Defines the red component (between 0 and 1, default is 0)
  5272. */
  5273. r: number;
  5274. /**
  5275. * Defines the green component (between 0 and 1, default is 0)
  5276. */
  5277. g: number;
  5278. /**
  5279. * Defines the blue component (between 0 and 1, default is 0)
  5280. */
  5281. b: number;
  5282. /**
  5283. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5284. * @param r defines the red component (between 0 and 1, default is 0)
  5285. * @param g defines the green component (between 0 and 1, default is 0)
  5286. * @param b defines the blue component (between 0 and 1, default is 0)
  5287. */
  5288. constructor(
  5289. /**
  5290. * Defines the red component (between 0 and 1, default is 0)
  5291. */
  5292. r?: number,
  5293. /**
  5294. * Defines the green component (between 0 and 1, default is 0)
  5295. */
  5296. g?: number,
  5297. /**
  5298. * Defines the blue component (between 0 and 1, default is 0)
  5299. */
  5300. b?: number);
  5301. /**
  5302. * Creates a string with the Color3 current values
  5303. * @returns the string representation of the Color3 object
  5304. */
  5305. toString(): string;
  5306. /**
  5307. * Returns the string "Color3"
  5308. * @returns "Color3"
  5309. */
  5310. getClassName(): string;
  5311. /**
  5312. * Compute the Color3 hash code
  5313. * @returns an unique number that can be used to hash Color3 objects
  5314. */
  5315. getHashCode(): number;
  5316. /**
  5317. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5318. * @param array defines the array where to store the r,g,b components
  5319. * @param index defines an optional index in the target array to define where to start storing values
  5320. * @returns the current Color3 object
  5321. */
  5322. toArray(array: FloatArray, index?: number): Color3;
  5323. /**
  5324. * Returns a new Color4 object from the current Color3 and the given alpha
  5325. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5326. * @returns a new Color4 object
  5327. */
  5328. toColor4(alpha?: number): Color4;
  5329. /**
  5330. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5331. * @returns the new array
  5332. */
  5333. asArray(): number[];
  5334. /**
  5335. * Returns the luminance value
  5336. * @returns a float value
  5337. */
  5338. toLuminance(): number;
  5339. /**
  5340. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5341. * @param otherColor defines the second operand
  5342. * @returns the new Color3 object
  5343. */
  5344. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5345. /**
  5346. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5347. * @param otherColor defines the second operand
  5348. * @param result defines the Color3 object where to store the result
  5349. * @returns the current Color3
  5350. */
  5351. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5352. /**
  5353. * Determines equality between Color3 objects
  5354. * @param otherColor defines the second operand
  5355. * @returns true if the rgb values are equal to the given ones
  5356. */
  5357. equals(otherColor: DeepImmutable<Color3>): boolean;
  5358. /**
  5359. * Determines equality between the current Color3 object and a set of r,b,g values
  5360. * @param r defines the red component to check
  5361. * @param g defines the green component to check
  5362. * @param b defines the blue component to check
  5363. * @returns true if the rgb values are equal to the given ones
  5364. */
  5365. equalsFloats(r: number, g: number, b: number): boolean;
  5366. /**
  5367. * Multiplies in place each rgb value by scale
  5368. * @param scale defines the scaling factor
  5369. * @returns the updated Color3
  5370. */
  5371. scale(scale: number): Color3;
  5372. /**
  5373. * Multiplies the rgb values by scale and stores the result into "result"
  5374. * @param scale defines the scaling factor
  5375. * @param result defines the Color3 object where to store the result
  5376. * @returns the unmodified current Color3
  5377. */
  5378. scaleToRef(scale: number, result: Color3): Color3;
  5379. /**
  5380. * Scale the current Color3 values by a factor and add the result to a given Color3
  5381. * @param scale defines the scale factor
  5382. * @param result defines color to store the result into
  5383. * @returns the unmodified current Color3
  5384. */
  5385. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5386. /**
  5387. * Clamps the rgb values by the min and max values and stores the result into "result"
  5388. * @param min defines minimum clamping value (default is 0)
  5389. * @param max defines maximum clamping value (default is 1)
  5390. * @param result defines color to store the result into
  5391. * @returns the original Color3
  5392. */
  5393. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5394. /**
  5395. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5396. * @param otherColor defines the second operand
  5397. * @returns the new Color3
  5398. */
  5399. add(otherColor: DeepImmutable<Color3>): Color3;
  5400. /**
  5401. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5402. * @param otherColor defines the second operand
  5403. * @param result defines Color3 object to store the result into
  5404. * @returns the unmodified current Color3
  5405. */
  5406. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5407. /**
  5408. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5409. * @param otherColor defines the second operand
  5410. * @returns the new Color3
  5411. */
  5412. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5413. /**
  5414. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5415. * @param otherColor defines the second operand
  5416. * @param result defines Color3 object to store the result into
  5417. * @returns the unmodified current Color3
  5418. */
  5419. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5420. /**
  5421. * Copy the current object
  5422. * @returns a new Color3 copied the current one
  5423. */
  5424. clone(): Color3;
  5425. /**
  5426. * Copies the rgb values from the source in the current Color3
  5427. * @param source defines the source Color3 object
  5428. * @returns the updated Color3 object
  5429. */
  5430. copyFrom(source: DeepImmutable<Color3>): Color3;
  5431. /**
  5432. * Updates the Color3 rgb values from the given floats
  5433. * @param r defines the red component to read from
  5434. * @param g defines the green component to read from
  5435. * @param b defines the blue component to read from
  5436. * @returns the current Color3 object
  5437. */
  5438. copyFromFloats(r: number, g: number, b: number): Color3;
  5439. /**
  5440. * Updates the Color3 rgb values from the given floats
  5441. * @param r defines the red component to read from
  5442. * @param g defines the green component to read from
  5443. * @param b defines the blue component to read from
  5444. * @returns the current Color3 object
  5445. */
  5446. set(r: number, g: number, b: number): Color3;
  5447. /**
  5448. * Compute the Color3 hexadecimal code as a string
  5449. * @returns a string containing the hexadecimal representation of the Color3 object
  5450. */
  5451. toHexString(): string;
  5452. /**
  5453. * Computes a new Color3 converted from the current one to linear space
  5454. * @returns a new Color3 object
  5455. */
  5456. toLinearSpace(): Color3;
  5457. /**
  5458. * Converts current color in rgb space to HSV values
  5459. * @returns a new color3 representing the HSV values
  5460. */
  5461. toHSV(): Color3;
  5462. /**
  5463. * Converts current color in rgb space to HSV values
  5464. * @param result defines the Color3 where to store the HSV values
  5465. */
  5466. toHSVToRef(result: Color3): void;
  5467. /**
  5468. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5469. * @param convertedColor defines the Color3 object where to store the linear space version
  5470. * @returns the unmodified Color3
  5471. */
  5472. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5473. /**
  5474. * Computes a new Color3 converted from the current one to gamma space
  5475. * @returns a new Color3 object
  5476. */
  5477. toGammaSpace(): Color3;
  5478. /**
  5479. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5480. * @param convertedColor defines the Color3 object where to store the gamma space version
  5481. * @returns the unmodified Color3
  5482. */
  5483. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5484. private static _BlackReadOnly;
  5485. /**
  5486. * Convert Hue, saturation and value to a Color3 (RGB)
  5487. * @param hue defines the hue
  5488. * @param saturation defines the saturation
  5489. * @param value defines the value
  5490. * @param result defines the Color3 where to store the RGB values
  5491. */
  5492. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5493. /**
  5494. * Creates a new Color3 from the string containing valid hexadecimal values
  5495. * @param hex defines a string containing valid hexadecimal values
  5496. * @returns a new Color3 object
  5497. */
  5498. static FromHexString(hex: string): Color3;
  5499. /**
  5500. * Creates a new Color3 from the starting index of the given array
  5501. * @param array defines the source array
  5502. * @param offset defines an offset in the source array
  5503. * @returns a new Color3 object
  5504. */
  5505. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5506. /**
  5507. * Creates a new Color3 from integer values (< 256)
  5508. * @param r defines the red component to read from (value between 0 and 255)
  5509. * @param g defines the green component to read from (value between 0 and 255)
  5510. * @param b defines the blue component to read from (value between 0 and 255)
  5511. * @returns a new Color3 object
  5512. */
  5513. static FromInts(r: number, g: number, b: number): Color3;
  5514. /**
  5515. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5516. * @param start defines the start Color3 value
  5517. * @param end defines the end Color3 value
  5518. * @param amount defines the gradient value between start and end
  5519. * @returns a new Color3 object
  5520. */
  5521. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5522. /**
  5523. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5524. * @param left defines the start value
  5525. * @param right defines the end value
  5526. * @param amount defines the gradient factor
  5527. * @param result defines the Color3 object where to store the result
  5528. */
  5529. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5530. /**
  5531. * Returns a Color3 value containing a red color
  5532. * @returns a new Color3 object
  5533. */
  5534. static Red(): Color3;
  5535. /**
  5536. * Returns a Color3 value containing a green color
  5537. * @returns a new Color3 object
  5538. */
  5539. static Green(): Color3;
  5540. /**
  5541. * Returns a Color3 value containing a blue color
  5542. * @returns a new Color3 object
  5543. */
  5544. static Blue(): Color3;
  5545. /**
  5546. * Returns a Color3 value containing a black color
  5547. * @returns a new Color3 object
  5548. */
  5549. static Black(): Color3;
  5550. /**
  5551. * Gets a Color3 value containing a black color that must not be updated
  5552. */
  5553. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5554. /**
  5555. * Returns a Color3 value containing a white color
  5556. * @returns a new Color3 object
  5557. */
  5558. static White(): Color3;
  5559. /**
  5560. * Returns a Color3 value containing a purple color
  5561. * @returns a new Color3 object
  5562. */
  5563. static Purple(): Color3;
  5564. /**
  5565. * Returns a Color3 value containing a magenta color
  5566. * @returns a new Color3 object
  5567. */
  5568. static Magenta(): Color3;
  5569. /**
  5570. * Returns a Color3 value containing a yellow color
  5571. * @returns a new Color3 object
  5572. */
  5573. static Yellow(): Color3;
  5574. /**
  5575. * Returns a Color3 value containing a gray color
  5576. * @returns a new Color3 object
  5577. */
  5578. static Gray(): Color3;
  5579. /**
  5580. * Returns a Color3 value containing a teal color
  5581. * @returns a new Color3 object
  5582. */
  5583. static Teal(): Color3;
  5584. /**
  5585. * Returns a Color3 value containing a random color
  5586. * @returns a new Color3 object
  5587. */
  5588. static Random(): Color3;
  5589. }
  5590. /**
  5591. * Class used to hold a RBGA color
  5592. */
  5593. export class Color4 {
  5594. /**
  5595. * Defines the red component (between 0 and 1, default is 0)
  5596. */
  5597. r: number;
  5598. /**
  5599. * Defines the green component (between 0 and 1, default is 0)
  5600. */
  5601. g: number;
  5602. /**
  5603. * Defines the blue component (between 0 and 1, default is 0)
  5604. */
  5605. b: number;
  5606. /**
  5607. * Defines the alpha component (between 0 and 1, default is 1)
  5608. */
  5609. a: number;
  5610. /**
  5611. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5612. * @param r defines the red component (between 0 and 1, default is 0)
  5613. * @param g defines the green component (between 0 and 1, default is 0)
  5614. * @param b defines the blue component (between 0 and 1, default is 0)
  5615. * @param a defines the alpha component (between 0 and 1, default is 1)
  5616. */
  5617. constructor(
  5618. /**
  5619. * Defines the red component (between 0 and 1, default is 0)
  5620. */
  5621. r?: number,
  5622. /**
  5623. * Defines the green component (between 0 and 1, default is 0)
  5624. */
  5625. g?: number,
  5626. /**
  5627. * Defines the blue component (between 0 and 1, default is 0)
  5628. */
  5629. b?: number,
  5630. /**
  5631. * Defines the alpha component (between 0 and 1, default is 1)
  5632. */
  5633. a?: number);
  5634. /**
  5635. * Adds in place the given Color4 values to the current Color4 object
  5636. * @param right defines the second operand
  5637. * @returns the current updated Color4 object
  5638. */
  5639. addInPlace(right: DeepImmutable<Color4>): Color4;
  5640. /**
  5641. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5642. * @returns the new array
  5643. */
  5644. asArray(): number[];
  5645. /**
  5646. * Stores from the starting index in the given array the Color4 successive values
  5647. * @param array defines the array where to store the r,g,b components
  5648. * @param index defines an optional index in the target array to define where to start storing values
  5649. * @returns the current Color4 object
  5650. */
  5651. toArray(array: number[], index?: number): Color4;
  5652. /**
  5653. * Determines equality between Color4 objects
  5654. * @param otherColor defines the second operand
  5655. * @returns true if the rgba values are equal to the given ones
  5656. */
  5657. equals(otherColor: DeepImmutable<Color4>): boolean;
  5658. /**
  5659. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5660. * @param right defines the second operand
  5661. * @returns a new Color4 object
  5662. */
  5663. add(right: DeepImmutable<Color4>): Color4;
  5664. /**
  5665. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5666. * @param right defines the second operand
  5667. * @returns a new Color4 object
  5668. */
  5669. subtract(right: DeepImmutable<Color4>): Color4;
  5670. /**
  5671. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5672. * @param right defines the second operand
  5673. * @param result defines the Color4 object where to store the result
  5674. * @returns the current Color4 object
  5675. */
  5676. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5677. /**
  5678. * Creates a new Color4 with the current Color4 values multiplied by scale
  5679. * @param scale defines the scaling factor to apply
  5680. * @returns a new Color4 object
  5681. */
  5682. scale(scale: number): Color4;
  5683. /**
  5684. * Multiplies the current Color4 values by scale and stores the result in "result"
  5685. * @param scale defines the scaling factor to apply
  5686. * @param result defines the Color4 object where to store the result
  5687. * @returns the current unmodified Color4
  5688. */
  5689. scaleToRef(scale: number, result: Color4): Color4;
  5690. /**
  5691. * Scale the current Color4 values by a factor and add the result to a given Color4
  5692. * @param scale defines the scale factor
  5693. * @param result defines the Color4 object where to store the result
  5694. * @returns the unmodified current Color4
  5695. */
  5696. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5697. /**
  5698. * Clamps the rgb values by the min and max values and stores the result into "result"
  5699. * @param min defines minimum clamping value (default is 0)
  5700. * @param max defines maximum clamping value (default is 1)
  5701. * @param result defines color to store the result into.
  5702. * @returns the cuurent Color4
  5703. */
  5704. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5705. /**
  5706. * Multipy an Color4 value by another and return a new Color4 object
  5707. * @param color defines the Color4 value to multiply by
  5708. * @returns a new Color4 object
  5709. */
  5710. multiply(color: Color4): Color4;
  5711. /**
  5712. * Multipy a Color4 value by another and push the result in a reference value
  5713. * @param color defines the Color4 value to multiply by
  5714. * @param result defines the Color4 to fill the result in
  5715. * @returns the result Color4
  5716. */
  5717. multiplyToRef(color: Color4, result: Color4): Color4;
  5718. /**
  5719. * Creates a string with the Color4 current values
  5720. * @returns the string representation of the Color4 object
  5721. */
  5722. toString(): string;
  5723. /**
  5724. * Returns the string "Color4"
  5725. * @returns "Color4"
  5726. */
  5727. getClassName(): string;
  5728. /**
  5729. * Compute the Color4 hash code
  5730. * @returns an unique number that can be used to hash Color4 objects
  5731. */
  5732. getHashCode(): number;
  5733. /**
  5734. * Creates a new Color4 copied from the current one
  5735. * @returns a new Color4 object
  5736. */
  5737. clone(): Color4;
  5738. /**
  5739. * Copies the given Color4 values into the current one
  5740. * @param source defines the source Color4 object
  5741. * @returns the current updated Color4 object
  5742. */
  5743. copyFrom(source: Color4): Color4;
  5744. /**
  5745. * Copies the given float values into the current one
  5746. * @param r defines the red component to read from
  5747. * @param g defines the green component to read from
  5748. * @param b defines the blue component to read from
  5749. * @param a defines the alpha component to read from
  5750. * @returns the current updated Color4 object
  5751. */
  5752. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5753. /**
  5754. * Copies the given float values into the current one
  5755. * @param r defines the red component to read from
  5756. * @param g defines the green component to read from
  5757. * @param b defines the blue component to read from
  5758. * @param a defines the alpha component to read from
  5759. * @returns the current updated Color4 object
  5760. */
  5761. set(r: number, g: number, b: number, a: number): Color4;
  5762. /**
  5763. * Compute the Color4 hexadecimal code as a string
  5764. * @returns a string containing the hexadecimal representation of the Color4 object
  5765. */
  5766. toHexString(): string;
  5767. /**
  5768. * Computes a new Color4 converted from the current one to linear space
  5769. * @returns a new Color4 object
  5770. */
  5771. toLinearSpace(): Color4;
  5772. /**
  5773. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5774. * @param convertedColor defines the Color4 object where to store the linear space version
  5775. * @returns the unmodified Color4
  5776. */
  5777. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5778. /**
  5779. * Computes a new Color4 converted from the current one to gamma space
  5780. * @returns a new Color4 object
  5781. */
  5782. toGammaSpace(): Color4;
  5783. /**
  5784. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5785. * @param convertedColor defines the Color4 object where to store the gamma space version
  5786. * @returns the unmodified Color4
  5787. */
  5788. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5789. /**
  5790. * Creates a new Color4 from the string containing valid hexadecimal values
  5791. * @param hex defines a string containing valid hexadecimal values
  5792. * @returns a new Color4 object
  5793. */
  5794. static FromHexString(hex: string): Color4;
  5795. /**
  5796. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5797. * @param left defines the start value
  5798. * @param right defines the end value
  5799. * @param amount defines the gradient factor
  5800. * @returns a new Color4 object
  5801. */
  5802. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5803. /**
  5804. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5805. * @param left defines the start value
  5806. * @param right defines the end value
  5807. * @param amount defines the gradient factor
  5808. * @param result defines the Color4 object where to store data
  5809. */
  5810. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5811. /**
  5812. * Creates a new Color4 from a Color3 and an alpha value
  5813. * @param color3 defines the source Color3 to read from
  5814. * @param alpha defines the alpha component (1.0 by default)
  5815. * @returns a new Color4 object
  5816. */
  5817. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5818. /**
  5819. * Creates a new Color4 from the starting index element of the given array
  5820. * @param array defines the source array to read from
  5821. * @param offset defines the offset in the source array
  5822. * @returns a new Color4 object
  5823. */
  5824. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5825. /**
  5826. * Creates a new Color3 from integer values (< 256)
  5827. * @param r defines the red component to read from (value between 0 and 255)
  5828. * @param g defines the green component to read from (value between 0 and 255)
  5829. * @param b defines the blue component to read from (value between 0 and 255)
  5830. * @param a defines the alpha component to read from (value between 0 and 255)
  5831. * @returns a new Color3 object
  5832. */
  5833. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5834. /**
  5835. * Check the content of a given array and convert it to an array containing RGBA data
  5836. * If the original array was already containing count * 4 values then it is returned directly
  5837. * @param colors defines the array to check
  5838. * @param count defines the number of RGBA data to expect
  5839. * @returns an array containing count * 4 values (RGBA)
  5840. */
  5841. static CheckColors4(colors: number[], count: number): number[];
  5842. }
  5843. /**
  5844. * @hidden
  5845. */
  5846. export class TmpColors {
  5847. static Color3: Color3[];
  5848. static Color4: Color4[];
  5849. }
  5850. }
  5851. declare module "babylonjs/Animations/animationKey" {
  5852. /**
  5853. * Defines an interface which represents an animation key frame
  5854. */
  5855. export interface IAnimationKey {
  5856. /**
  5857. * Frame of the key frame
  5858. */
  5859. frame: number;
  5860. /**
  5861. * Value at the specifies key frame
  5862. */
  5863. value: any;
  5864. /**
  5865. * The input tangent for the cubic hermite spline
  5866. */
  5867. inTangent?: any;
  5868. /**
  5869. * The output tangent for the cubic hermite spline
  5870. */
  5871. outTangent?: any;
  5872. /**
  5873. * The animation interpolation type
  5874. */
  5875. interpolation?: AnimationKeyInterpolation;
  5876. }
  5877. /**
  5878. * Enum for the animation key frame interpolation type
  5879. */
  5880. export enum AnimationKeyInterpolation {
  5881. /**
  5882. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5883. */
  5884. STEP = 1
  5885. }
  5886. }
  5887. declare module "babylonjs/Animations/animationRange" {
  5888. /**
  5889. * Represents the range of an animation
  5890. */
  5891. export class AnimationRange {
  5892. /**The name of the animation range**/
  5893. name: string;
  5894. /**The starting frame of the animation */
  5895. from: number;
  5896. /**The ending frame of the animation*/
  5897. to: number;
  5898. /**
  5899. * Initializes the range of an animation
  5900. * @param name The name of the animation range
  5901. * @param from The starting frame of the animation
  5902. * @param to The ending frame of the animation
  5903. */
  5904. constructor(
  5905. /**The name of the animation range**/
  5906. name: string,
  5907. /**The starting frame of the animation */
  5908. from: number,
  5909. /**The ending frame of the animation*/
  5910. to: number);
  5911. /**
  5912. * Makes a copy of the animation range
  5913. * @returns A copy of the animation range
  5914. */
  5915. clone(): AnimationRange;
  5916. }
  5917. }
  5918. declare module "babylonjs/Animations/animationEvent" {
  5919. /**
  5920. * Composed of a frame, and an action function
  5921. */
  5922. export class AnimationEvent {
  5923. /** The frame for which the event is triggered **/
  5924. frame: number;
  5925. /** The event to perform when triggered **/
  5926. action: (currentFrame: number) => void;
  5927. /** Specifies if the event should be triggered only once**/
  5928. onlyOnce?: boolean | undefined;
  5929. /**
  5930. * Specifies if the animation event is done
  5931. */
  5932. isDone: boolean;
  5933. /**
  5934. * Initializes the animation event
  5935. * @param frame The frame for which the event is triggered
  5936. * @param action The event to perform when triggered
  5937. * @param onlyOnce Specifies if the event should be triggered only once
  5938. */
  5939. constructor(
  5940. /** The frame for which the event is triggered **/
  5941. frame: number,
  5942. /** The event to perform when triggered **/
  5943. action: (currentFrame: number) => void,
  5944. /** Specifies if the event should be triggered only once**/
  5945. onlyOnce?: boolean | undefined);
  5946. /** @hidden */
  5947. _clone(): AnimationEvent;
  5948. }
  5949. }
  5950. declare module "babylonjs/Behaviors/behavior" {
  5951. import { Nullable } from "babylonjs/types";
  5952. /**
  5953. * Interface used to define a behavior
  5954. */
  5955. export interface Behavior<T> {
  5956. /** gets or sets behavior's name */
  5957. name: string;
  5958. /**
  5959. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5960. */
  5961. init(): void;
  5962. /**
  5963. * Called when the behavior is attached to a target
  5964. * @param target defines the target where the behavior is attached to
  5965. */
  5966. attach(target: T): void;
  5967. /**
  5968. * Called when the behavior is detached from its target
  5969. */
  5970. detach(): void;
  5971. }
  5972. /**
  5973. * Interface implemented by classes supporting behaviors
  5974. */
  5975. export interface IBehaviorAware<T> {
  5976. /**
  5977. * Attach a behavior
  5978. * @param behavior defines the behavior to attach
  5979. * @returns the current host
  5980. */
  5981. addBehavior(behavior: Behavior<T>): T;
  5982. /**
  5983. * Remove a behavior from the current object
  5984. * @param behavior defines the behavior to detach
  5985. * @returns the current host
  5986. */
  5987. removeBehavior(behavior: Behavior<T>): T;
  5988. /**
  5989. * Gets a behavior using its name to search
  5990. * @param name defines the name to search
  5991. * @returns the behavior or null if not found
  5992. */
  5993. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5994. }
  5995. }
  5996. declare module "babylonjs/Misc/smartArray" {
  5997. /**
  5998. * Defines an array and its length.
  5999. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6000. */
  6001. export interface ISmartArrayLike<T> {
  6002. /**
  6003. * The data of the array.
  6004. */
  6005. data: Array<T>;
  6006. /**
  6007. * The active length of the array.
  6008. */
  6009. length: number;
  6010. }
  6011. /**
  6012. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6013. */
  6014. export class SmartArray<T> implements ISmartArrayLike<T> {
  6015. /**
  6016. * The full set of data from the array.
  6017. */
  6018. data: Array<T>;
  6019. /**
  6020. * The active length of the array.
  6021. */
  6022. length: number;
  6023. protected _id: number;
  6024. /**
  6025. * Instantiates a Smart Array.
  6026. * @param capacity defines the default capacity of the array.
  6027. */
  6028. constructor(capacity: number);
  6029. /**
  6030. * Pushes a value at the end of the active data.
  6031. * @param value defines the object to push in the array.
  6032. */
  6033. push(value: T): void;
  6034. /**
  6035. * Iterates over the active data and apply the lambda to them.
  6036. * @param func defines the action to apply on each value.
  6037. */
  6038. forEach(func: (content: T) => void): void;
  6039. /**
  6040. * Sorts the full sets of data.
  6041. * @param compareFn defines the comparison function to apply.
  6042. */
  6043. sort(compareFn: (a: T, b: T) => number): void;
  6044. /**
  6045. * Resets the active data to an empty array.
  6046. */
  6047. reset(): void;
  6048. /**
  6049. * Releases all the data from the array as well as the array.
  6050. */
  6051. dispose(): void;
  6052. /**
  6053. * Concats the active data with a given array.
  6054. * @param array defines the data to concatenate with.
  6055. */
  6056. concat(array: any): void;
  6057. /**
  6058. * Returns the position of a value in the active data.
  6059. * @param value defines the value to find the index for
  6060. * @returns the index if found in the active data otherwise -1
  6061. */
  6062. indexOf(value: T): number;
  6063. /**
  6064. * Returns whether an element is part of the active data.
  6065. * @param value defines the value to look for
  6066. * @returns true if found in the active data otherwise false
  6067. */
  6068. contains(value: T): boolean;
  6069. private static _GlobalId;
  6070. }
  6071. /**
  6072. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6073. * The data in this array can only be present once
  6074. */
  6075. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6076. private _duplicateId;
  6077. /**
  6078. * Pushes a value at the end of the active data.
  6079. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6080. * @param value defines the object to push in the array.
  6081. */
  6082. push(value: T): void;
  6083. /**
  6084. * Pushes a value at the end of the active data.
  6085. * If the data is already present, it won t be added again
  6086. * @param value defines the object to push in the array.
  6087. * @returns true if added false if it was already present
  6088. */
  6089. pushNoDuplicate(value: T): boolean;
  6090. /**
  6091. * Resets the active data to an empty array.
  6092. */
  6093. reset(): void;
  6094. /**
  6095. * Concats the active data with a given array.
  6096. * This ensures no dupplicate will be present in the result.
  6097. * @param array defines the data to concatenate with.
  6098. */
  6099. concatWithNoDuplicate(array: any): void;
  6100. }
  6101. }
  6102. declare module "babylonjs/Cameras/cameraInputsManager" {
  6103. import { Nullable } from "babylonjs/types";
  6104. import { Camera } from "babylonjs/Cameras/camera";
  6105. /**
  6106. * @ignore
  6107. * This is a list of all the different input types that are available in the application.
  6108. * Fo instance: ArcRotateCameraGamepadInput...
  6109. */
  6110. export var CameraInputTypes: {};
  6111. /**
  6112. * This is the contract to implement in order to create a new input class.
  6113. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6114. */
  6115. export interface ICameraInput<TCamera extends Camera> {
  6116. /**
  6117. * Defines the camera the input is attached to.
  6118. */
  6119. camera: Nullable<TCamera>;
  6120. /**
  6121. * Gets the class name of the current intput.
  6122. * @returns the class name
  6123. */
  6124. getClassName(): string;
  6125. /**
  6126. * Get the friendly name associated with the input class.
  6127. * @returns the input friendly name
  6128. */
  6129. getSimpleName(): string;
  6130. /**
  6131. * Attach the input controls to a specific dom element to get the input from.
  6132. * @param element Defines the element the controls should be listened from
  6133. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6134. */
  6135. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6136. /**
  6137. * Detach the current controls from the specified dom element.
  6138. * @param element Defines the element to stop listening the inputs from
  6139. */
  6140. detachControl(element: Nullable<HTMLElement>): void;
  6141. /**
  6142. * Update the current camera state depending on the inputs that have been used this frame.
  6143. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6144. */
  6145. checkInputs?: () => void;
  6146. }
  6147. /**
  6148. * Represents a map of input types to input instance or input index to input instance.
  6149. */
  6150. export interface CameraInputsMap<TCamera extends Camera> {
  6151. /**
  6152. * Accessor to the input by input type.
  6153. */
  6154. [name: string]: ICameraInput<TCamera>;
  6155. /**
  6156. * Accessor to the input by input index.
  6157. */
  6158. [idx: number]: ICameraInput<TCamera>;
  6159. }
  6160. /**
  6161. * This represents the input manager used within a camera.
  6162. * It helps dealing with all the different kind of input attached to a camera.
  6163. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6164. */
  6165. export class CameraInputsManager<TCamera extends Camera> {
  6166. /**
  6167. * Defines the list of inputs attahed to the camera.
  6168. */
  6169. attached: CameraInputsMap<TCamera>;
  6170. /**
  6171. * Defines the dom element the camera is collecting inputs from.
  6172. * This is null if the controls have not been attached.
  6173. */
  6174. attachedElement: Nullable<HTMLElement>;
  6175. /**
  6176. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6177. */
  6178. noPreventDefault: boolean;
  6179. /**
  6180. * Defined the camera the input manager belongs to.
  6181. */
  6182. camera: TCamera;
  6183. /**
  6184. * Update the current camera state depending on the inputs that have been used this frame.
  6185. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6186. */
  6187. checkInputs: () => void;
  6188. /**
  6189. * Instantiate a new Camera Input Manager.
  6190. * @param camera Defines the camera the input manager blongs to
  6191. */
  6192. constructor(camera: TCamera);
  6193. /**
  6194. * Add an input method to a camera
  6195. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6196. * @param input camera input method
  6197. */
  6198. add(input: ICameraInput<TCamera>): void;
  6199. /**
  6200. * Remove a specific input method from a camera
  6201. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6202. * @param inputToRemove camera input method
  6203. */
  6204. remove(inputToRemove: ICameraInput<TCamera>): void;
  6205. /**
  6206. * Remove a specific input type from a camera
  6207. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6208. * @param inputType the type of the input to remove
  6209. */
  6210. removeByType(inputType: string): void;
  6211. private _addCheckInputs;
  6212. /**
  6213. * Attach the input controls to the currently attached dom element to listen the events from.
  6214. * @param input Defines the input to attach
  6215. */
  6216. attachInput(input: ICameraInput<TCamera>): void;
  6217. /**
  6218. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6219. * @param element Defines the dom element to collect the events from
  6220. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6221. */
  6222. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6223. /**
  6224. * Detach the current manager inputs controls from a specific dom element.
  6225. * @param element Defines the dom element to collect the events from
  6226. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6227. */
  6228. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6229. /**
  6230. * Rebuild the dynamic inputCheck function from the current list of
  6231. * defined inputs in the manager.
  6232. */
  6233. rebuildInputCheck(): void;
  6234. /**
  6235. * Remove all attached input methods from a camera
  6236. */
  6237. clear(): void;
  6238. /**
  6239. * Serialize the current input manager attached to a camera.
  6240. * This ensures than once parsed,
  6241. * the input associated to the camera will be identical to the current ones
  6242. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6243. */
  6244. serialize(serializedCamera: any): void;
  6245. /**
  6246. * Parses an input manager serialized JSON to restore the previous list of inputs
  6247. * and states associated to a camera.
  6248. * @param parsedCamera Defines the JSON to parse
  6249. */
  6250. parse(parsedCamera: any): void;
  6251. }
  6252. }
  6253. declare module "babylonjs/Meshes/buffer" {
  6254. import { Nullable, DataArray } from "babylonjs/types";
  6255. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6256. /**
  6257. * Class used to store data that will be store in GPU memory
  6258. */
  6259. export class Buffer {
  6260. private _engine;
  6261. private _buffer;
  6262. /** @hidden */
  6263. _data: Nullable<DataArray>;
  6264. private _updatable;
  6265. private _instanced;
  6266. private _divisor;
  6267. /**
  6268. * Gets the byte stride.
  6269. */
  6270. readonly byteStride: number;
  6271. /**
  6272. * Constructor
  6273. * @param engine the engine
  6274. * @param data the data to use for this buffer
  6275. * @param updatable whether the data is updatable
  6276. * @param stride the stride (optional)
  6277. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6278. * @param instanced whether the buffer is instanced (optional)
  6279. * @param useBytes set to true if the stride in in bytes (optional)
  6280. * @param divisor sets an optional divisor for instances (1 by default)
  6281. */
  6282. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6283. /**
  6284. * Create a new VertexBuffer based on the current buffer
  6285. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6286. * @param offset defines offset in the buffer (0 by default)
  6287. * @param size defines the size in floats of attributes (position is 3 for instance)
  6288. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6289. * @param instanced defines if the vertex buffer contains indexed data
  6290. * @param useBytes defines if the offset and stride are in bytes *
  6291. * @param divisor sets an optional divisor for instances (1 by default)
  6292. * @returns the new vertex buffer
  6293. */
  6294. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6295. /**
  6296. * Gets a boolean indicating if the Buffer is updatable?
  6297. * @returns true if the buffer is updatable
  6298. */
  6299. isUpdatable(): boolean;
  6300. /**
  6301. * Gets current buffer's data
  6302. * @returns a DataArray or null
  6303. */
  6304. getData(): Nullable<DataArray>;
  6305. /**
  6306. * Gets underlying native buffer
  6307. * @returns underlying native buffer
  6308. */
  6309. getBuffer(): Nullable<DataBuffer>;
  6310. /**
  6311. * Gets the stride in float32 units (i.e. byte stride / 4).
  6312. * May not be an integer if the byte stride is not divisible by 4.
  6313. * DEPRECATED. Use byteStride instead.
  6314. * @returns the stride in float32 units
  6315. */
  6316. getStrideSize(): number;
  6317. /**
  6318. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6319. * @param data defines the data to store
  6320. */
  6321. create(data?: Nullable<DataArray>): void;
  6322. /** @hidden */
  6323. _rebuild(): void;
  6324. /**
  6325. * Update current buffer data
  6326. * @param data defines the data to store
  6327. */
  6328. update(data: DataArray): void;
  6329. /**
  6330. * Updates the data directly.
  6331. * @param data the new data
  6332. * @param offset the new offset
  6333. * @param vertexCount the vertex count (optional)
  6334. * @param useBytes set to true if the offset is in bytes
  6335. */
  6336. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6337. /**
  6338. * Release all resources
  6339. */
  6340. dispose(): void;
  6341. }
  6342. /**
  6343. * Specialized buffer used to store vertex data
  6344. */
  6345. export class VertexBuffer {
  6346. /** @hidden */
  6347. _buffer: Buffer;
  6348. private _kind;
  6349. private _size;
  6350. private _ownsBuffer;
  6351. private _instanced;
  6352. private _instanceDivisor;
  6353. /**
  6354. * The byte type.
  6355. */
  6356. static readonly BYTE: number;
  6357. /**
  6358. * The unsigned byte type.
  6359. */
  6360. static readonly UNSIGNED_BYTE: number;
  6361. /**
  6362. * The short type.
  6363. */
  6364. static readonly SHORT: number;
  6365. /**
  6366. * The unsigned short type.
  6367. */
  6368. static readonly UNSIGNED_SHORT: number;
  6369. /**
  6370. * The integer type.
  6371. */
  6372. static readonly INT: number;
  6373. /**
  6374. * The unsigned integer type.
  6375. */
  6376. static readonly UNSIGNED_INT: number;
  6377. /**
  6378. * The float type.
  6379. */
  6380. static readonly FLOAT: number;
  6381. /**
  6382. * Gets or sets the instance divisor when in instanced mode
  6383. */
  6384. instanceDivisor: number;
  6385. /**
  6386. * Gets the byte stride.
  6387. */
  6388. readonly byteStride: number;
  6389. /**
  6390. * Gets the byte offset.
  6391. */
  6392. readonly byteOffset: number;
  6393. /**
  6394. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6395. */
  6396. readonly normalized: boolean;
  6397. /**
  6398. * Gets the data type of each component in the array.
  6399. */
  6400. readonly type: number;
  6401. /**
  6402. * Constructor
  6403. * @param engine the engine
  6404. * @param data the data to use for this vertex buffer
  6405. * @param kind the vertex buffer kind
  6406. * @param updatable whether the data is updatable
  6407. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6408. * @param stride the stride (optional)
  6409. * @param instanced whether the buffer is instanced (optional)
  6410. * @param offset the offset of the data (optional)
  6411. * @param size the number of components (optional)
  6412. * @param type the type of the component (optional)
  6413. * @param normalized whether the data contains normalized data (optional)
  6414. * @param useBytes set to true if stride and offset are in bytes (optional)
  6415. * @param divisor defines the instance divisor to use (1 by default)
  6416. */
  6417. 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);
  6418. /** @hidden */
  6419. _rebuild(): void;
  6420. /**
  6421. * Returns the kind of the VertexBuffer (string)
  6422. * @returns a string
  6423. */
  6424. getKind(): string;
  6425. /**
  6426. * Gets a boolean indicating if the VertexBuffer is updatable?
  6427. * @returns true if the buffer is updatable
  6428. */
  6429. isUpdatable(): boolean;
  6430. /**
  6431. * Gets current buffer's data
  6432. * @returns a DataArray or null
  6433. */
  6434. getData(): Nullable<DataArray>;
  6435. /**
  6436. * Gets underlying native buffer
  6437. * @returns underlying native buffer
  6438. */
  6439. getBuffer(): Nullable<DataBuffer>;
  6440. /**
  6441. * Gets the stride in float32 units (i.e. byte stride / 4).
  6442. * May not be an integer if the byte stride is not divisible by 4.
  6443. * DEPRECATED. Use byteStride instead.
  6444. * @returns the stride in float32 units
  6445. */
  6446. getStrideSize(): number;
  6447. /**
  6448. * Returns the offset as a multiple of the type byte length.
  6449. * DEPRECATED. Use byteOffset instead.
  6450. * @returns the offset in bytes
  6451. */
  6452. getOffset(): number;
  6453. /**
  6454. * Returns the number of components per vertex attribute (integer)
  6455. * @returns the size in float
  6456. */
  6457. getSize(): number;
  6458. /**
  6459. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6460. * @returns true if this buffer is instanced
  6461. */
  6462. getIsInstanced(): boolean;
  6463. /**
  6464. * Returns the instancing divisor, zero for non-instanced (integer).
  6465. * @returns a number
  6466. */
  6467. getInstanceDivisor(): number;
  6468. /**
  6469. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6470. * @param data defines the data to store
  6471. */
  6472. create(data?: DataArray): void;
  6473. /**
  6474. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6475. * This function will create a new buffer if the current one is not updatable
  6476. * @param data defines the data to store
  6477. */
  6478. update(data: DataArray): void;
  6479. /**
  6480. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6481. * Returns the directly updated WebGLBuffer.
  6482. * @param data the new data
  6483. * @param offset the new offset
  6484. * @param useBytes set to true if the offset is in bytes
  6485. */
  6486. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6487. /**
  6488. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6489. */
  6490. dispose(): void;
  6491. /**
  6492. * Enumerates each value of this vertex buffer as numbers.
  6493. * @param count the number of values to enumerate
  6494. * @param callback the callback function called for each value
  6495. */
  6496. forEach(count: number, callback: (value: number, index: number) => void): void;
  6497. /**
  6498. * Positions
  6499. */
  6500. static readonly PositionKind: string;
  6501. /**
  6502. * Normals
  6503. */
  6504. static readonly NormalKind: string;
  6505. /**
  6506. * Tangents
  6507. */
  6508. static readonly TangentKind: string;
  6509. /**
  6510. * Texture coordinates
  6511. */
  6512. static readonly UVKind: string;
  6513. /**
  6514. * Texture coordinates 2
  6515. */
  6516. static readonly UV2Kind: string;
  6517. /**
  6518. * Texture coordinates 3
  6519. */
  6520. static readonly UV3Kind: string;
  6521. /**
  6522. * Texture coordinates 4
  6523. */
  6524. static readonly UV4Kind: string;
  6525. /**
  6526. * Texture coordinates 5
  6527. */
  6528. static readonly UV5Kind: string;
  6529. /**
  6530. * Texture coordinates 6
  6531. */
  6532. static readonly UV6Kind: string;
  6533. /**
  6534. * Colors
  6535. */
  6536. static readonly ColorKind: string;
  6537. /**
  6538. * Matrix indices (for bones)
  6539. */
  6540. static readonly MatricesIndicesKind: string;
  6541. /**
  6542. * Matrix weights (for bones)
  6543. */
  6544. static readonly MatricesWeightsKind: string;
  6545. /**
  6546. * Additional matrix indices (for bones)
  6547. */
  6548. static readonly MatricesIndicesExtraKind: string;
  6549. /**
  6550. * Additional matrix weights (for bones)
  6551. */
  6552. static readonly MatricesWeightsExtraKind: string;
  6553. /**
  6554. * Deduces the stride given a kind.
  6555. * @param kind The kind string to deduce
  6556. * @returns The deduced stride
  6557. */
  6558. static DeduceStride(kind: string): number;
  6559. /**
  6560. * Gets the byte length of the given type.
  6561. * @param type the type
  6562. * @returns the number of bytes
  6563. */
  6564. static GetTypeByteLength(type: number): number;
  6565. /**
  6566. * Enumerates each value of the given parameters as numbers.
  6567. * @param data the data to enumerate
  6568. * @param byteOffset the byte offset of the data
  6569. * @param byteStride the byte stride of the data
  6570. * @param componentCount the number of components per element
  6571. * @param componentType the type of the component
  6572. * @param count the number of values to enumerate
  6573. * @param normalized whether the data is normalized
  6574. * @param callback the callback function called for each value
  6575. */
  6576. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6577. private static _GetFloatValue;
  6578. }
  6579. }
  6580. declare module "babylonjs/Collisions/intersectionInfo" {
  6581. import { Nullable } from "babylonjs/types";
  6582. /**
  6583. * @hidden
  6584. */
  6585. export class IntersectionInfo {
  6586. bu: Nullable<number>;
  6587. bv: Nullable<number>;
  6588. distance: number;
  6589. faceId: number;
  6590. subMeshId: number;
  6591. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6592. }
  6593. }
  6594. declare module "babylonjs/Maths/math.plane" {
  6595. import { DeepImmutable } from "babylonjs/types";
  6596. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6597. /**
  6598. * Represens a plane by the equation ax + by + cz + d = 0
  6599. */
  6600. export class Plane {
  6601. private static _TmpMatrix;
  6602. /**
  6603. * Normal of the plane (a,b,c)
  6604. */
  6605. normal: Vector3;
  6606. /**
  6607. * d component of the plane
  6608. */
  6609. d: number;
  6610. /**
  6611. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6612. * @param a a component of the plane
  6613. * @param b b component of the plane
  6614. * @param c c component of the plane
  6615. * @param d d component of the plane
  6616. */
  6617. constructor(a: number, b: number, c: number, d: number);
  6618. /**
  6619. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6620. */
  6621. asArray(): number[];
  6622. /**
  6623. * @returns a new plane copied from the current Plane.
  6624. */
  6625. clone(): Plane;
  6626. /**
  6627. * @returns the string "Plane".
  6628. */
  6629. getClassName(): string;
  6630. /**
  6631. * @returns the Plane hash code.
  6632. */
  6633. getHashCode(): number;
  6634. /**
  6635. * Normalize the current Plane in place.
  6636. * @returns the updated Plane.
  6637. */
  6638. normalize(): Plane;
  6639. /**
  6640. * Applies a transformation the plane and returns the result
  6641. * @param transformation the transformation matrix to be applied to the plane
  6642. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6643. */
  6644. transform(transformation: DeepImmutable<Matrix>): Plane;
  6645. /**
  6646. * Calcualtte the dot product between the point and the plane normal
  6647. * @param point point to calculate the dot product with
  6648. * @returns the dot product (float) of the point coordinates and the plane normal.
  6649. */
  6650. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6651. /**
  6652. * Updates the current Plane from the plane defined by the three given points.
  6653. * @param point1 one of the points used to contruct the plane
  6654. * @param point2 one of the points used to contruct the plane
  6655. * @param point3 one of the points used to contruct the plane
  6656. * @returns the updated Plane.
  6657. */
  6658. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6659. /**
  6660. * Checks if the plane is facing a given direction
  6661. * @param direction the direction to check if the plane is facing
  6662. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6663. * @returns True is the vector "direction" is the same side than the plane normal.
  6664. */
  6665. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6666. /**
  6667. * Calculates the distance to a point
  6668. * @param point point to calculate distance to
  6669. * @returns the signed distance (float) from the given point to the Plane.
  6670. */
  6671. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6672. /**
  6673. * Creates a plane from an array
  6674. * @param array the array to create a plane from
  6675. * @returns a new Plane from the given array.
  6676. */
  6677. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6678. /**
  6679. * Creates a plane from three points
  6680. * @param point1 point used to create the plane
  6681. * @param point2 point used to create the plane
  6682. * @param point3 point used to create the plane
  6683. * @returns a new Plane defined by the three given points.
  6684. */
  6685. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6686. /**
  6687. * Creates a plane from an origin point and a normal
  6688. * @param origin origin of the plane to be constructed
  6689. * @param normal normal of the plane to be constructed
  6690. * @returns a new Plane the normal vector to this plane at the given origin point.
  6691. * Note : the vector "normal" is updated because normalized.
  6692. */
  6693. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6694. /**
  6695. * Calculates the distance from a plane and a point
  6696. * @param origin origin of the plane to be constructed
  6697. * @param normal normal of the plane to be constructed
  6698. * @param point point to calculate distance to
  6699. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6700. */
  6701. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6702. }
  6703. }
  6704. declare module "babylonjs/Culling/boundingSphere" {
  6705. import { DeepImmutable } from "babylonjs/types";
  6706. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6707. import { Plane } from "babylonjs/Maths/math.plane";
  6708. /**
  6709. * Class used to store bounding sphere information
  6710. */
  6711. export class BoundingSphere {
  6712. /**
  6713. * Gets the center of the bounding sphere in local space
  6714. */
  6715. readonly center: Vector3;
  6716. /**
  6717. * Radius of the bounding sphere in local space
  6718. */
  6719. radius: number;
  6720. /**
  6721. * Gets the center of the bounding sphere in world space
  6722. */
  6723. readonly centerWorld: Vector3;
  6724. /**
  6725. * Radius of the bounding sphere in world space
  6726. */
  6727. radiusWorld: number;
  6728. /**
  6729. * Gets the minimum vector in local space
  6730. */
  6731. readonly minimum: Vector3;
  6732. /**
  6733. * Gets the maximum vector in local space
  6734. */
  6735. readonly maximum: Vector3;
  6736. private _worldMatrix;
  6737. private static readonly TmpVector3;
  6738. /**
  6739. * Creates a new bounding sphere
  6740. * @param min defines the minimum vector (in local space)
  6741. * @param max defines the maximum vector (in local space)
  6742. * @param worldMatrix defines the new world matrix
  6743. */
  6744. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6745. /**
  6746. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6747. * @param min defines the new minimum vector (in local space)
  6748. * @param max defines the new maximum vector (in local space)
  6749. * @param worldMatrix defines the new world matrix
  6750. */
  6751. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6752. /**
  6753. * Scale the current bounding sphere by applying a scale factor
  6754. * @param factor defines the scale factor to apply
  6755. * @returns the current bounding box
  6756. */
  6757. scale(factor: number): BoundingSphere;
  6758. /**
  6759. * Gets the world matrix of the bounding box
  6760. * @returns a matrix
  6761. */
  6762. getWorldMatrix(): DeepImmutable<Matrix>;
  6763. /** @hidden */
  6764. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6765. /**
  6766. * Tests if the bounding sphere is intersecting the frustum planes
  6767. * @param frustumPlanes defines the frustum planes to test
  6768. * @returns true if there is an intersection
  6769. */
  6770. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6771. /**
  6772. * Tests if the bounding sphere center is in between the frustum planes.
  6773. * Used for optimistic fast inclusion.
  6774. * @param frustumPlanes defines the frustum planes to test
  6775. * @returns true if the sphere center is in between the frustum planes
  6776. */
  6777. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6778. /**
  6779. * Tests if a point is inside the bounding sphere
  6780. * @param point defines the point to test
  6781. * @returns true if the point is inside the bounding sphere
  6782. */
  6783. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6784. /**
  6785. * Checks if two sphere intersct
  6786. * @param sphere0 sphere 0
  6787. * @param sphere1 sphere 1
  6788. * @returns true if the speres intersect
  6789. */
  6790. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6791. }
  6792. }
  6793. declare module "babylonjs/Culling/boundingBox" {
  6794. import { DeepImmutable } from "babylonjs/types";
  6795. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6796. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6797. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6798. import { Plane } from "babylonjs/Maths/math.plane";
  6799. /**
  6800. * Class used to store bounding box information
  6801. */
  6802. export class BoundingBox implements ICullable {
  6803. /**
  6804. * Gets the 8 vectors representing the bounding box in local space
  6805. */
  6806. readonly vectors: Vector3[];
  6807. /**
  6808. * Gets the center of the bounding box in local space
  6809. */
  6810. readonly center: Vector3;
  6811. /**
  6812. * Gets the center of the bounding box in world space
  6813. */
  6814. readonly centerWorld: Vector3;
  6815. /**
  6816. * Gets the extend size in local space
  6817. */
  6818. readonly extendSize: Vector3;
  6819. /**
  6820. * Gets the extend size in world space
  6821. */
  6822. readonly extendSizeWorld: Vector3;
  6823. /**
  6824. * Gets the OBB (object bounding box) directions
  6825. */
  6826. readonly directions: Vector3[];
  6827. /**
  6828. * Gets the 8 vectors representing the bounding box in world space
  6829. */
  6830. readonly vectorsWorld: Vector3[];
  6831. /**
  6832. * Gets the minimum vector in world space
  6833. */
  6834. readonly minimumWorld: Vector3;
  6835. /**
  6836. * Gets the maximum vector in world space
  6837. */
  6838. readonly maximumWorld: Vector3;
  6839. /**
  6840. * Gets the minimum vector in local space
  6841. */
  6842. readonly minimum: Vector3;
  6843. /**
  6844. * Gets the maximum vector in local space
  6845. */
  6846. readonly maximum: Vector3;
  6847. private _worldMatrix;
  6848. private static readonly TmpVector3;
  6849. /**
  6850. * @hidden
  6851. */
  6852. _tag: number;
  6853. /**
  6854. * Creates a new bounding box
  6855. * @param min defines the minimum vector (in local space)
  6856. * @param max defines the maximum vector (in local space)
  6857. * @param worldMatrix defines the new world matrix
  6858. */
  6859. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6860. /**
  6861. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6862. * @param min defines the new minimum vector (in local space)
  6863. * @param max defines the new maximum vector (in local space)
  6864. * @param worldMatrix defines the new world matrix
  6865. */
  6866. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6867. /**
  6868. * Scale the current bounding box by applying a scale factor
  6869. * @param factor defines the scale factor to apply
  6870. * @returns the current bounding box
  6871. */
  6872. scale(factor: number): BoundingBox;
  6873. /**
  6874. * Gets the world matrix of the bounding box
  6875. * @returns a matrix
  6876. */
  6877. getWorldMatrix(): DeepImmutable<Matrix>;
  6878. /** @hidden */
  6879. _update(world: DeepImmutable<Matrix>): void;
  6880. /**
  6881. * Tests if the bounding box is intersecting the frustum planes
  6882. * @param frustumPlanes defines the frustum planes to test
  6883. * @returns true if there is an intersection
  6884. */
  6885. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6886. /**
  6887. * Tests if the bounding box is entirely inside the frustum planes
  6888. * @param frustumPlanes defines the frustum planes to test
  6889. * @returns true if there is an inclusion
  6890. */
  6891. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6892. /**
  6893. * Tests if a point is inside the bounding box
  6894. * @param point defines the point to test
  6895. * @returns true if the point is inside the bounding box
  6896. */
  6897. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6898. /**
  6899. * Tests if the bounding box intersects with a bounding sphere
  6900. * @param sphere defines the sphere to test
  6901. * @returns true if there is an intersection
  6902. */
  6903. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6904. /**
  6905. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6906. * @param min defines the min vector to use
  6907. * @param max defines the max vector to use
  6908. * @returns true if there is an intersection
  6909. */
  6910. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6911. /**
  6912. * Tests if two bounding boxes are intersections
  6913. * @param box0 defines the first box to test
  6914. * @param box1 defines the second box to test
  6915. * @returns true if there is an intersection
  6916. */
  6917. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6918. /**
  6919. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6920. * @param minPoint defines the minimum vector of the bounding box
  6921. * @param maxPoint defines the maximum vector of the bounding box
  6922. * @param sphereCenter defines the sphere center
  6923. * @param sphereRadius defines the sphere radius
  6924. * @returns true if there is an intersection
  6925. */
  6926. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6927. /**
  6928. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6929. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @return true if there is an inclusion
  6932. */
  6933. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6936. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @return true if there is an intersection
  6939. */
  6940. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. }
  6942. }
  6943. declare module "babylonjs/Collisions/collider" {
  6944. import { Nullable, IndicesArray } from "babylonjs/types";
  6945. import { Vector3 } from "babylonjs/Maths/math.vector";
  6946. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6947. import { Plane } from "babylonjs/Maths/math.plane";
  6948. /** @hidden */
  6949. export class Collider {
  6950. /** Define if a collision was found */
  6951. collisionFound: boolean;
  6952. /**
  6953. * Define last intersection point in local space
  6954. */
  6955. intersectionPoint: Vector3;
  6956. /**
  6957. * Define last collided mesh
  6958. */
  6959. collidedMesh: Nullable<AbstractMesh>;
  6960. private _collisionPoint;
  6961. private _planeIntersectionPoint;
  6962. private _tempVector;
  6963. private _tempVector2;
  6964. private _tempVector3;
  6965. private _tempVector4;
  6966. private _edge;
  6967. private _baseToVertex;
  6968. private _destinationPoint;
  6969. private _slidePlaneNormal;
  6970. private _displacementVector;
  6971. /** @hidden */
  6972. _radius: Vector3;
  6973. /** @hidden */
  6974. _retry: number;
  6975. private _velocity;
  6976. private _basePoint;
  6977. private _epsilon;
  6978. /** @hidden */
  6979. _velocityWorldLength: number;
  6980. /** @hidden */
  6981. _basePointWorld: Vector3;
  6982. private _velocityWorld;
  6983. private _normalizedVelocity;
  6984. /** @hidden */
  6985. _initialVelocity: Vector3;
  6986. /** @hidden */
  6987. _initialPosition: Vector3;
  6988. private _nearestDistance;
  6989. private _collisionMask;
  6990. collisionMask: number;
  6991. /**
  6992. * Gets the plane normal used to compute the sliding response (in local space)
  6993. */
  6994. readonly slidePlaneNormal: Vector3;
  6995. /** @hidden */
  6996. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6997. /** @hidden */
  6998. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6999. /** @hidden */
  7000. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7001. /** @hidden */
  7002. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7003. /** @hidden */
  7004. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7005. /** @hidden */
  7006. _getResponse(pos: Vector3, vel: Vector3): void;
  7007. }
  7008. }
  7009. declare module "babylonjs/Culling/boundingInfo" {
  7010. import { DeepImmutable } from "babylonjs/types";
  7011. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7012. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7013. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7014. import { Plane } from "babylonjs/Maths/math.plane";
  7015. import { Collider } from "babylonjs/Collisions/collider";
  7016. /**
  7017. * Interface for cullable objects
  7018. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7019. */
  7020. export interface ICullable {
  7021. /**
  7022. * Checks if the object or part of the object is in the frustum
  7023. * @param frustumPlanes Camera near/planes
  7024. * @returns true if the object is in frustum otherwise false
  7025. */
  7026. isInFrustum(frustumPlanes: Plane[]): boolean;
  7027. /**
  7028. * Checks if a cullable object (mesh...) is in the camera frustum
  7029. * Unlike isInFrustum this cheks the full bounding box
  7030. * @param frustumPlanes Camera near/planes
  7031. * @returns true if the object is in frustum otherwise false
  7032. */
  7033. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7034. }
  7035. /**
  7036. * Info for a bounding data of a mesh
  7037. */
  7038. export class BoundingInfo implements ICullable {
  7039. /**
  7040. * Bounding box for the mesh
  7041. */
  7042. readonly boundingBox: BoundingBox;
  7043. /**
  7044. * Bounding sphere for the mesh
  7045. */
  7046. readonly boundingSphere: BoundingSphere;
  7047. private _isLocked;
  7048. private static readonly TmpVector3;
  7049. /**
  7050. * Constructs bounding info
  7051. * @param minimum min vector of the bounding box/sphere
  7052. * @param maximum max vector of the bounding box/sphere
  7053. * @param worldMatrix defines the new world matrix
  7054. */
  7055. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7056. /**
  7057. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7058. * @param min defines the new minimum vector (in local space)
  7059. * @param max defines the new maximum vector (in local space)
  7060. * @param worldMatrix defines the new world matrix
  7061. */
  7062. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7063. /**
  7064. * min vector of the bounding box/sphere
  7065. */
  7066. readonly minimum: Vector3;
  7067. /**
  7068. * max vector of the bounding box/sphere
  7069. */
  7070. readonly maximum: Vector3;
  7071. /**
  7072. * If the info is locked and won't be updated to avoid perf overhead
  7073. */
  7074. isLocked: boolean;
  7075. /**
  7076. * Updates the bounding sphere and box
  7077. * @param world world matrix to be used to update
  7078. */
  7079. update(world: DeepImmutable<Matrix>): void;
  7080. /**
  7081. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7082. * @param center New center of the bounding info
  7083. * @param extend New extend of the bounding info
  7084. * @returns the current bounding info
  7085. */
  7086. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7087. /**
  7088. * Scale the current bounding info by applying a scale factor
  7089. * @param factor defines the scale factor to apply
  7090. * @returns the current bounding info
  7091. */
  7092. scale(factor: number): BoundingInfo;
  7093. /**
  7094. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7095. * @param frustumPlanes defines the frustum to test
  7096. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7097. * @returns true if the bounding info is in the frustum planes
  7098. */
  7099. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7100. /**
  7101. * Gets the world distance between the min and max points of the bounding box
  7102. */
  7103. readonly diagonalLength: number;
  7104. /**
  7105. * Checks if a cullable object (mesh...) is in the camera frustum
  7106. * Unlike isInFrustum this cheks the full bounding box
  7107. * @param frustumPlanes Camera near/planes
  7108. * @returns true if the object is in frustum otherwise false
  7109. */
  7110. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7111. /** @hidden */
  7112. _checkCollision(collider: Collider): boolean;
  7113. /**
  7114. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7115. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7116. * @param point the point to check intersection with
  7117. * @returns if the point intersects
  7118. */
  7119. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7120. /**
  7121. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7122. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7123. * @param boundingInfo the bounding info to check intersection with
  7124. * @param precise if the intersection should be done using OBB
  7125. * @returns if the bounding info intersects
  7126. */
  7127. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7128. }
  7129. }
  7130. declare module "babylonjs/Maths/math.functions" {
  7131. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7132. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7133. /**
  7134. * Extracts minimum and maximum values from a list of indexed positions
  7135. * @param positions defines the positions to use
  7136. * @param indices defines the indices to the positions
  7137. * @param indexStart defines the start index
  7138. * @param indexCount defines the end index
  7139. * @param bias defines bias value to add to the result
  7140. * @return minimum and maximum values
  7141. */
  7142. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7143. minimum: Vector3;
  7144. maximum: Vector3;
  7145. };
  7146. /**
  7147. * Extracts minimum and maximum values from a list of positions
  7148. * @param positions defines the positions to use
  7149. * @param start defines the start index in the positions array
  7150. * @param count defines the number of positions to handle
  7151. * @param bias defines bias value to add to the result
  7152. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7153. * @return minimum and maximum values
  7154. */
  7155. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7156. minimum: Vector3;
  7157. maximum: Vector3;
  7158. };
  7159. }
  7160. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7161. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7162. /** @hidden */
  7163. export class WebGLDataBuffer extends DataBuffer {
  7164. private _buffer;
  7165. constructor(resource: WebGLBuffer);
  7166. readonly underlyingResource: any;
  7167. }
  7168. }
  7169. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7170. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7171. import { Nullable } from "babylonjs/types";
  7172. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7173. /** @hidden */
  7174. export class WebGLPipelineContext implements IPipelineContext {
  7175. engine: ThinEngine;
  7176. program: Nullable<WebGLProgram>;
  7177. context?: WebGLRenderingContext;
  7178. vertexShader?: WebGLShader;
  7179. fragmentShader?: WebGLShader;
  7180. isParallelCompiled: boolean;
  7181. onCompiled?: () => void;
  7182. transformFeedback?: WebGLTransformFeedback | null;
  7183. readonly isAsync: boolean;
  7184. readonly isReady: boolean;
  7185. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7186. }
  7187. }
  7188. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7189. import { FloatArray, Nullable } from "babylonjs/types";
  7190. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7191. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7192. module "babylonjs/Engines/thinEngine" {
  7193. interface ThinEngine {
  7194. /**
  7195. * Create an uniform buffer
  7196. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7197. * @param elements defines the content of the uniform buffer
  7198. * @returns the webGL uniform buffer
  7199. */
  7200. createUniformBuffer(elements: FloatArray): DataBuffer;
  7201. /**
  7202. * Create a dynamic uniform buffer
  7203. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7204. * @param elements defines the content of the uniform buffer
  7205. * @returns the webGL uniform buffer
  7206. */
  7207. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7208. /**
  7209. * Update an existing uniform buffer
  7210. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7211. * @param uniformBuffer defines the target uniform buffer
  7212. * @param elements defines the content to update
  7213. * @param offset defines the offset in the uniform buffer where update should start
  7214. * @param count defines the size of the data to update
  7215. */
  7216. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7217. /**
  7218. * Bind an uniform buffer to the current webGL context
  7219. * @param buffer defines the buffer to bind
  7220. */
  7221. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7222. /**
  7223. * Bind a buffer to the current webGL context at a given location
  7224. * @param buffer defines the buffer to bind
  7225. * @param location defines the index where to bind the buffer
  7226. */
  7227. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7228. /**
  7229. * Bind a specific block at a given index in a specific shader program
  7230. * @param pipelineContext defines the pipeline context to use
  7231. * @param blockName defines the block name
  7232. * @param index defines the index where to bind the block
  7233. */
  7234. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7235. }
  7236. }
  7237. }
  7238. declare module "babylonjs/Materials/uniformBuffer" {
  7239. import { Nullable, FloatArray } from "babylonjs/types";
  7240. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7241. import { Engine } from "babylonjs/Engines/engine";
  7242. import { Effect } from "babylonjs/Materials/effect";
  7243. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7244. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7245. import { Color3 } from "babylonjs/Maths/math.color";
  7246. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7247. /**
  7248. * Uniform buffer objects.
  7249. *
  7250. * Handles blocks of uniform on the GPU.
  7251. *
  7252. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7253. *
  7254. * For more information, please refer to :
  7255. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7256. */
  7257. export class UniformBuffer {
  7258. private _engine;
  7259. private _buffer;
  7260. private _data;
  7261. private _bufferData;
  7262. private _dynamic?;
  7263. private _uniformLocations;
  7264. private _uniformSizes;
  7265. private _uniformLocationPointer;
  7266. private _needSync;
  7267. private _noUBO;
  7268. private _currentEffect;
  7269. /** @hidden */
  7270. _alreadyBound: boolean;
  7271. private static _MAX_UNIFORM_SIZE;
  7272. private static _tempBuffer;
  7273. /**
  7274. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7275. * This is dynamic to allow compat with webgl 1 and 2.
  7276. * You will need to pass the name of the uniform as well as the value.
  7277. */
  7278. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7279. /**
  7280. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7281. * This is dynamic to allow compat with webgl 1 and 2.
  7282. * You will need to pass the name of the uniform as well as the value.
  7283. */
  7284. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7285. /**
  7286. * Lambda to Update a single float in a uniform buffer.
  7287. * This is dynamic to allow compat with webgl 1 and 2.
  7288. * You will need to pass the name of the uniform as well as the value.
  7289. */
  7290. updateFloat: (name: string, x: number) => void;
  7291. /**
  7292. * Lambda to Update a vec2 of float in a uniform buffer.
  7293. * This is dynamic to allow compat with webgl 1 and 2.
  7294. * You will need to pass the name of the uniform as well as the value.
  7295. */
  7296. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7297. /**
  7298. * Lambda to Update a vec3 of float in a uniform buffer.
  7299. * This is dynamic to allow compat with webgl 1 and 2.
  7300. * You will need to pass the name of the uniform as well as the value.
  7301. */
  7302. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7303. /**
  7304. * Lambda to Update a vec4 of float in a uniform buffer.
  7305. * This is dynamic to allow compat with webgl 1 and 2.
  7306. * You will need to pass the name of the uniform as well as the value.
  7307. */
  7308. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7309. /**
  7310. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7311. * This is dynamic to allow compat with webgl 1 and 2.
  7312. * You will need to pass the name of the uniform as well as the value.
  7313. */
  7314. updateMatrix: (name: string, mat: Matrix) => void;
  7315. /**
  7316. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7317. * This is dynamic to allow compat with webgl 1 and 2.
  7318. * You will need to pass the name of the uniform as well as the value.
  7319. */
  7320. updateVector3: (name: string, vector: Vector3) => void;
  7321. /**
  7322. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7323. * This is dynamic to allow compat with webgl 1 and 2.
  7324. * You will need to pass the name of the uniform as well as the value.
  7325. */
  7326. updateVector4: (name: string, vector: Vector4) => void;
  7327. /**
  7328. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7329. * This is dynamic to allow compat with webgl 1 and 2.
  7330. * You will need to pass the name of the uniform as well as the value.
  7331. */
  7332. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7333. /**
  7334. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7335. * This is dynamic to allow compat with webgl 1 and 2.
  7336. * You will need to pass the name of the uniform as well as the value.
  7337. */
  7338. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7339. /**
  7340. * Instantiates a new Uniform buffer objects.
  7341. *
  7342. * Handles blocks of uniform on the GPU.
  7343. *
  7344. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7345. *
  7346. * For more information, please refer to :
  7347. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7348. * @param engine Define the engine the buffer is associated with
  7349. * @param data Define the data contained in the buffer
  7350. * @param dynamic Define if the buffer is updatable
  7351. */
  7352. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7353. /**
  7354. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7355. * or just falling back on setUniformXXX calls.
  7356. */
  7357. readonly useUbo: boolean;
  7358. /**
  7359. * Indicates if the WebGL underlying uniform buffer is in sync
  7360. * with the javascript cache data.
  7361. */
  7362. readonly isSync: boolean;
  7363. /**
  7364. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7365. * Also, a dynamic UniformBuffer will disable cache verification and always
  7366. * update the underlying WebGL uniform buffer to the GPU.
  7367. * @returns if Dynamic, otherwise false
  7368. */
  7369. isDynamic(): boolean;
  7370. /**
  7371. * The data cache on JS side.
  7372. * @returns the underlying data as a float array
  7373. */
  7374. getData(): Float32Array;
  7375. /**
  7376. * The underlying WebGL Uniform buffer.
  7377. * @returns the webgl buffer
  7378. */
  7379. getBuffer(): Nullable<DataBuffer>;
  7380. /**
  7381. * std140 layout specifies how to align data within an UBO structure.
  7382. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7383. * for specs.
  7384. */
  7385. private _fillAlignment;
  7386. /**
  7387. * Adds an uniform in the buffer.
  7388. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7389. * for the layout to be correct !
  7390. * @param name Name of the uniform, as used in the uniform block in the shader.
  7391. * @param size Data size, or data directly.
  7392. */
  7393. addUniform(name: string, size: number | number[]): void;
  7394. /**
  7395. * Adds a Matrix 4x4 to the uniform buffer.
  7396. * @param name Name of the uniform, as used in the uniform block in the shader.
  7397. * @param mat A 4x4 matrix.
  7398. */
  7399. addMatrix(name: string, mat: Matrix): void;
  7400. /**
  7401. * Adds a vec2 to the uniform buffer.
  7402. * @param name Name of the uniform, as used in the uniform block in the shader.
  7403. * @param x Define the x component value of the vec2
  7404. * @param y Define the y component value of the vec2
  7405. */
  7406. addFloat2(name: string, x: number, y: number): void;
  7407. /**
  7408. * Adds a vec3 to the uniform buffer.
  7409. * @param name Name of the uniform, as used in the uniform block in the shader.
  7410. * @param x Define the x component value of the vec3
  7411. * @param y Define the y component value of the vec3
  7412. * @param z Define the z component value of the vec3
  7413. */
  7414. addFloat3(name: string, x: number, y: number, z: number): void;
  7415. /**
  7416. * Adds a vec3 to the uniform buffer.
  7417. * @param name Name of the uniform, as used in the uniform block in the shader.
  7418. * @param color Define the vec3 from a Color
  7419. */
  7420. addColor3(name: string, color: Color3): void;
  7421. /**
  7422. * Adds a vec4 to the uniform buffer.
  7423. * @param name Name of the uniform, as used in the uniform block in the shader.
  7424. * @param color Define the rgb components from a Color
  7425. * @param alpha Define the a component of the vec4
  7426. */
  7427. addColor4(name: string, color: Color3, alpha: number): void;
  7428. /**
  7429. * Adds a vec3 to the uniform buffer.
  7430. * @param name Name of the uniform, as used in the uniform block in the shader.
  7431. * @param vector Define the vec3 components from a Vector
  7432. */
  7433. addVector3(name: string, vector: Vector3): void;
  7434. /**
  7435. * Adds a Matrix 3x3 to the uniform buffer.
  7436. * @param name Name of the uniform, as used in the uniform block in the shader.
  7437. */
  7438. addMatrix3x3(name: string): void;
  7439. /**
  7440. * Adds a Matrix 2x2 to the uniform buffer.
  7441. * @param name Name of the uniform, as used in the uniform block in the shader.
  7442. */
  7443. addMatrix2x2(name: string): void;
  7444. /**
  7445. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7446. */
  7447. create(): void;
  7448. /** @hidden */
  7449. _rebuild(): void;
  7450. /**
  7451. * Updates the WebGL Uniform Buffer on the GPU.
  7452. * If the `dynamic` flag is set to true, no cache comparison is done.
  7453. * Otherwise, the buffer will be updated only if the cache differs.
  7454. */
  7455. update(): void;
  7456. /**
  7457. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7458. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7459. * @param data Define the flattened data
  7460. * @param size Define the size of the data.
  7461. */
  7462. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7463. private _valueCache;
  7464. private _cacheMatrix;
  7465. private _updateMatrix3x3ForUniform;
  7466. private _updateMatrix3x3ForEffect;
  7467. private _updateMatrix2x2ForEffect;
  7468. private _updateMatrix2x2ForUniform;
  7469. private _updateFloatForEffect;
  7470. private _updateFloatForUniform;
  7471. private _updateFloat2ForEffect;
  7472. private _updateFloat2ForUniform;
  7473. private _updateFloat3ForEffect;
  7474. private _updateFloat3ForUniform;
  7475. private _updateFloat4ForEffect;
  7476. private _updateFloat4ForUniform;
  7477. private _updateMatrixForEffect;
  7478. private _updateMatrixForUniform;
  7479. private _updateVector3ForEffect;
  7480. private _updateVector3ForUniform;
  7481. private _updateVector4ForEffect;
  7482. private _updateVector4ForUniform;
  7483. private _updateColor3ForEffect;
  7484. private _updateColor3ForUniform;
  7485. private _updateColor4ForEffect;
  7486. private _updateColor4ForUniform;
  7487. /**
  7488. * Sets a sampler uniform on the effect.
  7489. * @param name Define the name of the sampler.
  7490. * @param texture Define the texture to set in the sampler
  7491. */
  7492. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7493. /**
  7494. * Directly updates the value of the uniform in the cache AND on the GPU.
  7495. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7496. * @param data Define the flattened data
  7497. */
  7498. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7499. /**
  7500. * Binds this uniform buffer to an effect.
  7501. * @param effect Define the effect to bind the buffer to
  7502. * @param name Name of the uniform block in the shader.
  7503. */
  7504. bindToEffect(effect: Effect, name: string): void;
  7505. /**
  7506. * Disposes the uniform buffer.
  7507. */
  7508. dispose(): void;
  7509. }
  7510. }
  7511. declare module "babylonjs/Misc/iInspectable" {
  7512. /**
  7513. * Enum that determines the text-wrapping mode to use.
  7514. */
  7515. export enum InspectableType {
  7516. /**
  7517. * Checkbox for booleans
  7518. */
  7519. Checkbox = 0,
  7520. /**
  7521. * Sliders for numbers
  7522. */
  7523. Slider = 1,
  7524. /**
  7525. * Vector3
  7526. */
  7527. Vector3 = 2,
  7528. /**
  7529. * Quaternions
  7530. */
  7531. Quaternion = 3,
  7532. /**
  7533. * Color3
  7534. */
  7535. Color3 = 4,
  7536. /**
  7537. * String
  7538. */
  7539. String = 5
  7540. }
  7541. /**
  7542. * Interface used to define custom inspectable properties.
  7543. * This interface is used by the inspector to display custom property grids
  7544. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7545. */
  7546. export interface IInspectable {
  7547. /**
  7548. * Gets the label to display
  7549. */
  7550. label: string;
  7551. /**
  7552. * Gets the name of the property to edit
  7553. */
  7554. propertyName: string;
  7555. /**
  7556. * Gets the type of the editor to use
  7557. */
  7558. type: InspectableType;
  7559. /**
  7560. * Gets the minimum value of the property when using in "slider" mode
  7561. */
  7562. min?: number;
  7563. /**
  7564. * Gets the maximum value of the property when using in "slider" mode
  7565. */
  7566. max?: number;
  7567. /**
  7568. * Gets the setp to use when using in "slider" mode
  7569. */
  7570. step?: number;
  7571. }
  7572. }
  7573. declare module "babylonjs/Misc/timingTools" {
  7574. /**
  7575. * Class used to provide helper for timing
  7576. */
  7577. export class TimingTools {
  7578. /**
  7579. * Polyfill for setImmediate
  7580. * @param action defines the action to execute after the current execution block
  7581. */
  7582. static SetImmediate(action: () => void): void;
  7583. }
  7584. }
  7585. declare module "babylonjs/Misc/instantiationTools" {
  7586. /**
  7587. * Class used to enable instatition of objects by class name
  7588. */
  7589. export class InstantiationTools {
  7590. /**
  7591. * Use this object to register external classes like custom textures or material
  7592. * to allow the laoders to instantiate them
  7593. */
  7594. static RegisteredExternalClasses: {
  7595. [key: string]: Object;
  7596. };
  7597. /**
  7598. * Tries to instantiate a new object from a given class name
  7599. * @param className defines the class name to instantiate
  7600. * @returns the new object or null if the system was not able to do the instantiation
  7601. */
  7602. static Instantiate(className: string): any;
  7603. }
  7604. }
  7605. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7606. /**
  7607. * Define options used to create a depth texture
  7608. */
  7609. export class DepthTextureCreationOptions {
  7610. /** Specifies whether or not a stencil should be allocated in the texture */
  7611. generateStencil?: boolean;
  7612. /** Specifies whether or not bilinear filtering is enable on the texture */
  7613. bilinearFiltering?: boolean;
  7614. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7615. comparisonFunction?: number;
  7616. /** Specifies if the created texture is a cube texture */
  7617. isCube?: boolean;
  7618. }
  7619. }
  7620. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7621. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7622. import { Nullable } from "babylonjs/types";
  7623. import { Scene } from "babylonjs/scene";
  7624. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7625. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7626. module "babylonjs/Engines/thinEngine" {
  7627. interface ThinEngine {
  7628. /**
  7629. * Creates a depth stencil cube texture.
  7630. * This is only available in WebGL 2.
  7631. * @param size The size of face edge in the cube texture.
  7632. * @param options The options defining the cube texture.
  7633. * @returns The cube texture
  7634. */
  7635. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7636. /**
  7637. * Creates a cube texture
  7638. * @param rootUrl defines the url where the files to load is located
  7639. * @param scene defines the current scene
  7640. * @param files defines the list of files to load (1 per face)
  7641. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7642. * @param onLoad defines an optional callback raised when the texture is loaded
  7643. * @param onError defines an optional callback raised if there is an issue to load the texture
  7644. * @param format defines the format of the data
  7645. * @param forcedExtension defines the extension to use to pick the right loader
  7646. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7647. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7648. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7649. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7650. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7651. * @returns the cube texture as an InternalTexture
  7652. */
  7653. 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;
  7654. /**
  7655. * Creates a cube texture
  7656. * @param rootUrl defines the url where the files to load is located
  7657. * @param scene defines the current scene
  7658. * @param files defines the list of files to load (1 per face)
  7659. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7660. * @param onLoad defines an optional callback raised when the texture is loaded
  7661. * @param onError defines an optional callback raised if there is an issue to load the texture
  7662. * @param format defines the format of the data
  7663. * @param forcedExtension defines the extension to use to pick the right loader
  7664. * @returns the cube texture as an InternalTexture
  7665. */
  7666. 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;
  7667. /**
  7668. * Creates a cube texture
  7669. * @param rootUrl defines the url where the files to load is located
  7670. * @param scene defines the current scene
  7671. * @param files defines the list of files to load (1 per face)
  7672. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7673. * @param onLoad defines an optional callback raised when the texture is loaded
  7674. * @param onError defines an optional callback raised if there is an issue to load the texture
  7675. * @param format defines the format of the data
  7676. * @param forcedExtension defines the extension to use to pick the right loader
  7677. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7678. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7679. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7680. * @returns the cube texture as an InternalTexture
  7681. */
  7682. 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;
  7683. /** @hidden */
  7684. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7685. /** @hidden */
  7686. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7687. /** @hidden */
  7688. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7689. /** @hidden */
  7690. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7691. /**
  7692. * @hidden
  7693. */
  7694. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7695. }
  7696. }
  7697. }
  7698. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7699. import { Nullable } from "babylonjs/types";
  7700. import { Scene } from "babylonjs/scene";
  7701. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7702. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7703. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7704. /**
  7705. * Class for creating a cube texture
  7706. */
  7707. export class CubeTexture extends BaseTexture {
  7708. private _delayedOnLoad;
  7709. /**
  7710. * The url of the texture
  7711. */
  7712. url: string;
  7713. /**
  7714. * Gets or sets the center of the bounding box associated with the cube texture.
  7715. * It must define where the camera used to render the texture was set
  7716. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7717. */
  7718. boundingBoxPosition: Vector3;
  7719. private _boundingBoxSize;
  7720. /**
  7721. * Gets or sets the size of the bounding box associated with the cube texture
  7722. * When defined, the cubemap will switch to local mode
  7723. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7724. * @example https://www.babylonjs-playground.com/#RNASML
  7725. */
  7726. /**
  7727. * Returns the bounding box size
  7728. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7729. */
  7730. boundingBoxSize: Vector3;
  7731. protected _rotationY: number;
  7732. /**
  7733. * Sets texture matrix rotation angle around Y axis in radians.
  7734. */
  7735. /**
  7736. * Gets texture matrix rotation angle around Y axis radians.
  7737. */
  7738. rotationY: number;
  7739. /**
  7740. * Are mip maps generated for this texture or not.
  7741. */
  7742. readonly noMipmap: boolean;
  7743. private _noMipmap;
  7744. private _files;
  7745. protected _forcedExtension: Nullable<string>;
  7746. private _extensions;
  7747. private _textureMatrix;
  7748. private _format;
  7749. private _createPolynomials;
  7750. /** @hidden */
  7751. _prefiltered: boolean;
  7752. /**
  7753. * Creates a cube texture from an array of image urls
  7754. * @param files defines an array of image urls
  7755. * @param scene defines the hosting scene
  7756. * @param noMipmap specifies if mip maps are not used
  7757. * @returns a cube texture
  7758. */
  7759. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7760. /**
  7761. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7762. * @param url defines the url of the prefiltered texture
  7763. * @param scene defines the scene the texture is attached to
  7764. * @param forcedExtension defines the extension of the file if different from the url
  7765. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7766. * @return the prefiltered texture
  7767. */
  7768. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7769. /**
  7770. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7771. * as prefiltered data.
  7772. * @param rootUrl defines the url of the texture or the root name of the six images
  7773. * @param scene defines the scene the texture is attached to
  7774. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7775. * @param noMipmap defines if mipmaps should be created or not
  7776. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7777. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7778. * @param onError defines a callback triggered in case of error during load
  7779. * @param format defines the internal format to use for the texture once loaded
  7780. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7781. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7782. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7783. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7784. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7785. * @return the cube texture
  7786. */
  7787. 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);
  7788. /**
  7789. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7790. */
  7791. readonly isPrefiltered: boolean;
  7792. /**
  7793. * Get the current class name of the texture useful for serialization or dynamic coding.
  7794. * @returns "CubeTexture"
  7795. */
  7796. getClassName(): string;
  7797. /**
  7798. * Update the url (and optional buffer) of this texture if url was null during construction.
  7799. * @param url the url of the texture
  7800. * @param forcedExtension defines the extension to use
  7801. * @param onLoad callback called when the texture is loaded (defaults to null)
  7802. */
  7803. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7804. /**
  7805. * Delays loading of the cube texture
  7806. * @param forcedExtension defines the extension to use
  7807. */
  7808. delayLoad(forcedExtension?: string): void;
  7809. /**
  7810. * Returns the reflection texture matrix
  7811. * @returns the reflection texture matrix
  7812. */
  7813. getReflectionTextureMatrix(): Matrix;
  7814. /**
  7815. * Sets the reflection texture matrix
  7816. * @param value Reflection texture matrix
  7817. */
  7818. setReflectionTextureMatrix(value: Matrix): void;
  7819. /**
  7820. * Parses text to create a cube texture
  7821. * @param parsedTexture define the serialized text to read from
  7822. * @param scene defines the hosting scene
  7823. * @param rootUrl defines the root url of the cube texture
  7824. * @returns a cube texture
  7825. */
  7826. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7827. /**
  7828. * Makes a clone, or deep copy, of the cube texture
  7829. * @returns a new cube texture
  7830. */
  7831. clone(): CubeTexture;
  7832. }
  7833. }
  7834. declare module "babylonjs/Materials/materialDefines" {
  7835. /**
  7836. * Manages the defines for the Material
  7837. */
  7838. export class MaterialDefines {
  7839. /** @hidden */
  7840. protected _keys: string[];
  7841. private _isDirty;
  7842. /** @hidden */
  7843. _renderId: number;
  7844. /** @hidden */
  7845. _areLightsDirty: boolean;
  7846. /** @hidden */
  7847. _areLightsDisposed: boolean;
  7848. /** @hidden */
  7849. _areAttributesDirty: boolean;
  7850. /** @hidden */
  7851. _areTexturesDirty: boolean;
  7852. /** @hidden */
  7853. _areFresnelDirty: boolean;
  7854. /** @hidden */
  7855. _areMiscDirty: boolean;
  7856. /** @hidden */
  7857. _areImageProcessingDirty: boolean;
  7858. /** @hidden */
  7859. _normals: boolean;
  7860. /** @hidden */
  7861. _uvs: boolean;
  7862. /** @hidden */
  7863. _needNormals: boolean;
  7864. /** @hidden */
  7865. _needUVs: boolean;
  7866. [id: string]: any;
  7867. /**
  7868. * Specifies if the material needs to be re-calculated
  7869. */
  7870. readonly isDirty: boolean;
  7871. /**
  7872. * Marks the material to indicate that it has been re-calculated
  7873. */
  7874. markAsProcessed(): void;
  7875. /**
  7876. * Marks the material to indicate that it needs to be re-calculated
  7877. */
  7878. markAsUnprocessed(): void;
  7879. /**
  7880. * Marks the material to indicate all of its defines need to be re-calculated
  7881. */
  7882. markAllAsDirty(): void;
  7883. /**
  7884. * Marks the material to indicate that image processing needs to be re-calculated
  7885. */
  7886. markAsImageProcessingDirty(): void;
  7887. /**
  7888. * Marks the material to indicate the lights need to be re-calculated
  7889. * @param disposed Defines whether the light is dirty due to dispose or not
  7890. */
  7891. markAsLightDirty(disposed?: boolean): void;
  7892. /**
  7893. * Marks the attribute state as changed
  7894. */
  7895. markAsAttributesDirty(): void;
  7896. /**
  7897. * Marks the texture state as changed
  7898. */
  7899. markAsTexturesDirty(): void;
  7900. /**
  7901. * Marks the fresnel state as changed
  7902. */
  7903. markAsFresnelDirty(): void;
  7904. /**
  7905. * Marks the misc state as changed
  7906. */
  7907. markAsMiscDirty(): void;
  7908. /**
  7909. * Rebuilds the material defines
  7910. */
  7911. rebuild(): void;
  7912. /**
  7913. * Specifies if two material defines are equal
  7914. * @param other - A material define instance to compare to
  7915. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7916. */
  7917. isEqual(other: MaterialDefines): boolean;
  7918. /**
  7919. * Clones this instance's defines to another instance
  7920. * @param other - material defines to clone values to
  7921. */
  7922. cloneTo(other: MaterialDefines): void;
  7923. /**
  7924. * Resets the material define values
  7925. */
  7926. reset(): void;
  7927. /**
  7928. * Converts the material define values to a string
  7929. * @returns - String of material define information
  7930. */
  7931. toString(): string;
  7932. }
  7933. }
  7934. declare module "babylonjs/Materials/colorCurves" {
  7935. import { Effect } from "babylonjs/Materials/effect";
  7936. /**
  7937. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7938. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7939. * 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;
  7940. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7941. */
  7942. export class ColorCurves {
  7943. private _dirty;
  7944. private _tempColor;
  7945. private _globalCurve;
  7946. private _highlightsCurve;
  7947. private _midtonesCurve;
  7948. private _shadowsCurve;
  7949. private _positiveCurve;
  7950. private _negativeCurve;
  7951. private _globalHue;
  7952. private _globalDensity;
  7953. private _globalSaturation;
  7954. private _globalExposure;
  7955. /**
  7956. * Gets the global Hue value.
  7957. * 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).
  7958. */
  7959. /**
  7960. * Sets the global Hue value.
  7961. * 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).
  7962. */
  7963. globalHue: number;
  7964. /**
  7965. * Gets the global Density value.
  7966. * 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.
  7967. * Values less than zero provide a filter of opposite hue.
  7968. */
  7969. /**
  7970. * Sets the global Density value.
  7971. * 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.
  7972. * Values less than zero provide a filter of opposite hue.
  7973. */
  7974. globalDensity: number;
  7975. /**
  7976. * Gets the global Saturation value.
  7977. * 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.
  7978. */
  7979. /**
  7980. * Sets the global Saturation value.
  7981. * 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.
  7982. */
  7983. globalSaturation: number;
  7984. /**
  7985. * Gets the global Exposure value.
  7986. * 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.
  7987. */
  7988. /**
  7989. * Sets the global Exposure value.
  7990. * 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.
  7991. */
  7992. globalExposure: number;
  7993. private _highlightsHue;
  7994. private _highlightsDensity;
  7995. private _highlightsSaturation;
  7996. private _highlightsExposure;
  7997. /**
  7998. * Gets the highlights Hue value.
  7999. * 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).
  8000. */
  8001. /**
  8002. * Sets the highlights Hue value.
  8003. * 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).
  8004. */
  8005. highlightsHue: number;
  8006. /**
  8007. * Gets the highlights Density value.
  8008. * 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.
  8009. * Values less than zero provide a filter of opposite hue.
  8010. */
  8011. /**
  8012. * Sets the highlights Density value.
  8013. * 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.
  8014. * Values less than zero provide a filter of opposite hue.
  8015. */
  8016. highlightsDensity: number;
  8017. /**
  8018. * Gets the highlights Saturation value.
  8019. * 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.
  8020. */
  8021. /**
  8022. * Sets the highlights Saturation value.
  8023. * 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.
  8024. */
  8025. highlightsSaturation: number;
  8026. /**
  8027. * Gets the highlights Exposure value.
  8028. * 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.
  8029. */
  8030. /**
  8031. * Sets the highlights Exposure value.
  8032. * 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.
  8033. */
  8034. highlightsExposure: number;
  8035. private _midtonesHue;
  8036. private _midtonesDensity;
  8037. private _midtonesSaturation;
  8038. private _midtonesExposure;
  8039. /**
  8040. * Gets the midtones Hue value.
  8041. * 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).
  8042. */
  8043. /**
  8044. * Sets the midtones Hue value.
  8045. * 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).
  8046. */
  8047. midtonesHue: number;
  8048. /**
  8049. * Gets the midtones Density value.
  8050. * 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.
  8051. * Values less than zero provide a filter of opposite hue.
  8052. */
  8053. /**
  8054. * Sets the midtones Density value.
  8055. * 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.
  8056. * Values less than zero provide a filter of opposite hue.
  8057. */
  8058. midtonesDensity: number;
  8059. /**
  8060. * Gets the midtones Saturation value.
  8061. * 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.
  8062. */
  8063. /**
  8064. * Sets the midtones Saturation value.
  8065. * 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.
  8066. */
  8067. midtonesSaturation: number;
  8068. /**
  8069. * Gets the midtones Exposure value.
  8070. * 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.
  8071. */
  8072. /**
  8073. * Sets the midtones Exposure value.
  8074. * 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.
  8075. */
  8076. midtonesExposure: number;
  8077. private _shadowsHue;
  8078. private _shadowsDensity;
  8079. private _shadowsSaturation;
  8080. private _shadowsExposure;
  8081. /**
  8082. * Gets the shadows Hue value.
  8083. * 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).
  8084. */
  8085. /**
  8086. * Sets the shadows Hue value.
  8087. * 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).
  8088. */
  8089. shadowsHue: number;
  8090. /**
  8091. * Gets the shadows Density value.
  8092. * 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.
  8093. * Values less than zero provide a filter of opposite hue.
  8094. */
  8095. /**
  8096. * Sets the shadows Density value.
  8097. * 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.
  8098. * Values less than zero provide a filter of opposite hue.
  8099. */
  8100. shadowsDensity: number;
  8101. /**
  8102. * Gets the shadows Saturation value.
  8103. * 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.
  8104. */
  8105. /**
  8106. * Sets the shadows Saturation value.
  8107. * 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.
  8108. */
  8109. shadowsSaturation: number;
  8110. /**
  8111. * Gets the shadows Exposure value.
  8112. * 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.
  8113. */
  8114. /**
  8115. * Sets the shadows Exposure value.
  8116. * 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.
  8117. */
  8118. shadowsExposure: number;
  8119. /**
  8120. * Returns the class name
  8121. * @returns The class name
  8122. */
  8123. getClassName(): string;
  8124. /**
  8125. * Binds the color curves to the shader.
  8126. * @param colorCurves The color curve to bind
  8127. * @param effect The effect to bind to
  8128. * @param positiveUniform The positive uniform shader parameter
  8129. * @param neutralUniform The neutral uniform shader parameter
  8130. * @param negativeUniform The negative uniform shader parameter
  8131. */
  8132. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8133. /**
  8134. * Prepare the list of uniforms associated with the ColorCurves effects.
  8135. * @param uniformsList The list of uniforms used in the effect
  8136. */
  8137. static PrepareUniforms(uniformsList: string[]): void;
  8138. /**
  8139. * Returns color grading data based on a hue, density, saturation and exposure value.
  8140. * @param filterHue The hue of the color filter.
  8141. * @param filterDensity The density of the color filter.
  8142. * @param saturation The saturation.
  8143. * @param exposure The exposure.
  8144. * @param result The result data container.
  8145. */
  8146. private getColorGradingDataToRef;
  8147. /**
  8148. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8149. * @param value The input slider value in range [-100,100].
  8150. * @returns Adjusted value.
  8151. */
  8152. private static applyColorGradingSliderNonlinear;
  8153. /**
  8154. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8155. * @param hue The hue (H) input.
  8156. * @param saturation The saturation (S) input.
  8157. * @param brightness The brightness (B) input.
  8158. * @result An RGBA color represented as Vector4.
  8159. */
  8160. private static fromHSBToRef;
  8161. /**
  8162. * Returns a value clamped between min and max
  8163. * @param value The value to clamp
  8164. * @param min The minimum of value
  8165. * @param max The maximum of value
  8166. * @returns The clamped value.
  8167. */
  8168. private static clamp;
  8169. /**
  8170. * Clones the current color curve instance.
  8171. * @return The cloned curves
  8172. */
  8173. clone(): ColorCurves;
  8174. /**
  8175. * Serializes the current color curve instance to a json representation.
  8176. * @return a JSON representation
  8177. */
  8178. serialize(): any;
  8179. /**
  8180. * Parses the color curve from a json representation.
  8181. * @param source the JSON source to parse
  8182. * @return The parsed curves
  8183. */
  8184. static Parse(source: any): ColorCurves;
  8185. }
  8186. }
  8187. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8188. import { Observable } from "babylonjs/Misc/observable";
  8189. import { Nullable } from "babylonjs/types";
  8190. import { Color4 } from "babylonjs/Maths/math.color";
  8191. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8192. import { Effect } from "babylonjs/Materials/effect";
  8193. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8194. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8195. /**
  8196. * Interface to follow in your material defines to integrate easily the
  8197. * Image proccessing functions.
  8198. * @hidden
  8199. */
  8200. export interface IImageProcessingConfigurationDefines {
  8201. IMAGEPROCESSING: boolean;
  8202. VIGNETTE: boolean;
  8203. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8204. VIGNETTEBLENDMODEOPAQUE: boolean;
  8205. TONEMAPPING: boolean;
  8206. TONEMAPPING_ACES: boolean;
  8207. CONTRAST: boolean;
  8208. EXPOSURE: boolean;
  8209. COLORCURVES: boolean;
  8210. COLORGRADING: boolean;
  8211. COLORGRADING3D: boolean;
  8212. SAMPLER3DGREENDEPTH: boolean;
  8213. SAMPLER3DBGRMAP: boolean;
  8214. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8215. }
  8216. /**
  8217. * @hidden
  8218. */
  8219. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8220. IMAGEPROCESSING: boolean;
  8221. VIGNETTE: boolean;
  8222. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8223. VIGNETTEBLENDMODEOPAQUE: boolean;
  8224. TONEMAPPING: boolean;
  8225. TONEMAPPING_ACES: boolean;
  8226. CONTRAST: boolean;
  8227. COLORCURVES: boolean;
  8228. COLORGRADING: boolean;
  8229. COLORGRADING3D: boolean;
  8230. SAMPLER3DGREENDEPTH: boolean;
  8231. SAMPLER3DBGRMAP: boolean;
  8232. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8233. EXPOSURE: boolean;
  8234. constructor();
  8235. }
  8236. /**
  8237. * This groups together the common properties used for image processing either in direct forward pass
  8238. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8239. * or not.
  8240. */
  8241. export class ImageProcessingConfiguration {
  8242. /**
  8243. * Default tone mapping applied in BabylonJS.
  8244. */
  8245. static readonly TONEMAPPING_STANDARD: number;
  8246. /**
  8247. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8248. * to other engines rendering to increase portability.
  8249. */
  8250. static readonly TONEMAPPING_ACES: number;
  8251. /**
  8252. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8253. */
  8254. colorCurves: Nullable<ColorCurves>;
  8255. private _colorCurvesEnabled;
  8256. /**
  8257. * Gets wether the color curves effect is enabled.
  8258. */
  8259. /**
  8260. * Sets wether the color curves effect is enabled.
  8261. */
  8262. colorCurvesEnabled: boolean;
  8263. private _colorGradingTexture;
  8264. /**
  8265. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8266. */
  8267. /**
  8268. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8269. */
  8270. colorGradingTexture: Nullable<BaseTexture>;
  8271. private _colorGradingEnabled;
  8272. /**
  8273. * Gets wether the color grading effect is enabled.
  8274. */
  8275. /**
  8276. * Sets wether the color grading effect is enabled.
  8277. */
  8278. colorGradingEnabled: boolean;
  8279. private _colorGradingWithGreenDepth;
  8280. /**
  8281. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8282. */
  8283. /**
  8284. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8285. */
  8286. colorGradingWithGreenDepth: boolean;
  8287. private _colorGradingBGR;
  8288. /**
  8289. * Gets wether the color grading texture contains BGR values.
  8290. */
  8291. /**
  8292. * Sets wether the color grading texture contains BGR values.
  8293. */
  8294. colorGradingBGR: boolean;
  8295. /** @hidden */
  8296. _exposure: number;
  8297. /**
  8298. * Gets the Exposure used in the effect.
  8299. */
  8300. /**
  8301. * Sets the Exposure used in the effect.
  8302. */
  8303. exposure: number;
  8304. private _toneMappingEnabled;
  8305. /**
  8306. * Gets wether the tone mapping effect is enabled.
  8307. */
  8308. /**
  8309. * Sets wether the tone mapping effect is enabled.
  8310. */
  8311. toneMappingEnabled: boolean;
  8312. private _toneMappingType;
  8313. /**
  8314. * Gets the type of tone mapping effect.
  8315. */
  8316. /**
  8317. * Sets the type of tone mapping effect used in BabylonJS.
  8318. */
  8319. toneMappingType: number;
  8320. protected _contrast: number;
  8321. /**
  8322. * Gets the contrast used in the effect.
  8323. */
  8324. /**
  8325. * Sets the contrast used in the effect.
  8326. */
  8327. contrast: number;
  8328. /**
  8329. * Vignette stretch size.
  8330. */
  8331. vignetteStretch: number;
  8332. /**
  8333. * Vignette centre X Offset.
  8334. */
  8335. vignetteCentreX: number;
  8336. /**
  8337. * Vignette centre Y Offset.
  8338. */
  8339. vignetteCentreY: number;
  8340. /**
  8341. * Vignette weight or intensity of the vignette effect.
  8342. */
  8343. vignetteWeight: number;
  8344. /**
  8345. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8346. * if vignetteEnabled is set to true.
  8347. */
  8348. vignetteColor: Color4;
  8349. /**
  8350. * Camera field of view used by the Vignette effect.
  8351. */
  8352. vignetteCameraFov: number;
  8353. private _vignetteBlendMode;
  8354. /**
  8355. * Gets the vignette blend mode allowing different kind of effect.
  8356. */
  8357. /**
  8358. * Sets the vignette blend mode allowing different kind of effect.
  8359. */
  8360. vignetteBlendMode: number;
  8361. private _vignetteEnabled;
  8362. /**
  8363. * Gets wether the vignette effect is enabled.
  8364. */
  8365. /**
  8366. * Sets wether the vignette effect is enabled.
  8367. */
  8368. vignetteEnabled: boolean;
  8369. private _applyByPostProcess;
  8370. /**
  8371. * Gets wether the image processing is applied through a post process or not.
  8372. */
  8373. /**
  8374. * Sets wether the image processing is applied through a post process or not.
  8375. */
  8376. applyByPostProcess: boolean;
  8377. private _isEnabled;
  8378. /**
  8379. * Gets wether the image processing is enabled or not.
  8380. */
  8381. /**
  8382. * Sets wether the image processing is enabled or not.
  8383. */
  8384. isEnabled: boolean;
  8385. /**
  8386. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8387. */
  8388. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8389. /**
  8390. * Method called each time the image processing information changes requires to recompile the effect.
  8391. */
  8392. protected _updateParameters(): void;
  8393. /**
  8394. * Gets the current class name.
  8395. * @return "ImageProcessingConfiguration"
  8396. */
  8397. getClassName(): string;
  8398. /**
  8399. * Prepare the list of uniforms associated with the Image Processing effects.
  8400. * @param uniforms The list of uniforms used in the effect
  8401. * @param defines the list of defines currently in use
  8402. */
  8403. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8404. /**
  8405. * Prepare the list of samplers associated with the Image Processing effects.
  8406. * @param samplersList The list of uniforms used in the effect
  8407. * @param defines the list of defines currently in use
  8408. */
  8409. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8410. /**
  8411. * Prepare the list of defines associated to the shader.
  8412. * @param defines the list of defines to complete
  8413. * @param forPostProcess Define if we are currently in post process mode or not
  8414. */
  8415. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8416. /**
  8417. * Returns true if all the image processing information are ready.
  8418. * @returns True if ready, otherwise, false
  8419. */
  8420. isReady(): boolean;
  8421. /**
  8422. * Binds the image processing to the shader.
  8423. * @param effect The effect to bind to
  8424. * @param overrideAspectRatio Override the aspect ratio of the effect
  8425. */
  8426. bind(effect: Effect, overrideAspectRatio?: number): void;
  8427. /**
  8428. * Clones the current image processing instance.
  8429. * @return The cloned image processing
  8430. */
  8431. clone(): ImageProcessingConfiguration;
  8432. /**
  8433. * Serializes the current image processing instance to a json representation.
  8434. * @return a JSON representation
  8435. */
  8436. serialize(): any;
  8437. /**
  8438. * Parses the image processing from a json representation.
  8439. * @param source the JSON source to parse
  8440. * @return The parsed image processing
  8441. */
  8442. static Parse(source: any): ImageProcessingConfiguration;
  8443. private static _VIGNETTEMODE_MULTIPLY;
  8444. private static _VIGNETTEMODE_OPAQUE;
  8445. /**
  8446. * Used to apply the vignette as a mix with the pixel color.
  8447. */
  8448. static readonly VIGNETTEMODE_MULTIPLY: number;
  8449. /**
  8450. * Used to apply the vignette as a replacement of the pixel color.
  8451. */
  8452. static readonly VIGNETTEMODE_OPAQUE: number;
  8453. }
  8454. }
  8455. declare module "babylonjs/Shaders/postprocess.vertex" {
  8456. /** @hidden */
  8457. export var postprocessVertexShader: {
  8458. name: string;
  8459. shader: string;
  8460. };
  8461. }
  8462. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8463. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8464. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8465. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8466. module "babylonjs/Engines/thinEngine" {
  8467. interface ThinEngine {
  8468. /**
  8469. * Creates a new render target texture
  8470. * @param size defines the size of the texture
  8471. * @param options defines the options used to create the texture
  8472. * @returns a new render target texture stored in an InternalTexture
  8473. */
  8474. createRenderTargetTexture(size: number | {
  8475. width: number;
  8476. height: number;
  8477. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8478. /**
  8479. * Creates a depth stencil texture.
  8480. * This is only available in WebGL 2 or with the depth texture extension available.
  8481. * @param size The size of face edge in the texture.
  8482. * @param options The options defining the texture.
  8483. * @returns The texture
  8484. */
  8485. createDepthStencilTexture(size: number | {
  8486. width: number;
  8487. height: number;
  8488. }, options: DepthTextureCreationOptions): InternalTexture;
  8489. /** @hidden */
  8490. _createDepthStencilTexture(size: number | {
  8491. width: number;
  8492. height: number;
  8493. }, options: DepthTextureCreationOptions): InternalTexture;
  8494. }
  8495. }
  8496. }
  8497. declare module "babylonjs/Maths/math.axis" {
  8498. import { Vector3 } from "babylonjs/Maths/math.vector";
  8499. /** Defines supported spaces */
  8500. export enum Space {
  8501. /** Local (object) space */
  8502. LOCAL = 0,
  8503. /** World space */
  8504. WORLD = 1,
  8505. /** Bone space */
  8506. BONE = 2
  8507. }
  8508. /** Defines the 3 main axes */
  8509. export class Axis {
  8510. /** X axis */
  8511. static X: Vector3;
  8512. /** Y axis */
  8513. static Y: Vector3;
  8514. /** Z axis */
  8515. static Z: Vector3;
  8516. }
  8517. }
  8518. declare module "babylonjs/Cameras/targetCamera" {
  8519. import { Nullable } from "babylonjs/types";
  8520. import { Camera } from "babylonjs/Cameras/camera";
  8521. import { Scene } from "babylonjs/scene";
  8522. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8523. /**
  8524. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8525. * This is the base of the follow, arc rotate cameras and Free camera
  8526. * @see http://doc.babylonjs.com/features/cameras
  8527. */
  8528. export class TargetCamera extends Camera {
  8529. private static _RigCamTransformMatrix;
  8530. private static _TargetTransformMatrix;
  8531. private static _TargetFocalPoint;
  8532. /**
  8533. * Define the current direction the camera is moving to
  8534. */
  8535. cameraDirection: Vector3;
  8536. /**
  8537. * Define the current rotation the camera is rotating to
  8538. */
  8539. cameraRotation: Vector2;
  8540. /**
  8541. * When set, the up vector of the camera will be updated by the rotation of the camera
  8542. */
  8543. updateUpVectorFromRotation: boolean;
  8544. private _tmpQuaternion;
  8545. /**
  8546. * Define the current rotation of the camera
  8547. */
  8548. rotation: Vector3;
  8549. /**
  8550. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8551. */
  8552. rotationQuaternion: Quaternion;
  8553. /**
  8554. * Define the current speed of the camera
  8555. */
  8556. speed: number;
  8557. /**
  8558. * Add constraint to the camera to prevent it to move freely in all directions and
  8559. * around all axis.
  8560. */
  8561. noRotationConstraint: boolean;
  8562. /**
  8563. * Define the current target of the camera as an object or a position.
  8564. */
  8565. lockedTarget: any;
  8566. /** @hidden */
  8567. _currentTarget: Vector3;
  8568. /** @hidden */
  8569. _initialFocalDistance: number;
  8570. /** @hidden */
  8571. _viewMatrix: Matrix;
  8572. /** @hidden */
  8573. _camMatrix: Matrix;
  8574. /** @hidden */
  8575. _cameraTransformMatrix: Matrix;
  8576. /** @hidden */
  8577. _cameraRotationMatrix: Matrix;
  8578. /** @hidden */
  8579. _referencePoint: Vector3;
  8580. /** @hidden */
  8581. _transformedReferencePoint: Vector3;
  8582. protected _globalCurrentTarget: Vector3;
  8583. protected _globalCurrentUpVector: Vector3;
  8584. /** @hidden */
  8585. _reset: () => void;
  8586. private _defaultUp;
  8587. /**
  8588. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8589. * This is the base of the follow, arc rotate cameras and Free camera
  8590. * @see http://doc.babylonjs.com/features/cameras
  8591. * @param name Defines the name of the camera in the scene
  8592. * @param position Defines the start position of the camera in the scene
  8593. * @param scene Defines the scene the camera belongs to
  8594. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8595. */
  8596. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8597. /**
  8598. * Gets the position in front of the camera at a given distance.
  8599. * @param distance The distance from the camera we want the position to be
  8600. * @returns the position
  8601. */
  8602. getFrontPosition(distance: number): Vector3;
  8603. /** @hidden */
  8604. _getLockedTargetPosition(): Nullable<Vector3>;
  8605. private _storedPosition;
  8606. private _storedRotation;
  8607. private _storedRotationQuaternion;
  8608. /**
  8609. * Store current camera state of the camera (fov, position, rotation, etc..)
  8610. * @returns the camera
  8611. */
  8612. storeState(): Camera;
  8613. /**
  8614. * Restored camera state. You must call storeState() first
  8615. * @returns whether it was successful or not
  8616. * @hidden
  8617. */
  8618. _restoreStateValues(): boolean;
  8619. /** @hidden */
  8620. _initCache(): void;
  8621. /** @hidden */
  8622. _updateCache(ignoreParentClass?: boolean): void;
  8623. /** @hidden */
  8624. _isSynchronizedViewMatrix(): boolean;
  8625. /** @hidden */
  8626. _computeLocalCameraSpeed(): number;
  8627. /**
  8628. * Defines the target the camera should look at.
  8629. * @param target Defines the new target as a Vector or a mesh
  8630. */
  8631. setTarget(target: Vector3): void;
  8632. /**
  8633. * Return the current target position of the camera. This value is expressed in local space.
  8634. * @returns the target position
  8635. */
  8636. getTarget(): Vector3;
  8637. /** @hidden */
  8638. _decideIfNeedsToMove(): boolean;
  8639. /** @hidden */
  8640. _updatePosition(): void;
  8641. /** @hidden */
  8642. _checkInputs(): void;
  8643. protected _updateCameraRotationMatrix(): void;
  8644. /**
  8645. * 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)
  8646. * @returns the current camera
  8647. */
  8648. private _rotateUpVectorWithCameraRotationMatrix;
  8649. private _cachedRotationZ;
  8650. private _cachedQuaternionRotationZ;
  8651. /** @hidden */
  8652. _getViewMatrix(): Matrix;
  8653. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8654. /**
  8655. * @hidden
  8656. */
  8657. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8658. /**
  8659. * @hidden
  8660. */
  8661. _updateRigCameras(): void;
  8662. private _getRigCamPositionAndTarget;
  8663. /**
  8664. * Gets the current object class name.
  8665. * @return the class name
  8666. */
  8667. getClassName(): string;
  8668. }
  8669. }
  8670. declare module "babylonjs/Events/keyboardEvents" {
  8671. /**
  8672. * Gather the list of keyboard event types as constants.
  8673. */
  8674. export class KeyboardEventTypes {
  8675. /**
  8676. * The keydown event is fired when a key becomes active (pressed).
  8677. */
  8678. static readonly KEYDOWN: number;
  8679. /**
  8680. * The keyup event is fired when a key has been released.
  8681. */
  8682. static readonly KEYUP: number;
  8683. }
  8684. /**
  8685. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8686. */
  8687. export class KeyboardInfo {
  8688. /**
  8689. * Defines the type of event (KeyboardEventTypes)
  8690. */
  8691. type: number;
  8692. /**
  8693. * Defines the related dom event
  8694. */
  8695. event: KeyboardEvent;
  8696. /**
  8697. * Instantiates a new keyboard info.
  8698. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8699. * @param type Defines the type of event (KeyboardEventTypes)
  8700. * @param event Defines the related dom event
  8701. */
  8702. constructor(
  8703. /**
  8704. * Defines the type of event (KeyboardEventTypes)
  8705. */
  8706. type: number,
  8707. /**
  8708. * Defines the related dom event
  8709. */
  8710. event: KeyboardEvent);
  8711. }
  8712. /**
  8713. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8714. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8715. */
  8716. export class KeyboardInfoPre extends KeyboardInfo {
  8717. /**
  8718. * Defines the type of event (KeyboardEventTypes)
  8719. */
  8720. type: number;
  8721. /**
  8722. * Defines the related dom event
  8723. */
  8724. event: KeyboardEvent;
  8725. /**
  8726. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8727. */
  8728. skipOnPointerObservable: boolean;
  8729. /**
  8730. * Instantiates a new keyboard pre info.
  8731. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8732. * @param type Defines the type of event (KeyboardEventTypes)
  8733. * @param event Defines the related dom event
  8734. */
  8735. constructor(
  8736. /**
  8737. * Defines the type of event (KeyboardEventTypes)
  8738. */
  8739. type: number,
  8740. /**
  8741. * Defines the related dom event
  8742. */
  8743. event: KeyboardEvent);
  8744. }
  8745. }
  8746. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8747. import { Nullable } from "babylonjs/types";
  8748. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8749. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8750. /**
  8751. * Manage the keyboard inputs to control the movement of a free camera.
  8752. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8753. */
  8754. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8755. /**
  8756. * Defines the camera the input is attached to.
  8757. */
  8758. camera: FreeCamera;
  8759. /**
  8760. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8761. */
  8762. keysUp: number[];
  8763. /**
  8764. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8765. */
  8766. keysDown: number[];
  8767. /**
  8768. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8769. */
  8770. keysLeft: number[];
  8771. /**
  8772. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8773. */
  8774. keysRight: number[];
  8775. private _keys;
  8776. private _onCanvasBlurObserver;
  8777. private _onKeyboardObserver;
  8778. private _engine;
  8779. private _scene;
  8780. /**
  8781. * Attach the input controls to a specific dom element to get the input from.
  8782. * @param element Defines the element the controls should be listened from
  8783. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8784. */
  8785. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8786. /**
  8787. * Detach the current controls from the specified dom element.
  8788. * @param element Defines the element to stop listening the inputs from
  8789. */
  8790. detachControl(element: Nullable<HTMLElement>): void;
  8791. /**
  8792. * Update the current camera state depending on the inputs that have been used this frame.
  8793. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8794. */
  8795. checkInputs(): void;
  8796. /**
  8797. * Gets the class name of the current intput.
  8798. * @returns the class name
  8799. */
  8800. getClassName(): string;
  8801. /** @hidden */
  8802. _onLostFocus(): void;
  8803. /**
  8804. * Get the friendly name associated with the input class.
  8805. * @returns the input friendly name
  8806. */
  8807. getSimpleName(): string;
  8808. }
  8809. }
  8810. declare module "babylonjs/Lights/shadowLight" {
  8811. import { Camera } from "babylonjs/Cameras/camera";
  8812. import { Scene } from "babylonjs/scene";
  8813. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8814. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8815. import { Light } from "babylonjs/Lights/light";
  8816. /**
  8817. * Interface describing all the common properties and methods a shadow light needs to implement.
  8818. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8819. * as well as binding the different shadow properties to the effects.
  8820. */
  8821. export interface IShadowLight extends Light {
  8822. /**
  8823. * The light id in the scene (used in scene.findLighById for instance)
  8824. */
  8825. id: string;
  8826. /**
  8827. * The position the shdow will be casted from.
  8828. */
  8829. position: Vector3;
  8830. /**
  8831. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8832. */
  8833. direction: Vector3;
  8834. /**
  8835. * The transformed position. Position of the light in world space taking parenting in account.
  8836. */
  8837. transformedPosition: Vector3;
  8838. /**
  8839. * The transformed direction. Direction of the light in world space taking parenting in account.
  8840. */
  8841. transformedDirection: Vector3;
  8842. /**
  8843. * The friendly name of the light in the scene.
  8844. */
  8845. name: string;
  8846. /**
  8847. * Defines the shadow projection clipping minimum z value.
  8848. */
  8849. shadowMinZ: number;
  8850. /**
  8851. * Defines the shadow projection clipping maximum z value.
  8852. */
  8853. shadowMaxZ: number;
  8854. /**
  8855. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8856. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8857. */
  8858. computeTransformedInformation(): boolean;
  8859. /**
  8860. * Gets the scene the light belongs to.
  8861. * @returns The scene
  8862. */
  8863. getScene(): Scene;
  8864. /**
  8865. * Callback defining a custom Projection Matrix Builder.
  8866. * This can be used to override the default projection matrix computation.
  8867. */
  8868. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8869. /**
  8870. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8871. * @param matrix The materix to updated with the projection information
  8872. * @param viewMatrix The transform matrix of the light
  8873. * @param renderList The list of mesh to render in the map
  8874. * @returns The current light
  8875. */
  8876. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8877. /**
  8878. * Gets the current depth scale used in ESM.
  8879. * @returns The scale
  8880. */
  8881. getDepthScale(): number;
  8882. /**
  8883. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8884. * @returns true if a cube texture needs to be use
  8885. */
  8886. needCube(): boolean;
  8887. /**
  8888. * Detects if the projection matrix requires to be recomputed this frame.
  8889. * @returns true if it requires to be recomputed otherwise, false.
  8890. */
  8891. needProjectionMatrixCompute(): boolean;
  8892. /**
  8893. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8894. */
  8895. forceProjectionMatrixCompute(): void;
  8896. /**
  8897. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8898. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8899. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8900. */
  8901. getShadowDirection(faceIndex?: number): Vector3;
  8902. /**
  8903. * Gets the minZ used for shadow according to both the scene and the light.
  8904. * @param activeCamera The camera we are returning the min for
  8905. * @returns the depth min z
  8906. */
  8907. getDepthMinZ(activeCamera: Camera): number;
  8908. /**
  8909. * Gets the maxZ used for shadow according to both the scene and the light.
  8910. * @param activeCamera The camera we are returning the max for
  8911. * @returns the depth max z
  8912. */
  8913. getDepthMaxZ(activeCamera: Camera): number;
  8914. }
  8915. /**
  8916. * Base implementation IShadowLight
  8917. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8918. */
  8919. export abstract class ShadowLight extends Light implements IShadowLight {
  8920. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8921. protected _position: Vector3;
  8922. protected _setPosition(value: Vector3): void;
  8923. /**
  8924. * Sets the position the shadow will be casted from. Also use as the light position for both
  8925. * point and spot lights.
  8926. */
  8927. /**
  8928. * Sets the position the shadow will be casted from. Also use as the light position for both
  8929. * point and spot lights.
  8930. */
  8931. position: Vector3;
  8932. protected _direction: Vector3;
  8933. protected _setDirection(value: Vector3): void;
  8934. /**
  8935. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8936. * Also use as the light direction on spot and directional lights.
  8937. */
  8938. /**
  8939. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8940. * Also use as the light direction on spot and directional lights.
  8941. */
  8942. direction: Vector3;
  8943. private _shadowMinZ;
  8944. /**
  8945. * Gets the shadow projection clipping minimum z value.
  8946. */
  8947. /**
  8948. * Sets the shadow projection clipping minimum z value.
  8949. */
  8950. shadowMinZ: number;
  8951. private _shadowMaxZ;
  8952. /**
  8953. * Sets the shadow projection clipping maximum z value.
  8954. */
  8955. /**
  8956. * Gets the shadow projection clipping maximum z value.
  8957. */
  8958. shadowMaxZ: number;
  8959. /**
  8960. * Callback defining a custom Projection Matrix Builder.
  8961. * This can be used to override the default projection matrix computation.
  8962. */
  8963. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8964. /**
  8965. * The transformed position. Position of the light in world space taking parenting in account.
  8966. */
  8967. transformedPosition: Vector3;
  8968. /**
  8969. * The transformed direction. Direction of the light in world space taking parenting in account.
  8970. */
  8971. transformedDirection: Vector3;
  8972. private _needProjectionMatrixCompute;
  8973. /**
  8974. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8975. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8976. */
  8977. computeTransformedInformation(): boolean;
  8978. /**
  8979. * Return the depth scale used for the shadow map.
  8980. * @returns the depth scale.
  8981. */
  8982. getDepthScale(): number;
  8983. /**
  8984. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8985. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8986. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8987. */
  8988. getShadowDirection(faceIndex?: number): Vector3;
  8989. /**
  8990. * Returns the ShadowLight absolute position in the World.
  8991. * @returns the position vector in world space
  8992. */
  8993. getAbsolutePosition(): Vector3;
  8994. /**
  8995. * Sets the ShadowLight direction toward the passed target.
  8996. * @param target The point to target in local space
  8997. * @returns the updated ShadowLight direction
  8998. */
  8999. setDirectionToTarget(target: Vector3): Vector3;
  9000. /**
  9001. * Returns the light rotation in euler definition.
  9002. * @returns the x y z rotation in local space.
  9003. */
  9004. getRotation(): Vector3;
  9005. /**
  9006. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  9007. * @returns true if a cube texture needs to be use
  9008. */
  9009. needCube(): boolean;
  9010. /**
  9011. * Detects if the projection matrix requires to be recomputed this frame.
  9012. * @returns true if it requires to be recomputed otherwise, false.
  9013. */
  9014. needProjectionMatrixCompute(): boolean;
  9015. /**
  9016. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  9017. */
  9018. forceProjectionMatrixCompute(): void;
  9019. /** @hidden */
  9020. _initCache(): void;
  9021. /** @hidden */
  9022. _isSynchronized(): boolean;
  9023. /**
  9024. * Computes the world matrix of the node
  9025. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  9026. * @returns the world matrix
  9027. */
  9028. computeWorldMatrix(force?: boolean): Matrix;
  9029. /**
  9030. * Gets the minZ used for shadow according to both the scene and the light.
  9031. * @param activeCamera The camera we are returning the min for
  9032. * @returns the depth min z
  9033. */
  9034. getDepthMinZ(activeCamera: Camera): number;
  9035. /**
  9036. * Gets the maxZ used for shadow according to both the scene and the light.
  9037. * @param activeCamera The camera we are returning the max for
  9038. * @returns the depth max z
  9039. */
  9040. getDepthMaxZ(activeCamera: Camera): number;
  9041. /**
  9042. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  9043. * @param matrix The materix to updated with the projection information
  9044. * @param viewMatrix The transform matrix of the light
  9045. * @param renderList The list of mesh to render in the map
  9046. * @returns The current light
  9047. */
  9048. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  9049. }
  9050. }
  9051. declare module "babylonjs/Materials/effectFallbacks" {
  9052. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  9053. import { Effect } from "babylonjs/Materials/effect";
  9054. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9055. /**
  9056. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  9057. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  9058. */
  9059. export class EffectFallbacks implements IEffectFallbacks {
  9060. private _defines;
  9061. private _currentRank;
  9062. private _maxRank;
  9063. private _mesh;
  9064. /**
  9065. * Removes the fallback from the bound mesh.
  9066. */
  9067. unBindMesh(): void;
  9068. /**
  9069. * Adds a fallback on the specified property.
  9070. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9071. * @param define The name of the define in the shader
  9072. */
  9073. addFallback(rank: number, define: string): void;
  9074. /**
  9075. * Sets the mesh to use CPU skinning when needing to fallback.
  9076. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9077. * @param mesh The mesh to use the fallbacks.
  9078. */
  9079. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  9080. /**
  9081. * Checks to see if more fallbacks are still availible.
  9082. */
  9083. readonly hasMoreFallbacks: boolean;
  9084. /**
  9085. * Removes the defines that should be removed when falling back.
  9086. * @param currentDefines defines the current define statements for the shader.
  9087. * @param effect defines the current effect we try to compile
  9088. * @returns The resulting defines with defines of the current rank removed.
  9089. */
  9090. reduce(currentDefines: string, effect: Effect): string;
  9091. }
  9092. }
  9093. declare module "babylonjs/Materials/materialHelper" {
  9094. import { Nullable } from "babylonjs/types";
  9095. import { Scene } from "babylonjs/scene";
  9096. import { Engine } from "babylonjs/Engines/engine";
  9097. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9098. import { Light } from "babylonjs/Lights/light";
  9099. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9100. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  9101. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  9102. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9103. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  9104. /**
  9105. * "Static Class" containing the most commonly used helper while dealing with material for
  9106. * rendering purpose.
  9107. *
  9108. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9109. *
  9110. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9111. */
  9112. export class MaterialHelper {
  9113. /**
  9114. * Bind the current view position to an effect.
  9115. * @param effect The effect to be bound
  9116. * @param scene The scene the eyes position is used from
  9117. */
  9118. static BindEyePosition(effect: Effect, scene: Scene): void;
  9119. /**
  9120. * Helps preparing the defines values about the UVs in used in the effect.
  9121. * UVs are shared as much as we can accross channels in the shaders.
  9122. * @param texture The texture we are preparing the UVs for
  9123. * @param defines The defines to update
  9124. * @param key The channel key "diffuse", "specular"... used in the shader
  9125. */
  9126. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9127. /**
  9128. * Binds a texture matrix value to its corrsponding uniform
  9129. * @param texture The texture to bind the matrix for
  9130. * @param uniformBuffer The uniform buffer receivin the data
  9131. * @param key The channel key "diffuse", "specular"... used in the shader
  9132. */
  9133. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9134. /**
  9135. * Gets the current status of the fog (should it be enabled?)
  9136. * @param mesh defines the mesh to evaluate for fog support
  9137. * @param scene defines the hosting scene
  9138. * @returns true if fog must be enabled
  9139. */
  9140. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9141. /**
  9142. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9143. * @param mesh defines the current mesh
  9144. * @param scene defines the current scene
  9145. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9146. * @param pointsCloud defines if point cloud rendering has to be turned on
  9147. * @param fogEnabled defines if fog has to be turned on
  9148. * @param alphaTest defines if alpha testing has to be turned on
  9149. * @param defines defines the current list of defines
  9150. */
  9151. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9152. /**
  9153. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9154. * @param scene defines the current scene
  9155. * @param engine defines the current engine
  9156. * @param defines specifies the list of active defines
  9157. * @param useInstances defines if instances have to be turned on
  9158. * @param useClipPlane defines if clip plane have to be turned on
  9159. */
  9160. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9161. /**
  9162. * Prepares the defines for bones
  9163. * @param mesh The mesh containing the geometry data we will draw
  9164. * @param defines The defines to update
  9165. */
  9166. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9167. /**
  9168. * Prepares the defines for morph targets
  9169. * @param mesh The mesh containing the geometry data we will draw
  9170. * @param defines The defines to update
  9171. */
  9172. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9173. /**
  9174. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9175. * @param mesh The mesh containing the geometry data we will draw
  9176. * @param defines The defines to update
  9177. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9178. * @param useBones Precise whether bones should be used or not (override mesh info)
  9179. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9180. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9181. * @returns false if defines are considered not dirty and have not been checked
  9182. */
  9183. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9184. /**
  9185. * Prepares the defines related to multiview
  9186. * @param scene The scene we are intending to draw
  9187. * @param defines The defines to update
  9188. */
  9189. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9190. /**
  9191. * Prepares the defines related to the light information passed in parameter
  9192. * @param scene The scene we are intending to draw
  9193. * @param mesh The mesh the effect is compiling for
  9194. * @param light The light the effect is compiling for
  9195. * @param lightIndex The index of the light
  9196. * @param defines The defines to update
  9197. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9198. * @param state Defines the current state regarding what is needed (normals, etc...)
  9199. */
  9200. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9201. needNormals: boolean;
  9202. needRebuild: boolean;
  9203. shadowEnabled: boolean;
  9204. specularEnabled: boolean;
  9205. lightmapMode: boolean;
  9206. }): void;
  9207. /**
  9208. * Prepares the defines related to the light information passed in parameter
  9209. * @param scene The scene we are intending to draw
  9210. * @param mesh The mesh the effect is compiling for
  9211. * @param defines The defines to update
  9212. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9213. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9214. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9215. * @returns true if normals will be required for the rest of the effect
  9216. */
  9217. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9218. /**
  9219. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9220. * @param lightIndex defines the light index
  9221. * @param uniformsList The uniform list
  9222. * @param samplersList The sampler list
  9223. * @param projectedLightTexture defines if projected texture must be used
  9224. * @param uniformBuffersList defines an optional list of uniform buffers
  9225. */
  9226. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9227. /**
  9228. * Prepares the uniforms and samplers list to be used in the effect
  9229. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9230. * @param samplersList The sampler list
  9231. * @param defines The defines helping in the list generation
  9232. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9233. */
  9234. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9235. /**
  9236. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9237. * @param defines The defines to update while falling back
  9238. * @param fallbacks The authorized effect fallbacks
  9239. * @param maxSimultaneousLights The maximum number of lights allowed
  9240. * @param rank the current rank of the Effect
  9241. * @returns The newly affected rank
  9242. */
  9243. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9244. private static _TmpMorphInfluencers;
  9245. /**
  9246. * Prepares the list of attributes required for morph targets according to the effect defines.
  9247. * @param attribs The current list of supported attribs
  9248. * @param mesh The mesh to prepare the morph targets attributes for
  9249. * @param influencers The number of influencers
  9250. */
  9251. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9252. /**
  9253. * Prepares the list of attributes required for morph targets according to the effect defines.
  9254. * @param attribs The current list of supported attribs
  9255. * @param mesh The mesh to prepare the morph targets attributes for
  9256. * @param defines The current Defines of the effect
  9257. */
  9258. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9259. /**
  9260. * Prepares the list of attributes required for bones according to the effect defines.
  9261. * @param attribs The current list of supported attribs
  9262. * @param mesh The mesh to prepare the bones attributes for
  9263. * @param defines The current Defines of the effect
  9264. * @param fallbacks The current efffect fallback strategy
  9265. */
  9266. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9267. /**
  9268. * Check and prepare the list of attributes required for instances according to the effect defines.
  9269. * @param attribs The current list of supported attribs
  9270. * @param defines The current MaterialDefines of the effect
  9271. */
  9272. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9273. /**
  9274. * Add the list of attributes required for instances to the attribs array.
  9275. * @param attribs The current list of supported attribs
  9276. */
  9277. static PushAttributesForInstances(attribs: string[]): void;
  9278. /**
  9279. * Binds the light information to the effect.
  9280. * @param light The light containing the generator
  9281. * @param effect The effect we are binding the data to
  9282. * @param lightIndex The light index in the effect used to render
  9283. */
  9284. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9285. /**
  9286. * Binds the lights information from the scene to the effect for the given mesh.
  9287. * @param light Light to bind
  9288. * @param lightIndex Light index
  9289. * @param scene The scene where the light belongs to
  9290. * @param effect The effect we are binding the data to
  9291. * @param useSpecular Defines if specular is supported
  9292. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9293. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9294. */
  9295. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9296. /**
  9297. * Binds the lights information from the scene to the effect for the given mesh.
  9298. * @param scene The scene the lights belongs to
  9299. * @param mesh The mesh we are binding the information to render
  9300. * @param effect The effect we are binding the data to
  9301. * @param defines The generated defines for the effect
  9302. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9303. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9304. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9305. */
  9306. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9307. private static _tempFogColor;
  9308. /**
  9309. * Binds the fog information from the scene to the effect for the given mesh.
  9310. * @param scene The scene the lights belongs to
  9311. * @param mesh The mesh we are binding the information to render
  9312. * @param effect The effect we are binding the data to
  9313. * @param linearSpace Defines if the fog effect is applied in linear space
  9314. */
  9315. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9316. /**
  9317. * Binds the bones information from the mesh to the effect.
  9318. * @param mesh The mesh we are binding the information to render
  9319. * @param effect The effect we are binding the data to
  9320. */
  9321. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9322. /**
  9323. * Binds the morph targets information from the mesh to the effect.
  9324. * @param abstractMesh The mesh we are binding the information to render
  9325. * @param effect The effect we are binding the data to
  9326. */
  9327. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9328. /**
  9329. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9330. * @param defines The generated defines used in the effect
  9331. * @param effect The effect we are binding the data to
  9332. * @param scene The scene we are willing to render with logarithmic scale for
  9333. */
  9334. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9335. /**
  9336. * Binds the clip plane information from the scene to the effect.
  9337. * @param scene The scene the clip plane information are extracted from
  9338. * @param effect The effect we are binding the data to
  9339. */
  9340. static BindClipPlane(effect: Effect, scene: Scene): void;
  9341. }
  9342. }
  9343. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9344. /** @hidden */
  9345. export var packingFunctions: {
  9346. name: string;
  9347. shader: string;
  9348. };
  9349. }
  9350. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9351. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9352. /** @hidden */
  9353. export var shadowMapPixelShader: {
  9354. name: string;
  9355. shader: string;
  9356. };
  9357. }
  9358. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9359. /** @hidden */
  9360. export var bonesDeclaration: {
  9361. name: string;
  9362. shader: string;
  9363. };
  9364. }
  9365. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9366. /** @hidden */
  9367. export var morphTargetsVertexGlobalDeclaration: {
  9368. name: string;
  9369. shader: string;
  9370. };
  9371. }
  9372. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9373. /** @hidden */
  9374. export var morphTargetsVertexDeclaration: {
  9375. name: string;
  9376. shader: string;
  9377. };
  9378. }
  9379. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9380. /** @hidden */
  9381. export var instancesDeclaration: {
  9382. name: string;
  9383. shader: string;
  9384. };
  9385. }
  9386. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9387. /** @hidden */
  9388. export var helperFunctions: {
  9389. name: string;
  9390. shader: string;
  9391. };
  9392. }
  9393. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9394. /** @hidden */
  9395. export var morphTargetsVertex: {
  9396. name: string;
  9397. shader: string;
  9398. };
  9399. }
  9400. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9401. /** @hidden */
  9402. export var instancesVertex: {
  9403. name: string;
  9404. shader: string;
  9405. };
  9406. }
  9407. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9408. /** @hidden */
  9409. export var bonesVertex: {
  9410. name: string;
  9411. shader: string;
  9412. };
  9413. }
  9414. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9415. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9416. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9417. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9418. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9419. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9420. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9421. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9422. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9423. /** @hidden */
  9424. export var shadowMapVertexShader: {
  9425. name: string;
  9426. shader: string;
  9427. };
  9428. }
  9429. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9430. /** @hidden */
  9431. export var depthBoxBlurPixelShader: {
  9432. name: string;
  9433. shader: string;
  9434. };
  9435. }
  9436. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9437. import { Nullable } from "babylonjs/types";
  9438. import { Scene } from "babylonjs/scene";
  9439. import { Matrix } from "babylonjs/Maths/math.vector";
  9440. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9441. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9442. import { Mesh } from "babylonjs/Meshes/mesh";
  9443. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9444. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9445. import { Effect } from "babylonjs/Materials/effect";
  9446. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9447. import "babylonjs/Shaders/shadowMap.fragment";
  9448. import "babylonjs/Shaders/shadowMap.vertex";
  9449. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9450. import { Observable } from "babylonjs/Misc/observable";
  9451. /**
  9452. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9453. */
  9454. export interface ICustomShaderOptions {
  9455. /**
  9456. * Gets or sets the custom shader name to use
  9457. */
  9458. shaderName: string;
  9459. /**
  9460. * The list of attribute names used in the shader
  9461. */
  9462. attributes?: string[];
  9463. /**
  9464. * The list of unifrom names used in the shader
  9465. */
  9466. uniforms?: string[];
  9467. /**
  9468. * The list of sampler names used in the shader
  9469. */
  9470. samplers?: string[];
  9471. /**
  9472. * The list of defines used in the shader
  9473. */
  9474. defines?: string[];
  9475. }
  9476. /**
  9477. * Interface to implement to create a shadow generator compatible with BJS.
  9478. */
  9479. export interface IShadowGenerator {
  9480. /**
  9481. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9482. * @returns The render target texture if present otherwise, null
  9483. */
  9484. getShadowMap(): Nullable<RenderTargetTexture>;
  9485. /**
  9486. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9487. * @returns The render target texture if the shadow map is present otherwise, null
  9488. */
  9489. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9490. /**
  9491. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9492. * @param subMesh The submesh we want to render in the shadow map
  9493. * @param useInstances Defines wether will draw in the map using instances
  9494. * @returns true if ready otherwise, false
  9495. */
  9496. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9497. /**
  9498. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9499. * @param defines Defines of the material we want to update
  9500. * @param lightIndex Index of the light in the enabled light list of the material
  9501. */
  9502. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9503. /**
  9504. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9505. * defined in the generator but impacting the effect).
  9506. * It implies the unifroms available on the materials are the standard BJS ones.
  9507. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9508. * @param effect The effect we are binfing the information for
  9509. */
  9510. bindShadowLight(lightIndex: string, effect: Effect): void;
  9511. /**
  9512. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9513. * (eq to shadow prjection matrix * light transform matrix)
  9514. * @returns The transform matrix used to create the shadow map
  9515. */
  9516. getTransformMatrix(): Matrix;
  9517. /**
  9518. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9519. * Cube and 2D textures for instance.
  9520. */
  9521. recreateShadowMap(): void;
  9522. /**
  9523. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9524. * @param onCompiled Callback triggered at the and of the effects compilation
  9525. * @param options Sets of optional options forcing the compilation with different modes
  9526. */
  9527. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9528. useInstances: boolean;
  9529. }>): void;
  9530. /**
  9531. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9532. * @param options Sets of optional options forcing the compilation with different modes
  9533. * @returns A promise that resolves when the compilation completes
  9534. */
  9535. forceCompilationAsync(options?: Partial<{
  9536. useInstances: boolean;
  9537. }>): Promise<void>;
  9538. /**
  9539. * Serializes the shadow generator setup to a json object.
  9540. * @returns The serialized JSON object
  9541. */
  9542. serialize(): any;
  9543. /**
  9544. * Disposes the Shadow map and related Textures and effects.
  9545. */
  9546. dispose(): void;
  9547. }
  9548. /**
  9549. * Default implementation IShadowGenerator.
  9550. * This is the main object responsible of generating shadows in the framework.
  9551. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9552. */
  9553. export class ShadowGenerator implements IShadowGenerator {
  9554. /**
  9555. * Shadow generator mode None: no filtering applied.
  9556. */
  9557. static readonly FILTER_NONE: number;
  9558. /**
  9559. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9560. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9561. */
  9562. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9563. /**
  9564. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9565. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9566. */
  9567. static readonly FILTER_POISSONSAMPLING: number;
  9568. /**
  9569. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9570. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9571. */
  9572. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9573. /**
  9574. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9575. * edge artifacts on steep falloff.
  9576. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9577. */
  9578. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9579. /**
  9580. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9581. * edge artifacts on steep falloff.
  9582. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9583. */
  9584. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9585. /**
  9586. * Shadow generator mode PCF: Percentage Closer Filtering
  9587. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9588. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9589. */
  9590. static readonly FILTER_PCF: number;
  9591. /**
  9592. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9593. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9594. * Contact Hardening
  9595. */
  9596. static readonly FILTER_PCSS: number;
  9597. /**
  9598. * Reserved for PCF and PCSS
  9599. * Highest Quality.
  9600. *
  9601. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9602. *
  9603. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9604. */
  9605. static readonly QUALITY_HIGH: number;
  9606. /**
  9607. * Reserved for PCF and PCSS
  9608. * Good tradeoff for quality/perf cross devices
  9609. *
  9610. * Execute PCF on a 3*3 kernel.
  9611. *
  9612. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9613. */
  9614. static readonly QUALITY_MEDIUM: number;
  9615. /**
  9616. * Reserved for PCF and PCSS
  9617. * The lowest quality but the fastest.
  9618. *
  9619. * Execute PCF on a 1*1 kernel.
  9620. *
  9621. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9622. */
  9623. static readonly QUALITY_LOW: number;
  9624. /** Gets or sets the custom shader name to use */
  9625. customShaderOptions: ICustomShaderOptions;
  9626. /**
  9627. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9628. */
  9629. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9630. /**
  9631. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9632. */
  9633. onAfterShadowMapRenderObservable: Observable<Effect>;
  9634. /**
  9635. * Observable triggered before a mesh is rendered in the shadow map.
  9636. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9637. */
  9638. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9639. /**
  9640. * Observable triggered after a mesh is rendered in the shadow map.
  9641. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9642. */
  9643. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9644. private _bias;
  9645. /**
  9646. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9647. */
  9648. /**
  9649. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9650. */
  9651. bias: number;
  9652. private _normalBias;
  9653. /**
  9654. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9655. */
  9656. /**
  9657. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9658. */
  9659. normalBias: number;
  9660. private _blurBoxOffset;
  9661. /**
  9662. * Gets the blur box offset: offset applied during the blur pass.
  9663. * Only useful if useKernelBlur = false
  9664. */
  9665. /**
  9666. * Sets the blur box offset: offset applied during the blur pass.
  9667. * Only useful if useKernelBlur = false
  9668. */
  9669. blurBoxOffset: number;
  9670. private _blurScale;
  9671. /**
  9672. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9673. * 2 means half of the size.
  9674. */
  9675. /**
  9676. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9677. * 2 means half of the size.
  9678. */
  9679. blurScale: number;
  9680. private _blurKernel;
  9681. /**
  9682. * Gets the blur kernel: kernel size of the blur pass.
  9683. * Only useful if useKernelBlur = true
  9684. */
  9685. /**
  9686. * Sets the blur kernel: kernel size of the blur pass.
  9687. * Only useful if useKernelBlur = true
  9688. */
  9689. blurKernel: number;
  9690. private _useKernelBlur;
  9691. /**
  9692. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9693. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9694. */
  9695. /**
  9696. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9697. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9698. */
  9699. useKernelBlur: boolean;
  9700. private _depthScale;
  9701. /**
  9702. * Gets the depth scale used in ESM mode.
  9703. */
  9704. /**
  9705. * Sets the depth scale used in ESM mode.
  9706. * This can override the scale stored on the light.
  9707. */
  9708. depthScale: number;
  9709. private _filter;
  9710. /**
  9711. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9712. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9713. */
  9714. /**
  9715. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9716. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9717. */
  9718. filter: number;
  9719. /**
  9720. * Gets if the current filter is set to Poisson Sampling.
  9721. */
  9722. /**
  9723. * Sets the current filter to Poisson Sampling.
  9724. */
  9725. usePoissonSampling: boolean;
  9726. /**
  9727. * Gets if the current filter is set to ESM.
  9728. */
  9729. /**
  9730. * Sets the current filter is to ESM.
  9731. */
  9732. useExponentialShadowMap: boolean;
  9733. /**
  9734. * Gets if the current filter is set to filtered ESM.
  9735. */
  9736. /**
  9737. * Gets if the current filter is set to filtered ESM.
  9738. */
  9739. useBlurExponentialShadowMap: boolean;
  9740. /**
  9741. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9742. * exponential to prevent steep falloff artifacts).
  9743. */
  9744. /**
  9745. * Sets the current filter to "close ESM" (using the inverse of the
  9746. * exponential to prevent steep falloff artifacts).
  9747. */
  9748. useCloseExponentialShadowMap: boolean;
  9749. /**
  9750. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9751. * exponential to prevent steep falloff artifacts).
  9752. */
  9753. /**
  9754. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9755. * exponential to prevent steep falloff artifacts).
  9756. */
  9757. useBlurCloseExponentialShadowMap: boolean;
  9758. /**
  9759. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9760. */
  9761. /**
  9762. * Sets the current filter to "PCF" (percentage closer filtering).
  9763. */
  9764. usePercentageCloserFiltering: boolean;
  9765. private _filteringQuality;
  9766. /**
  9767. * Gets the PCF or PCSS Quality.
  9768. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9769. */
  9770. /**
  9771. * Sets the PCF or PCSS Quality.
  9772. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9773. */
  9774. filteringQuality: number;
  9775. /**
  9776. * Gets if the current filter is set to "PCSS" (contact hardening).
  9777. */
  9778. /**
  9779. * Sets the current filter to "PCSS" (contact hardening).
  9780. */
  9781. useContactHardeningShadow: boolean;
  9782. private _contactHardeningLightSizeUVRatio;
  9783. /**
  9784. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9785. * Using a ratio helps keeping shape stability independently of the map size.
  9786. *
  9787. * It does not account for the light projection as it was having too much
  9788. * instability during the light setup or during light position changes.
  9789. *
  9790. * Only valid if useContactHardeningShadow is true.
  9791. */
  9792. /**
  9793. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9794. * Using a ratio helps keeping shape stability independently of the map size.
  9795. *
  9796. * It does not account for the light projection as it was having too much
  9797. * instability during the light setup or during light position changes.
  9798. *
  9799. * Only valid if useContactHardeningShadow is true.
  9800. */
  9801. contactHardeningLightSizeUVRatio: number;
  9802. private _darkness;
  9803. /** Gets or sets the actual darkness of a shadow */
  9804. darkness: number;
  9805. /**
  9806. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9807. * 0 means strongest and 1 would means no shadow.
  9808. * @returns the darkness.
  9809. */
  9810. getDarkness(): number;
  9811. /**
  9812. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9813. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9814. * @returns the shadow generator allowing fluent coding.
  9815. */
  9816. setDarkness(darkness: number): ShadowGenerator;
  9817. private _transparencyShadow;
  9818. /** Gets or sets the ability to have transparent shadow */
  9819. transparencyShadow: boolean;
  9820. /**
  9821. * Sets the ability to have transparent shadow (boolean).
  9822. * @param transparent True if transparent else False
  9823. * @returns the shadow generator allowing fluent coding
  9824. */
  9825. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9826. private _shadowMap;
  9827. private _shadowMap2;
  9828. /**
  9829. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9830. * @returns The render target texture if present otherwise, null
  9831. */
  9832. getShadowMap(): Nullable<RenderTargetTexture>;
  9833. /**
  9834. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9835. * @returns The render target texture if the shadow map is present otherwise, null
  9836. */
  9837. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9838. /**
  9839. * Gets the class name of that object
  9840. * @returns "ShadowGenerator"
  9841. */
  9842. getClassName(): string;
  9843. /**
  9844. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9845. * @param mesh Mesh to add
  9846. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9847. * @returns the Shadow Generator itself
  9848. */
  9849. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9850. /**
  9851. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9852. * @param mesh Mesh to remove
  9853. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9854. * @returns the Shadow Generator itself
  9855. */
  9856. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9857. /**
  9858. * Controls the extent to which the shadows fade out at the edge of the frustum
  9859. * Used only by directionals and spots
  9860. */
  9861. frustumEdgeFalloff: number;
  9862. private _light;
  9863. /**
  9864. * Returns the associated light object.
  9865. * @returns the light generating the shadow
  9866. */
  9867. getLight(): IShadowLight;
  9868. /**
  9869. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9870. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9871. * It might on the other hand introduce peter panning.
  9872. */
  9873. forceBackFacesOnly: boolean;
  9874. private _scene;
  9875. private _lightDirection;
  9876. private _effect;
  9877. private _viewMatrix;
  9878. private _projectionMatrix;
  9879. private _transformMatrix;
  9880. private _cachedPosition;
  9881. private _cachedDirection;
  9882. private _cachedDefines;
  9883. private _currentRenderID;
  9884. private _boxBlurPostprocess;
  9885. private _kernelBlurXPostprocess;
  9886. private _kernelBlurYPostprocess;
  9887. private _blurPostProcesses;
  9888. private _mapSize;
  9889. private _currentFaceIndex;
  9890. private _currentFaceIndexCache;
  9891. private _textureType;
  9892. private _defaultTextureMatrix;
  9893. private _storedUniqueId;
  9894. /** @hidden */
  9895. static _SceneComponentInitialization: (scene: Scene) => void;
  9896. /**
  9897. * Creates a ShadowGenerator object.
  9898. * A ShadowGenerator is the required tool to use the shadows.
  9899. * Each light casting shadows needs to use its own ShadowGenerator.
  9900. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9901. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9902. * @param light The light object generating the shadows.
  9903. * @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.
  9904. */
  9905. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9906. private _initializeGenerator;
  9907. private _initializeShadowMap;
  9908. private _initializeBlurRTTAndPostProcesses;
  9909. private _renderForShadowMap;
  9910. private _renderSubMeshForShadowMap;
  9911. private _applyFilterValues;
  9912. /**
  9913. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9914. * @param onCompiled Callback triggered at the and of the effects compilation
  9915. * @param options Sets of optional options forcing the compilation with different modes
  9916. */
  9917. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9918. useInstances: boolean;
  9919. }>): void;
  9920. /**
  9921. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9922. * @param options Sets of optional options forcing the compilation with different modes
  9923. * @returns A promise that resolves when the compilation completes
  9924. */
  9925. forceCompilationAsync(options?: Partial<{
  9926. useInstances: boolean;
  9927. }>): Promise<void>;
  9928. /**
  9929. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9930. * @param subMesh The submesh we want to render in the shadow map
  9931. * @param useInstances Defines wether will draw in the map using instances
  9932. * @returns true if ready otherwise, false
  9933. */
  9934. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9935. /**
  9936. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9937. * @param defines Defines of the material we want to update
  9938. * @param lightIndex Index of the light in the enabled light list of the material
  9939. */
  9940. prepareDefines(defines: any, lightIndex: number): void;
  9941. /**
  9942. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9943. * defined in the generator but impacting the effect).
  9944. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9945. * @param effect The effect we are binfing the information for
  9946. */
  9947. bindShadowLight(lightIndex: string, effect: Effect): void;
  9948. /**
  9949. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9950. * (eq to shadow prjection matrix * light transform matrix)
  9951. * @returns The transform matrix used to create the shadow map
  9952. */
  9953. getTransformMatrix(): Matrix;
  9954. /**
  9955. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9956. * Cube and 2D textures for instance.
  9957. */
  9958. recreateShadowMap(): void;
  9959. private _disposeBlurPostProcesses;
  9960. private _disposeRTTandPostProcesses;
  9961. /**
  9962. * Disposes the ShadowGenerator.
  9963. * Returns nothing.
  9964. */
  9965. dispose(): void;
  9966. /**
  9967. * Serializes the shadow generator setup to a json object.
  9968. * @returns The serialized JSON object
  9969. */
  9970. serialize(): any;
  9971. /**
  9972. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9973. * @param parsedShadowGenerator The JSON object to parse
  9974. * @param scene The scene to create the shadow map for
  9975. * @returns The parsed shadow generator
  9976. */
  9977. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9978. }
  9979. }
  9980. declare module "babylonjs/Lights/light" {
  9981. import { Nullable } from "babylonjs/types";
  9982. import { Scene } from "babylonjs/scene";
  9983. import { Vector3 } from "babylonjs/Maths/math.vector";
  9984. import { Color3 } from "babylonjs/Maths/math.color";
  9985. import { Node } from "babylonjs/node";
  9986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9987. import { Effect } from "babylonjs/Materials/effect";
  9988. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9989. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9990. /**
  9991. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9992. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9993. * 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.
  9994. */
  9995. export abstract class Light extends Node {
  9996. /**
  9997. * Falloff Default: light is falling off following the material specification:
  9998. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9999. */
  10000. static readonly FALLOFF_DEFAULT: number;
  10001. /**
  10002. * Falloff Physical: light is falling off following the inverse squared distance law.
  10003. */
  10004. static readonly FALLOFF_PHYSICAL: number;
  10005. /**
  10006. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  10007. * to enhance interoperability with other engines.
  10008. */
  10009. static readonly FALLOFF_GLTF: number;
  10010. /**
  10011. * Falloff Standard: light is falling off like in the standard material
  10012. * to enhance interoperability with other materials.
  10013. */
  10014. static readonly FALLOFF_STANDARD: number;
  10015. /**
  10016. * If every light affecting the material is in this lightmapMode,
  10017. * material.lightmapTexture adds or multiplies
  10018. * (depends on material.useLightmapAsShadowmap)
  10019. * after every other light calculations.
  10020. */
  10021. static readonly LIGHTMAP_DEFAULT: number;
  10022. /**
  10023. * material.lightmapTexture as only diffuse lighting from this light
  10024. * adds only specular lighting from this light
  10025. * adds dynamic shadows
  10026. */
  10027. static readonly LIGHTMAP_SPECULAR: number;
  10028. /**
  10029. * material.lightmapTexture as only lighting
  10030. * no light calculation from this light
  10031. * only adds dynamic shadows from this light
  10032. */
  10033. static readonly LIGHTMAP_SHADOWSONLY: number;
  10034. /**
  10035. * Each light type uses the default quantity according to its type:
  10036. * point/spot lights use luminous intensity
  10037. * directional lights use illuminance
  10038. */
  10039. static readonly INTENSITYMODE_AUTOMATIC: number;
  10040. /**
  10041. * lumen (lm)
  10042. */
  10043. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  10044. /**
  10045. * candela (lm/sr)
  10046. */
  10047. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  10048. /**
  10049. * lux (lm/m^2)
  10050. */
  10051. static readonly INTENSITYMODE_ILLUMINANCE: number;
  10052. /**
  10053. * nit (cd/m^2)
  10054. */
  10055. static readonly INTENSITYMODE_LUMINANCE: number;
  10056. /**
  10057. * Light type const id of the point light.
  10058. */
  10059. static readonly LIGHTTYPEID_POINTLIGHT: number;
  10060. /**
  10061. * Light type const id of the directional light.
  10062. */
  10063. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  10064. /**
  10065. * Light type const id of the spot light.
  10066. */
  10067. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  10068. /**
  10069. * Light type const id of the hemispheric light.
  10070. */
  10071. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  10072. /**
  10073. * Diffuse gives the basic color to an object.
  10074. */
  10075. diffuse: Color3;
  10076. /**
  10077. * Specular produces a highlight color on an object.
  10078. * Note: This is note affecting PBR materials.
  10079. */
  10080. specular: Color3;
  10081. /**
  10082. * Defines the falloff type for this light. This lets overrriding how punctual light are
  10083. * falling off base on range or angle.
  10084. * This can be set to any values in Light.FALLOFF_x.
  10085. *
  10086. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  10087. * other types of materials.
  10088. */
  10089. falloffType: number;
  10090. /**
  10091. * Strength of the light.
  10092. * Note: By default it is define in the framework own unit.
  10093. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  10094. */
  10095. intensity: number;
  10096. private _range;
  10097. protected _inverseSquaredRange: number;
  10098. /**
  10099. * Defines how far from the source the light is impacting in scene units.
  10100. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10101. */
  10102. /**
  10103. * Defines how far from the source the light is impacting in scene units.
  10104. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10105. */
  10106. range: number;
  10107. /**
  10108. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10109. * of light.
  10110. */
  10111. private _photometricScale;
  10112. private _intensityMode;
  10113. /**
  10114. * Gets the photometric scale used to interpret the intensity.
  10115. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10116. */
  10117. /**
  10118. * Sets the photometric scale used to interpret the intensity.
  10119. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10120. */
  10121. intensityMode: number;
  10122. private _radius;
  10123. /**
  10124. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10125. */
  10126. /**
  10127. * sets the light radius used by PBR Materials to simulate soft area lights.
  10128. */
  10129. radius: number;
  10130. private _renderPriority;
  10131. /**
  10132. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10133. * exceeding the number allowed of the materials.
  10134. */
  10135. renderPriority: number;
  10136. private _shadowEnabled;
  10137. /**
  10138. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10139. * the current shadow generator.
  10140. */
  10141. /**
  10142. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10143. * the current shadow generator.
  10144. */
  10145. shadowEnabled: boolean;
  10146. private _includedOnlyMeshes;
  10147. /**
  10148. * Gets the only meshes impacted by this light.
  10149. */
  10150. /**
  10151. * Sets the only meshes impacted by this light.
  10152. */
  10153. includedOnlyMeshes: AbstractMesh[];
  10154. private _excludedMeshes;
  10155. /**
  10156. * Gets the meshes not impacted by this light.
  10157. */
  10158. /**
  10159. * Sets the meshes not impacted by this light.
  10160. */
  10161. excludedMeshes: AbstractMesh[];
  10162. private _excludeWithLayerMask;
  10163. /**
  10164. * Gets the layer id use to find what meshes are not impacted by the light.
  10165. * Inactive if 0
  10166. */
  10167. /**
  10168. * Sets the layer id use to find what meshes are not impacted by the light.
  10169. * Inactive if 0
  10170. */
  10171. excludeWithLayerMask: number;
  10172. private _includeOnlyWithLayerMask;
  10173. /**
  10174. * Gets the layer id use to find what meshes are impacted by the light.
  10175. * Inactive if 0
  10176. */
  10177. /**
  10178. * Sets the layer id use to find what meshes are impacted by the light.
  10179. * Inactive if 0
  10180. */
  10181. includeOnlyWithLayerMask: number;
  10182. private _lightmapMode;
  10183. /**
  10184. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10185. */
  10186. /**
  10187. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10188. */
  10189. lightmapMode: number;
  10190. /**
  10191. * Shadow generator associted to the light.
  10192. * @hidden Internal use only.
  10193. */
  10194. _shadowGenerator: Nullable<IShadowGenerator>;
  10195. /**
  10196. * @hidden Internal use only.
  10197. */
  10198. _excludedMeshesIds: string[];
  10199. /**
  10200. * @hidden Internal use only.
  10201. */
  10202. _includedOnlyMeshesIds: string[];
  10203. /**
  10204. * The current light unifom buffer.
  10205. * @hidden Internal use only.
  10206. */
  10207. _uniformBuffer: UniformBuffer;
  10208. /** @hidden */
  10209. _renderId: number;
  10210. /**
  10211. * Creates a Light object in the scene.
  10212. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10213. * @param name The firendly name of the light
  10214. * @param scene The scene the light belongs too
  10215. */
  10216. constructor(name: string, scene: Scene);
  10217. protected abstract _buildUniformLayout(): void;
  10218. /**
  10219. * Sets the passed Effect "effect" with the Light information.
  10220. * @param effect The effect to update
  10221. * @param lightIndex The index of the light in the effect to update
  10222. * @returns The light
  10223. */
  10224. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10225. /**
  10226. * Sets the passed Effect "effect" with the Light information.
  10227. * @param effect The effect to update
  10228. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10229. * @returns The light
  10230. */
  10231. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10232. /**
  10233. * Returns the string "Light".
  10234. * @returns the class name
  10235. */
  10236. getClassName(): string;
  10237. /** @hidden */
  10238. readonly _isLight: boolean;
  10239. /**
  10240. * Converts the light information to a readable string for debug purpose.
  10241. * @param fullDetails Supports for multiple levels of logging within scene loading
  10242. * @returns the human readable light info
  10243. */
  10244. toString(fullDetails?: boolean): string;
  10245. /** @hidden */
  10246. protected _syncParentEnabledState(): void;
  10247. /**
  10248. * Set the enabled state of this node.
  10249. * @param value - the new enabled state
  10250. */
  10251. setEnabled(value: boolean): void;
  10252. /**
  10253. * Returns the Light associated shadow generator if any.
  10254. * @return the associated shadow generator.
  10255. */
  10256. getShadowGenerator(): Nullable<IShadowGenerator>;
  10257. /**
  10258. * Returns a Vector3, the absolute light position in the World.
  10259. * @returns the world space position of the light
  10260. */
  10261. getAbsolutePosition(): Vector3;
  10262. /**
  10263. * Specifies if the light will affect the passed mesh.
  10264. * @param mesh The mesh to test against the light
  10265. * @return true the mesh is affected otherwise, false.
  10266. */
  10267. canAffectMesh(mesh: AbstractMesh): boolean;
  10268. /**
  10269. * Sort function to order lights for rendering.
  10270. * @param a First Light object to compare to second.
  10271. * @param b Second Light object to compare first.
  10272. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10273. */
  10274. static CompareLightsPriority(a: Light, b: Light): number;
  10275. /**
  10276. * Releases resources associated with this node.
  10277. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10278. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10279. */
  10280. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10281. /**
  10282. * Returns the light type ID (integer).
  10283. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10284. */
  10285. getTypeID(): number;
  10286. /**
  10287. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10288. * @returns the scaled intensity in intensity mode unit
  10289. */
  10290. getScaledIntensity(): number;
  10291. /**
  10292. * Returns a new Light object, named "name", from the current one.
  10293. * @param name The name of the cloned light
  10294. * @returns the new created light
  10295. */
  10296. clone(name: string): Nullable<Light>;
  10297. /**
  10298. * Serializes the current light into a Serialization object.
  10299. * @returns the serialized object.
  10300. */
  10301. serialize(): any;
  10302. /**
  10303. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10304. * This new light is named "name" and added to the passed scene.
  10305. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10306. * @param name The friendly name of the light
  10307. * @param scene The scene the new light will belong to
  10308. * @returns the constructor function
  10309. */
  10310. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10311. /**
  10312. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10313. * @param parsedLight The JSON representation of the light
  10314. * @param scene The scene to create the parsed light in
  10315. * @returns the created light after parsing
  10316. */
  10317. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10318. private _hookArrayForExcluded;
  10319. private _hookArrayForIncludedOnly;
  10320. private _resyncMeshes;
  10321. /**
  10322. * Forces the meshes to update their light related information in their rendering used effects
  10323. * @hidden Internal Use Only
  10324. */
  10325. _markMeshesAsLightDirty(): void;
  10326. /**
  10327. * Recomputes the cached photometric scale if needed.
  10328. */
  10329. private _computePhotometricScale;
  10330. /**
  10331. * Returns the Photometric Scale according to the light type and intensity mode.
  10332. */
  10333. private _getPhotometricScale;
  10334. /**
  10335. * Reorder the light in the scene according to their defined priority.
  10336. * @hidden Internal Use Only
  10337. */
  10338. _reorderLightsInScene(): void;
  10339. /**
  10340. * Prepares the list of defines specific to the light type.
  10341. * @param defines the list of defines
  10342. * @param lightIndex defines the index of the light for the effect
  10343. */
  10344. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10345. }
  10346. }
  10347. declare module "babylonjs/Actions/action" {
  10348. import { Observable } from "babylonjs/Misc/observable";
  10349. import { Condition } from "babylonjs/Actions/condition";
  10350. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10351. import { ActionManager } from "babylonjs/Actions/actionManager";
  10352. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10353. /**
  10354. * Interface used to define Action
  10355. */
  10356. export interface IAction {
  10357. /**
  10358. * Trigger for the action
  10359. */
  10360. trigger: number;
  10361. /** Options of the trigger */
  10362. triggerOptions: any;
  10363. /**
  10364. * Gets the trigger parameters
  10365. * @returns the trigger parameters
  10366. */
  10367. getTriggerParameter(): any;
  10368. /**
  10369. * Internal only - executes current action event
  10370. * @hidden
  10371. */
  10372. _executeCurrent(evt?: ActionEvent): void;
  10373. /**
  10374. * Serialize placeholder for child classes
  10375. * @param parent of child
  10376. * @returns the serialized object
  10377. */
  10378. serialize(parent: any): any;
  10379. /**
  10380. * Internal only
  10381. * @hidden
  10382. */
  10383. _prepare(): void;
  10384. /**
  10385. * Internal only - manager for action
  10386. * @hidden
  10387. */
  10388. _actionManager: AbstractActionManager;
  10389. /**
  10390. * Adds action to chain of actions, may be a DoNothingAction
  10391. * @param action defines the next action to execute
  10392. * @returns The action passed in
  10393. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10394. */
  10395. then(action: IAction): IAction;
  10396. }
  10397. /**
  10398. * The action to be carried out following a trigger
  10399. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10400. */
  10401. export class Action implements IAction {
  10402. /** the trigger, with or without parameters, for the action */
  10403. triggerOptions: any;
  10404. /**
  10405. * Trigger for the action
  10406. */
  10407. trigger: number;
  10408. /**
  10409. * Internal only - manager for action
  10410. * @hidden
  10411. */
  10412. _actionManager: ActionManager;
  10413. private _nextActiveAction;
  10414. private _child;
  10415. private _condition?;
  10416. private _triggerParameter;
  10417. /**
  10418. * An event triggered prior to action being executed.
  10419. */
  10420. onBeforeExecuteObservable: Observable<Action>;
  10421. /**
  10422. * Creates a new Action
  10423. * @param triggerOptions the trigger, with or without parameters, for the action
  10424. * @param condition an optional determinant of action
  10425. */
  10426. constructor(
  10427. /** the trigger, with or without parameters, for the action */
  10428. triggerOptions: any, condition?: Condition);
  10429. /**
  10430. * Internal only
  10431. * @hidden
  10432. */
  10433. _prepare(): void;
  10434. /**
  10435. * Gets the trigger parameters
  10436. * @returns the trigger parameters
  10437. */
  10438. getTriggerParameter(): any;
  10439. /**
  10440. * Internal only - executes current action event
  10441. * @hidden
  10442. */
  10443. _executeCurrent(evt?: ActionEvent): void;
  10444. /**
  10445. * Execute placeholder for child classes
  10446. * @param evt optional action event
  10447. */
  10448. execute(evt?: ActionEvent): void;
  10449. /**
  10450. * Skips to next active action
  10451. */
  10452. skipToNextActiveAction(): void;
  10453. /**
  10454. * Adds action to chain of actions, may be a DoNothingAction
  10455. * @param action defines the next action to execute
  10456. * @returns The action passed in
  10457. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10458. */
  10459. then(action: Action): Action;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. _getProperty(propertyPath: string): string;
  10465. /**
  10466. * Internal only
  10467. * @hidden
  10468. */
  10469. _getEffectiveTarget(target: any, propertyPath: string): any;
  10470. /**
  10471. * Serialize placeholder for child classes
  10472. * @param parent of child
  10473. * @returns the serialized object
  10474. */
  10475. serialize(parent: any): any;
  10476. /**
  10477. * Internal only called by serialize
  10478. * @hidden
  10479. */
  10480. protected _serialize(serializedAction: any, parent?: any): any;
  10481. /**
  10482. * Internal only
  10483. * @hidden
  10484. */
  10485. static _SerializeValueAsString: (value: any) => string;
  10486. /**
  10487. * Internal only
  10488. * @hidden
  10489. */
  10490. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10491. name: string;
  10492. targetType: string;
  10493. value: string;
  10494. };
  10495. }
  10496. }
  10497. declare module "babylonjs/Actions/condition" {
  10498. import { ActionManager } from "babylonjs/Actions/actionManager";
  10499. /**
  10500. * A Condition applied to an Action
  10501. */
  10502. export class Condition {
  10503. /**
  10504. * Internal only - manager for action
  10505. * @hidden
  10506. */
  10507. _actionManager: ActionManager;
  10508. /**
  10509. * Internal only
  10510. * @hidden
  10511. */
  10512. _evaluationId: number;
  10513. /**
  10514. * Internal only
  10515. * @hidden
  10516. */
  10517. _currentResult: boolean;
  10518. /**
  10519. * Creates a new Condition
  10520. * @param actionManager the manager of the action the condition is applied to
  10521. */
  10522. constructor(actionManager: ActionManager);
  10523. /**
  10524. * Check if the current condition is valid
  10525. * @returns a boolean
  10526. */
  10527. isValid(): boolean;
  10528. /**
  10529. * Internal only
  10530. * @hidden
  10531. */
  10532. _getProperty(propertyPath: string): string;
  10533. /**
  10534. * Internal only
  10535. * @hidden
  10536. */
  10537. _getEffectiveTarget(target: any, propertyPath: string): any;
  10538. /**
  10539. * Serialize placeholder for child classes
  10540. * @returns the serialized object
  10541. */
  10542. serialize(): any;
  10543. /**
  10544. * Internal only
  10545. * @hidden
  10546. */
  10547. protected _serialize(serializedCondition: any): any;
  10548. }
  10549. /**
  10550. * Defines specific conditional operators as extensions of Condition
  10551. */
  10552. export class ValueCondition extends Condition {
  10553. /** path to specify the property of the target the conditional operator uses */
  10554. propertyPath: string;
  10555. /** the value compared by the conditional operator against the current value of the property */
  10556. value: any;
  10557. /** the conditional operator, default ValueCondition.IsEqual */
  10558. operator: number;
  10559. /**
  10560. * Internal only
  10561. * @hidden
  10562. */
  10563. private static _IsEqual;
  10564. /**
  10565. * Internal only
  10566. * @hidden
  10567. */
  10568. private static _IsDifferent;
  10569. /**
  10570. * Internal only
  10571. * @hidden
  10572. */
  10573. private static _IsGreater;
  10574. /**
  10575. * Internal only
  10576. * @hidden
  10577. */
  10578. private static _IsLesser;
  10579. /**
  10580. * returns the number for IsEqual
  10581. */
  10582. static readonly IsEqual: number;
  10583. /**
  10584. * Returns the number for IsDifferent
  10585. */
  10586. static readonly IsDifferent: number;
  10587. /**
  10588. * Returns the number for IsGreater
  10589. */
  10590. static readonly IsGreater: number;
  10591. /**
  10592. * Returns the number for IsLesser
  10593. */
  10594. static readonly IsLesser: number;
  10595. /**
  10596. * Internal only The action manager for the condition
  10597. * @hidden
  10598. */
  10599. _actionManager: ActionManager;
  10600. /**
  10601. * Internal only
  10602. * @hidden
  10603. */
  10604. private _target;
  10605. /**
  10606. * Internal only
  10607. * @hidden
  10608. */
  10609. private _effectiveTarget;
  10610. /**
  10611. * Internal only
  10612. * @hidden
  10613. */
  10614. private _property;
  10615. /**
  10616. * Creates a new ValueCondition
  10617. * @param actionManager manager for the action the condition applies to
  10618. * @param target for the action
  10619. * @param propertyPath path to specify the property of the target the conditional operator uses
  10620. * @param value the value compared by the conditional operator against the current value of the property
  10621. * @param operator the conditional operator, default ValueCondition.IsEqual
  10622. */
  10623. constructor(actionManager: ActionManager, target: any,
  10624. /** path to specify the property of the target the conditional operator uses */
  10625. propertyPath: string,
  10626. /** the value compared by the conditional operator against the current value of the property */
  10627. value: any,
  10628. /** the conditional operator, default ValueCondition.IsEqual */
  10629. operator?: number);
  10630. /**
  10631. * Compares the given value with the property value for the specified conditional operator
  10632. * @returns the result of the comparison
  10633. */
  10634. isValid(): boolean;
  10635. /**
  10636. * Serialize the ValueCondition into a JSON compatible object
  10637. * @returns serialization object
  10638. */
  10639. serialize(): any;
  10640. /**
  10641. * Gets the name of the conditional operator for the ValueCondition
  10642. * @param operator the conditional operator
  10643. * @returns the name
  10644. */
  10645. static GetOperatorName(operator: number): string;
  10646. }
  10647. /**
  10648. * Defines a predicate condition as an extension of Condition
  10649. */
  10650. export class PredicateCondition extends Condition {
  10651. /** defines the predicate function used to validate the condition */
  10652. predicate: () => boolean;
  10653. /**
  10654. * Internal only - manager for action
  10655. * @hidden
  10656. */
  10657. _actionManager: ActionManager;
  10658. /**
  10659. * Creates a new PredicateCondition
  10660. * @param actionManager manager for the action the condition applies to
  10661. * @param predicate defines the predicate function used to validate the condition
  10662. */
  10663. constructor(actionManager: ActionManager,
  10664. /** defines the predicate function used to validate the condition */
  10665. predicate: () => boolean);
  10666. /**
  10667. * @returns the validity of the predicate condition
  10668. */
  10669. isValid(): boolean;
  10670. }
  10671. /**
  10672. * Defines a state condition as an extension of Condition
  10673. */
  10674. export class StateCondition extends Condition {
  10675. /** Value to compare with target state */
  10676. value: string;
  10677. /**
  10678. * Internal only - manager for action
  10679. * @hidden
  10680. */
  10681. _actionManager: ActionManager;
  10682. /**
  10683. * Internal only
  10684. * @hidden
  10685. */
  10686. private _target;
  10687. /**
  10688. * Creates a new StateCondition
  10689. * @param actionManager manager for the action the condition applies to
  10690. * @param target of the condition
  10691. * @param value to compare with target state
  10692. */
  10693. constructor(actionManager: ActionManager, target: any,
  10694. /** Value to compare with target state */
  10695. value: string);
  10696. /**
  10697. * Gets a boolean indicating if the current condition is met
  10698. * @returns the validity of the state
  10699. */
  10700. isValid(): boolean;
  10701. /**
  10702. * Serialize the StateCondition into a JSON compatible object
  10703. * @returns serialization object
  10704. */
  10705. serialize(): any;
  10706. }
  10707. }
  10708. declare module "babylonjs/Actions/directActions" {
  10709. import { Action } from "babylonjs/Actions/action";
  10710. import { Condition } from "babylonjs/Actions/condition";
  10711. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10712. /**
  10713. * This defines an action responsible to toggle a boolean once triggered.
  10714. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10715. */
  10716. export class SwitchBooleanAction extends Action {
  10717. /**
  10718. * The path to the boolean property in the target object
  10719. */
  10720. propertyPath: string;
  10721. private _target;
  10722. private _effectiveTarget;
  10723. private _property;
  10724. /**
  10725. * Instantiate the action
  10726. * @param triggerOptions defines the trigger options
  10727. * @param target defines the object containing the boolean
  10728. * @param propertyPath defines the path to the boolean property in the target object
  10729. * @param condition defines the trigger related conditions
  10730. */
  10731. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10732. /** @hidden */
  10733. _prepare(): void;
  10734. /**
  10735. * Execute the action toggle the boolean value.
  10736. */
  10737. execute(): void;
  10738. /**
  10739. * Serializes the actions and its related information.
  10740. * @param parent defines the object to serialize in
  10741. * @returns the serialized object
  10742. */
  10743. serialize(parent: any): any;
  10744. }
  10745. /**
  10746. * This defines an action responsible to set a the state field of the target
  10747. * to a desired value once triggered.
  10748. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10749. */
  10750. export class SetStateAction extends Action {
  10751. /**
  10752. * The value to store in the state field.
  10753. */
  10754. value: string;
  10755. private _target;
  10756. /**
  10757. * Instantiate the action
  10758. * @param triggerOptions defines the trigger options
  10759. * @param target defines the object containing the state property
  10760. * @param value defines the value to store in the state field
  10761. * @param condition defines the trigger related conditions
  10762. */
  10763. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10764. /**
  10765. * Execute the action and store the value on the target state property.
  10766. */
  10767. execute(): void;
  10768. /**
  10769. * Serializes the actions and its related information.
  10770. * @param parent defines the object to serialize in
  10771. * @returns the serialized object
  10772. */
  10773. serialize(parent: any): any;
  10774. }
  10775. /**
  10776. * This defines an action responsible to set a property of the target
  10777. * to a desired value once triggered.
  10778. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10779. */
  10780. export class SetValueAction extends Action {
  10781. /**
  10782. * The path of the property to set in the target.
  10783. */
  10784. propertyPath: string;
  10785. /**
  10786. * The value to set in the property
  10787. */
  10788. value: any;
  10789. private _target;
  10790. private _effectiveTarget;
  10791. private _property;
  10792. /**
  10793. * Instantiate the action
  10794. * @param triggerOptions defines the trigger options
  10795. * @param target defines the object containing the property
  10796. * @param propertyPath defines the path of the property to set in the target
  10797. * @param value defines the value to set in the property
  10798. * @param condition defines the trigger related conditions
  10799. */
  10800. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10801. /** @hidden */
  10802. _prepare(): void;
  10803. /**
  10804. * Execute the action and set the targetted property to the desired value.
  10805. */
  10806. execute(): void;
  10807. /**
  10808. * Serializes the actions and its related information.
  10809. * @param parent defines the object to serialize in
  10810. * @returns the serialized object
  10811. */
  10812. serialize(parent: any): any;
  10813. }
  10814. /**
  10815. * This defines an action responsible to increment the target value
  10816. * to a desired value once triggered.
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10818. */
  10819. export class IncrementValueAction extends Action {
  10820. /**
  10821. * The path of the property to increment in the target.
  10822. */
  10823. propertyPath: string;
  10824. /**
  10825. * The value we should increment the property by.
  10826. */
  10827. value: any;
  10828. private _target;
  10829. private _effectiveTarget;
  10830. private _property;
  10831. /**
  10832. * Instantiate the action
  10833. * @param triggerOptions defines the trigger options
  10834. * @param target defines the object containing the property
  10835. * @param propertyPath defines the path of the property to increment in the target
  10836. * @param value defines the value value we should increment the property by
  10837. * @param condition defines the trigger related conditions
  10838. */
  10839. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10840. /** @hidden */
  10841. _prepare(): void;
  10842. /**
  10843. * Execute the action and increment the target of the value amount.
  10844. */
  10845. execute(): void;
  10846. /**
  10847. * Serializes the actions and its related information.
  10848. * @param parent defines the object to serialize in
  10849. * @returns the serialized object
  10850. */
  10851. serialize(parent: any): any;
  10852. }
  10853. /**
  10854. * This defines an action responsible to start an animation once triggered.
  10855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10856. */
  10857. export class PlayAnimationAction extends Action {
  10858. /**
  10859. * Where the animation should start (animation frame)
  10860. */
  10861. from: number;
  10862. /**
  10863. * Where the animation should stop (animation frame)
  10864. */
  10865. to: number;
  10866. /**
  10867. * Define if the animation should loop or stop after the first play.
  10868. */
  10869. loop?: boolean;
  10870. private _target;
  10871. /**
  10872. * Instantiate the action
  10873. * @param triggerOptions defines the trigger options
  10874. * @param target defines the target animation or animation name
  10875. * @param from defines from where the animation should start (animation frame)
  10876. * @param end defines where the animation should stop (animation frame)
  10877. * @param loop defines if the animation should loop or stop after the first play
  10878. * @param condition defines the trigger related conditions
  10879. */
  10880. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10881. /** @hidden */
  10882. _prepare(): void;
  10883. /**
  10884. * Execute the action and play the animation.
  10885. */
  10886. execute(): void;
  10887. /**
  10888. * Serializes the actions and its related information.
  10889. * @param parent defines the object to serialize in
  10890. * @returns the serialized object
  10891. */
  10892. serialize(parent: any): any;
  10893. }
  10894. /**
  10895. * This defines an action responsible to stop an animation once triggered.
  10896. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10897. */
  10898. export class StopAnimationAction extends Action {
  10899. private _target;
  10900. /**
  10901. * Instantiate the action
  10902. * @param triggerOptions defines the trigger options
  10903. * @param target defines the target animation or animation name
  10904. * @param condition defines the trigger related conditions
  10905. */
  10906. constructor(triggerOptions: any, target: any, condition?: Condition);
  10907. /** @hidden */
  10908. _prepare(): void;
  10909. /**
  10910. * Execute the action and stop the animation.
  10911. */
  10912. execute(): void;
  10913. /**
  10914. * Serializes the actions and its related information.
  10915. * @param parent defines the object to serialize in
  10916. * @returns the serialized object
  10917. */
  10918. serialize(parent: any): any;
  10919. }
  10920. /**
  10921. * This defines an action responsible that does nothing once triggered.
  10922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10923. */
  10924. export class DoNothingAction extends Action {
  10925. /**
  10926. * Instantiate the action
  10927. * @param triggerOptions defines the trigger options
  10928. * @param condition defines the trigger related conditions
  10929. */
  10930. constructor(triggerOptions?: any, condition?: Condition);
  10931. /**
  10932. * Execute the action and do nothing.
  10933. */
  10934. execute(): void;
  10935. /**
  10936. * Serializes the actions and its related information.
  10937. * @param parent defines the object to serialize in
  10938. * @returns the serialized object
  10939. */
  10940. serialize(parent: any): any;
  10941. }
  10942. /**
  10943. * This defines an action responsible to trigger several actions once triggered.
  10944. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10945. */
  10946. export class CombineAction extends Action {
  10947. /**
  10948. * The list of aggregated animations to run.
  10949. */
  10950. children: Action[];
  10951. /**
  10952. * Instantiate the action
  10953. * @param triggerOptions defines the trigger options
  10954. * @param children defines the list of aggregated animations to run
  10955. * @param condition defines the trigger related conditions
  10956. */
  10957. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10958. /** @hidden */
  10959. _prepare(): void;
  10960. /**
  10961. * Execute the action and executes all the aggregated actions.
  10962. */
  10963. execute(evt: ActionEvent): void;
  10964. /**
  10965. * Serializes the actions and its related information.
  10966. * @param parent defines the object to serialize in
  10967. * @returns the serialized object
  10968. */
  10969. serialize(parent: any): any;
  10970. }
  10971. /**
  10972. * This defines an action responsible to run code (external event) once triggered.
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10974. */
  10975. export class ExecuteCodeAction extends Action {
  10976. /**
  10977. * The callback function to run.
  10978. */
  10979. func: (evt: ActionEvent) => void;
  10980. /**
  10981. * Instantiate the action
  10982. * @param triggerOptions defines the trigger options
  10983. * @param func defines the callback function to run
  10984. * @param condition defines the trigger related conditions
  10985. */
  10986. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10987. /**
  10988. * Execute the action and run the attached code.
  10989. */
  10990. execute(evt: ActionEvent): void;
  10991. }
  10992. /**
  10993. * This defines an action responsible to set the parent property of the target once triggered.
  10994. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10995. */
  10996. export class SetParentAction extends Action {
  10997. private _parent;
  10998. private _target;
  10999. /**
  11000. * Instantiate the action
  11001. * @param triggerOptions defines the trigger options
  11002. * @param target defines the target containing the parent property
  11003. * @param parent defines from where the animation should start (animation frame)
  11004. * @param condition defines the trigger related conditions
  11005. */
  11006. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  11007. /** @hidden */
  11008. _prepare(): void;
  11009. /**
  11010. * Execute the action and set the parent property.
  11011. */
  11012. execute(): void;
  11013. /**
  11014. * Serializes the actions and its related information.
  11015. * @param parent defines the object to serialize in
  11016. * @returns the serialized object
  11017. */
  11018. serialize(parent: any): any;
  11019. }
  11020. }
  11021. declare module "babylonjs/Actions/actionManager" {
  11022. import { Nullable } from "babylonjs/types";
  11023. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11024. import { Scene } from "babylonjs/scene";
  11025. import { IAction } from "babylonjs/Actions/action";
  11026. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  11027. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  11028. /**
  11029. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  11030. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  11031. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11032. */
  11033. export class ActionManager extends AbstractActionManager {
  11034. /**
  11035. * Nothing
  11036. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11037. */
  11038. static readonly NothingTrigger: number;
  11039. /**
  11040. * On pick
  11041. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11042. */
  11043. static readonly OnPickTrigger: number;
  11044. /**
  11045. * On left pick
  11046. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11047. */
  11048. static readonly OnLeftPickTrigger: number;
  11049. /**
  11050. * On right pick
  11051. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11052. */
  11053. static readonly OnRightPickTrigger: number;
  11054. /**
  11055. * On center pick
  11056. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11057. */
  11058. static readonly OnCenterPickTrigger: number;
  11059. /**
  11060. * On pick down
  11061. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11062. */
  11063. static readonly OnPickDownTrigger: number;
  11064. /**
  11065. * On double pick
  11066. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11067. */
  11068. static readonly OnDoublePickTrigger: number;
  11069. /**
  11070. * On pick up
  11071. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11072. */
  11073. static readonly OnPickUpTrigger: number;
  11074. /**
  11075. * On pick out.
  11076. * This trigger will only be raised if you also declared a OnPickDown
  11077. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11078. */
  11079. static readonly OnPickOutTrigger: number;
  11080. /**
  11081. * On long press
  11082. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11083. */
  11084. static readonly OnLongPressTrigger: number;
  11085. /**
  11086. * On pointer over
  11087. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11088. */
  11089. static readonly OnPointerOverTrigger: number;
  11090. /**
  11091. * On pointer out
  11092. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11093. */
  11094. static readonly OnPointerOutTrigger: number;
  11095. /**
  11096. * On every frame
  11097. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11098. */
  11099. static readonly OnEveryFrameTrigger: number;
  11100. /**
  11101. * On intersection enter
  11102. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11103. */
  11104. static readonly OnIntersectionEnterTrigger: number;
  11105. /**
  11106. * On intersection exit
  11107. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11108. */
  11109. static readonly OnIntersectionExitTrigger: number;
  11110. /**
  11111. * On key down
  11112. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11113. */
  11114. static readonly OnKeyDownTrigger: number;
  11115. /**
  11116. * On key up
  11117. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11118. */
  11119. static readonly OnKeyUpTrigger: number;
  11120. private _scene;
  11121. /**
  11122. * Creates a new action manager
  11123. * @param scene defines the hosting scene
  11124. */
  11125. constructor(scene: Scene);
  11126. /**
  11127. * Releases all associated resources
  11128. */
  11129. dispose(): void;
  11130. /**
  11131. * Gets hosting scene
  11132. * @returns the hosting scene
  11133. */
  11134. getScene(): Scene;
  11135. /**
  11136. * Does this action manager handles actions of any of the given triggers
  11137. * @param triggers defines the triggers to be tested
  11138. * @return a boolean indicating whether one (or more) of the triggers is handled
  11139. */
  11140. hasSpecificTriggers(triggers: number[]): boolean;
  11141. /**
  11142. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11143. * speed.
  11144. * @param triggerA defines the trigger to be tested
  11145. * @param triggerB defines the trigger to be tested
  11146. * @return a boolean indicating whether one (or more) of the triggers is handled
  11147. */
  11148. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11149. /**
  11150. * Does this action manager handles actions of a given trigger
  11151. * @param trigger defines the trigger to be tested
  11152. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11153. * @return whether the trigger is handled
  11154. */
  11155. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11156. /**
  11157. * Does this action manager has pointer triggers
  11158. */
  11159. readonly hasPointerTriggers: boolean;
  11160. /**
  11161. * Does this action manager has pick triggers
  11162. */
  11163. readonly hasPickTriggers: boolean;
  11164. /**
  11165. * Registers an action to this action manager
  11166. * @param action defines the action to be registered
  11167. * @return the action amended (prepared) after registration
  11168. */
  11169. registerAction(action: IAction): Nullable<IAction>;
  11170. /**
  11171. * Unregisters an action to this action manager
  11172. * @param action defines the action to be unregistered
  11173. * @return a boolean indicating whether the action has been unregistered
  11174. */
  11175. unregisterAction(action: IAction): Boolean;
  11176. /**
  11177. * Process a specific trigger
  11178. * @param trigger defines the trigger to process
  11179. * @param evt defines the event details to be processed
  11180. */
  11181. processTrigger(trigger: number, evt?: IActionEvent): void;
  11182. /** @hidden */
  11183. _getEffectiveTarget(target: any, propertyPath: string): any;
  11184. /** @hidden */
  11185. _getProperty(propertyPath: string): string;
  11186. /**
  11187. * Serialize this manager to a JSON object
  11188. * @param name defines the property name to store this manager
  11189. * @returns a JSON representation of this manager
  11190. */
  11191. serialize(name: string): any;
  11192. /**
  11193. * Creates a new ActionManager from a JSON data
  11194. * @param parsedActions defines the JSON data to read from
  11195. * @param object defines the hosting mesh
  11196. * @param scene defines the hosting scene
  11197. */
  11198. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11199. /**
  11200. * Get a trigger name by index
  11201. * @param trigger defines the trigger index
  11202. * @returns a trigger name
  11203. */
  11204. static GetTriggerName(trigger: number): string;
  11205. }
  11206. }
  11207. declare module "babylonjs/Culling/ray" {
  11208. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11209. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11210. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11211. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11212. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11213. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11214. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11215. import { Plane } from "babylonjs/Maths/math.plane";
  11216. /**
  11217. * Class representing a ray with position and direction
  11218. */
  11219. export class Ray {
  11220. /** origin point */
  11221. origin: Vector3;
  11222. /** direction */
  11223. direction: Vector3;
  11224. /** length of the ray */
  11225. length: number;
  11226. private static readonly TmpVector3;
  11227. private _tmpRay;
  11228. /**
  11229. * Creates a new ray
  11230. * @param origin origin point
  11231. * @param direction direction
  11232. * @param length length of the ray
  11233. */
  11234. constructor(
  11235. /** origin point */
  11236. origin: Vector3,
  11237. /** direction */
  11238. direction: Vector3,
  11239. /** length of the ray */
  11240. length?: number);
  11241. /**
  11242. * Checks if the ray intersects a box
  11243. * @param minimum bound of the box
  11244. * @param maximum bound of the box
  11245. * @param intersectionTreshold extra extend to be added to the box in all direction
  11246. * @returns if the box was hit
  11247. */
  11248. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11249. /**
  11250. * Checks if the ray intersects a box
  11251. * @param box the bounding box to check
  11252. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11253. * @returns if the box was hit
  11254. */
  11255. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11256. /**
  11257. * If the ray hits a sphere
  11258. * @param sphere the bounding sphere to check
  11259. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11260. * @returns true if it hits the sphere
  11261. */
  11262. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11263. /**
  11264. * If the ray hits a triange
  11265. * @param vertex0 triangle vertex
  11266. * @param vertex1 triangle vertex
  11267. * @param vertex2 triangle vertex
  11268. * @returns intersection information if hit
  11269. */
  11270. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11271. /**
  11272. * Checks if ray intersects a plane
  11273. * @param plane the plane to check
  11274. * @returns the distance away it was hit
  11275. */
  11276. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11277. /**
  11278. * Calculate the intercept of a ray on a given axis
  11279. * @param axis to check 'x' | 'y' | 'z'
  11280. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11281. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11282. */
  11283. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11284. /**
  11285. * Checks if ray intersects a mesh
  11286. * @param mesh the mesh to check
  11287. * @param fastCheck if only the bounding box should checked
  11288. * @returns picking info of the intersecton
  11289. */
  11290. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11291. /**
  11292. * Checks if ray intersects a mesh
  11293. * @param meshes the meshes to check
  11294. * @param fastCheck if only the bounding box should checked
  11295. * @param results array to store result in
  11296. * @returns Array of picking infos
  11297. */
  11298. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11299. private _comparePickingInfo;
  11300. private static smallnum;
  11301. private static rayl;
  11302. /**
  11303. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11304. * @param sega the first point of the segment to test the intersection against
  11305. * @param segb the second point of the segment to test the intersection against
  11306. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11307. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11308. */
  11309. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11310. /**
  11311. * Update the ray from viewport position
  11312. * @param x position
  11313. * @param y y position
  11314. * @param viewportWidth viewport width
  11315. * @param viewportHeight viewport height
  11316. * @param world world matrix
  11317. * @param view view matrix
  11318. * @param projection projection matrix
  11319. * @returns this ray updated
  11320. */
  11321. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11322. /**
  11323. * Creates a ray with origin and direction of 0,0,0
  11324. * @returns the new ray
  11325. */
  11326. static Zero(): Ray;
  11327. /**
  11328. * Creates a new ray from screen space and viewport
  11329. * @param x position
  11330. * @param y y position
  11331. * @param viewportWidth viewport width
  11332. * @param viewportHeight viewport height
  11333. * @param world world matrix
  11334. * @param view view matrix
  11335. * @param projection projection matrix
  11336. * @returns new ray
  11337. */
  11338. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11339. /**
  11340. * 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
  11341. * transformed to the given world matrix.
  11342. * @param origin The origin point
  11343. * @param end The end point
  11344. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11345. * @returns the new ray
  11346. */
  11347. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11348. /**
  11349. * Transforms a ray by a matrix
  11350. * @param ray ray to transform
  11351. * @param matrix matrix to apply
  11352. * @returns the resulting new ray
  11353. */
  11354. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11355. /**
  11356. * Transforms a ray by a matrix
  11357. * @param ray ray to transform
  11358. * @param matrix matrix to apply
  11359. * @param result ray to store result in
  11360. */
  11361. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11362. /**
  11363. * Unproject a ray from screen space to object space
  11364. * @param sourceX defines the screen space x coordinate to use
  11365. * @param sourceY defines the screen space y coordinate to use
  11366. * @param viewportWidth defines the current width of the viewport
  11367. * @param viewportHeight defines the current height of the viewport
  11368. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11369. * @param view defines the view matrix to use
  11370. * @param projection defines the projection matrix to use
  11371. */
  11372. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11373. }
  11374. /**
  11375. * Type used to define predicate used to select faces when a mesh intersection is detected
  11376. */
  11377. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11378. module "babylonjs/scene" {
  11379. interface Scene {
  11380. /** @hidden */
  11381. _tempPickingRay: Nullable<Ray>;
  11382. /** @hidden */
  11383. _cachedRayForTransform: Ray;
  11384. /** @hidden */
  11385. _pickWithRayInverseMatrix: Matrix;
  11386. /** @hidden */
  11387. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11388. /** @hidden */
  11389. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11390. }
  11391. }
  11392. }
  11393. declare module "babylonjs/sceneComponent" {
  11394. import { Scene } from "babylonjs/scene";
  11395. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11396. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11397. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11398. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11399. import { Nullable } from "babylonjs/types";
  11400. import { Camera } from "babylonjs/Cameras/camera";
  11401. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11402. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11403. import { AbstractScene } from "babylonjs/abstractScene";
  11404. import { Mesh } from "babylonjs/Meshes/mesh";
  11405. /**
  11406. * Groups all the scene component constants in one place to ease maintenance.
  11407. * @hidden
  11408. */
  11409. export class SceneComponentConstants {
  11410. static readonly NAME_EFFECTLAYER: string;
  11411. static readonly NAME_LAYER: string;
  11412. static readonly NAME_LENSFLARESYSTEM: string;
  11413. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11414. static readonly NAME_PARTICLESYSTEM: string;
  11415. static readonly NAME_GAMEPAD: string;
  11416. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11417. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11418. static readonly NAME_DEPTHRENDERER: string;
  11419. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11420. static readonly NAME_SPRITE: string;
  11421. static readonly NAME_OUTLINERENDERER: string;
  11422. static readonly NAME_PROCEDURALTEXTURE: string;
  11423. static readonly NAME_SHADOWGENERATOR: string;
  11424. static readonly NAME_OCTREE: string;
  11425. static readonly NAME_PHYSICSENGINE: string;
  11426. static readonly NAME_AUDIO: string;
  11427. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11428. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11429. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11430. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11431. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11432. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11433. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11434. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11435. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11436. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11437. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11438. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11439. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11440. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11441. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11442. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11443. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11444. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11445. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11446. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11447. static readonly STEP_AFTERRENDER_AUDIO: number;
  11448. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11449. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11450. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11451. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11452. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11453. static readonly STEP_POINTERMOVE_SPRITE: number;
  11454. static readonly STEP_POINTERDOWN_SPRITE: number;
  11455. static readonly STEP_POINTERUP_SPRITE: number;
  11456. }
  11457. /**
  11458. * This represents a scene component.
  11459. *
  11460. * This is used to decouple the dependency the scene is having on the different workloads like
  11461. * layers, post processes...
  11462. */
  11463. export interface ISceneComponent {
  11464. /**
  11465. * The name of the component. Each component must have a unique name.
  11466. */
  11467. name: string;
  11468. /**
  11469. * The scene the component belongs to.
  11470. */
  11471. scene: Scene;
  11472. /**
  11473. * Register the component to one instance of a scene.
  11474. */
  11475. register(): void;
  11476. /**
  11477. * Rebuilds the elements related to this component in case of
  11478. * context lost for instance.
  11479. */
  11480. rebuild(): void;
  11481. /**
  11482. * Disposes the component and the associated ressources.
  11483. */
  11484. dispose(): void;
  11485. }
  11486. /**
  11487. * This represents a SERIALIZABLE scene component.
  11488. *
  11489. * This extends Scene Component to add Serialization methods on top.
  11490. */
  11491. export interface ISceneSerializableComponent extends ISceneComponent {
  11492. /**
  11493. * Adds all the elements from the container to the scene
  11494. * @param container the container holding the elements
  11495. */
  11496. addFromContainer(container: AbstractScene): void;
  11497. /**
  11498. * Removes all the elements in the container from the scene
  11499. * @param container contains the elements to remove
  11500. * @param dispose if the removed element should be disposed (default: false)
  11501. */
  11502. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11503. /**
  11504. * Serializes the component data to the specified json object
  11505. * @param serializationObject The object to serialize to
  11506. */
  11507. serialize(serializationObject: any): void;
  11508. }
  11509. /**
  11510. * Strong typing of a Mesh related stage step action
  11511. */
  11512. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11513. /**
  11514. * Strong typing of a Evaluate Sub Mesh related stage step action
  11515. */
  11516. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11517. /**
  11518. * Strong typing of a Active Mesh related stage step action
  11519. */
  11520. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11521. /**
  11522. * Strong typing of a Camera related stage step action
  11523. */
  11524. export type CameraStageAction = (camera: Camera) => void;
  11525. /**
  11526. * Strong typing of a Camera Frame buffer related stage step action
  11527. */
  11528. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11529. /**
  11530. * Strong typing of a Render Target related stage step action
  11531. */
  11532. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11533. /**
  11534. * Strong typing of a RenderingGroup related stage step action
  11535. */
  11536. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11537. /**
  11538. * Strong typing of a Mesh Render related stage step action
  11539. */
  11540. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11541. /**
  11542. * Strong typing of a simple stage step action
  11543. */
  11544. export type SimpleStageAction = () => void;
  11545. /**
  11546. * Strong typing of a render target action.
  11547. */
  11548. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11549. /**
  11550. * Strong typing of a pointer move action.
  11551. */
  11552. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  11553. /**
  11554. * Strong typing of a pointer up/down action.
  11555. */
  11556. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11557. /**
  11558. * Representation of a stage in the scene (Basically a list of ordered steps)
  11559. * @hidden
  11560. */
  11561. export class Stage<T extends Function> extends Array<{
  11562. index: number;
  11563. component: ISceneComponent;
  11564. action: T;
  11565. }> {
  11566. /**
  11567. * Hide ctor from the rest of the world.
  11568. * @param items The items to add.
  11569. */
  11570. private constructor();
  11571. /**
  11572. * Creates a new Stage.
  11573. * @returns A new instance of a Stage
  11574. */
  11575. static Create<T extends Function>(): Stage<T>;
  11576. /**
  11577. * Registers a step in an ordered way in the targeted stage.
  11578. * @param index Defines the position to register the step in
  11579. * @param component Defines the component attached to the step
  11580. * @param action Defines the action to launch during the step
  11581. */
  11582. registerStep(index: number, component: ISceneComponent, action: T): void;
  11583. /**
  11584. * Clears all the steps from the stage.
  11585. */
  11586. clear(): void;
  11587. }
  11588. }
  11589. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11590. import { Nullable } from "babylonjs/types";
  11591. import { Observable } from "babylonjs/Misc/observable";
  11592. import { Scene } from "babylonjs/scene";
  11593. import { Sprite } from "babylonjs/Sprites/sprite";
  11594. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11595. import { Ray } from "babylonjs/Culling/ray";
  11596. import { Camera } from "babylonjs/Cameras/camera";
  11597. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11598. import { ISceneComponent } from "babylonjs/sceneComponent";
  11599. module "babylonjs/scene" {
  11600. interface Scene {
  11601. /** @hidden */
  11602. _pointerOverSprite: Nullable<Sprite>;
  11603. /** @hidden */
  11604. _pickedDownSprite: Nullable<Sprite>;
  11605. /** @hidden */
  11606. _tempSpritePickingRay: Nullable<Ray>;
  11607. /**
  11608. * All of the sprite managers added to this scene
  11609. * @see http://doc.babylonjs.com/babylon101/sprites
  11610. */
  11611. spriteManagers: Array<ISpriteManager>;
  11612. /**
  11613. * An event triggered when sprites rendering is about to start
  11614. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11615. */
  11616. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11617. /**
  11618. * An event triggered when sprites rendering is done
  11619. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11620. */
  11621. onAfterSpritesRenderingObservable: Observable<Scene>;
  11622. /** @hidden */
  11623. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11624. /** Launch a ray to try to pick a sprite in the scene
  11625. * @param x position on screen
  11626. * @param y position on screen
  11627. * @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
  11628. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11629. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11630. * @returns a PickingInfo
  11631. */
  11632. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11633. /** Use the given ray to pick a sprite in the scene
  11634. * @param ray The ray (in world space) to use to pick meshes
  11635. * @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
  11636. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11637. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11638. * @returns a PickingInfo
  11639. */
  11640. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11641. /** @hidden */
  11642. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11643. /** Launch a ray to try to pick sprites in the scene
  11644. * @param x position on screen
  11645. * @param y position on screen
  11646. * @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
  11647. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11648. * @returns a PickingInfo array
  11649. */
  11650. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11651. /** Use the given ray to pick sprites in the scene
  11652. * @param ray The ray (in world space) to use to pick meshes
  11653. * @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
  11654. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11655. * @returns a PickingInfo array
  11656. */
  11657. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11658. /**
  11659. * Force the sprite under the pointer
  11660. * @param sprite defines the sprite to use
  11661. */
  11662. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11663. /**
  11664. * Gets the sprite under the pointer
  11665. * @returns a Sprite or null if no sprite is under the pointer
  11666. */
  11667. getPointerOverSprite(): Nullable<Sprite>;
  11668. }
  11669. }
  11670. /**
  11671. * Defines the sprite scene component responsible to manage sprites
  11672. * in a given scene.
  11673. */
  11674. export class SpriteSceneComponent implements ISceneComponent {
  11675. /**
  11676. * The component name helpfull to identify the component in the list of scene components.
  11677. */
  11678. readonly name: string;
  11679. /**
  11680. * The scene the component belongs to.
  11681. */
  11682. scene: Scene;
  11683. /** @hidden */
  11684. private _spritePredicate;
  11685. /**
  11686. * Creates a new instance of the component for the given scene
  11687. * @param scene Defines the scene to register the component in
  11688. */
  11689. constructor(scene: Scene);
  11690. /**
  11691. * Registers the component in a given scene
  11692. */
  11693. register(): void;
  11694. /**
  11695. * Rebuilds the elements related to this component in case of
  11696. * context lost for instance.
  11697. */
  11698. rebuild(): void;
  11699. /**
  11700. * Disposes the component and the associated ressources.
  11701. */
  11702. dispose(): void;
  11703. private _pickSpriteButKeepRay;
  11704. private _pointerMove;
  11705. private _pointerDown;
  11706. private _pointerUp;
  11707. }
  11708. }
  11709. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11710. /** @hidden */
  11711. export var fogFragmentDeclaration: {
  11712. name: string;
  11713. shader: string;
  11714. };
  11715. }
  11716. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11717. /** @hidden */
  11718. export var fogFragment: {
  11719. name: string;
  11720. shader: string;
  11721. };
  11722. }
  11723. declare module "babylonjs/Shaders/sprites.fragment" {
  11724. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11725. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11726. /** @hidden */
  11727. export var spritesPixelShader: {
  11728. name: string;
  11729. shader: string;
  11730. };
  11731. }
  11732. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11733. /** @hidden */
  11734. export var fogVertexDeclaration: {
  11735. name: string;
  11736. shader: string;
  11737. };
  11738. }
  11739. declare module "babylonjs/Shaders/sprites.vertex" {
  11740. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11741. /** @hidden */
  11742. export var spritesVertexShader: {
  11743. name: string;
  11744. shader: string;
  11745. };
  11746. }
  11747. declare module "babylonjs/Sprites/spriteManager" {
  11748. import { IDisposable, Scene } from "babylonjs/scene";
  11749. import { Nullable } from "babylonjs/types";
  11750. import { Observable } from "babylonjs/Misc/observable";
  11751. import { Sprite } from "babylonjs/Sprites/sprite";
  11752. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11753. import { Camera } from "babylonjs/Cameras/camera";
  11754. import { Texture } from "babylonjs/Materials/Textures/texture";
  11755. import "babylonjs/Shaders/sprites.fragment";
  11756. import "babylonjs/Shaders/sprites.vertex";
  11757. import { Ray } from "babylonjs/Culling/ray";
  11758. /**
  11759. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11760. */
  11761. export interface ISpriteManager extends IDisposable {
  11762. /**
  11763. * Restricts the camera to viewing objects with the same layerMask.
  11764. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11765. */
  11766. layerMask: number;
  11767. /**
  11768. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11769. */
  11770. isPickable: boolean;
  11771. /**
  11772. * Specifies the rendering group id for this mesh (0 by default)
  11773. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11774. */
  11775. renderingGroupId: number;
  11776. /**
  11777. * Defines the list of sprites managed by the manager.
  11778. */
  11779. sprites: Array<Sprite>;
  11780. /**
  11781. * Tests the intersection of a sprite with a specific ray.
  11782. * @param ray The ray we are sending to test the collision
  11783. * @param camera The camera space we are sending rays in
  11784. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11785. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11786. * @returns picking info or null.
  11787. */
  11788. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11789. /**
  11790. * Intersects the sprites with a ray
  11791. * @param ray defines the ray to intersect with
  11792. * @param camera defines the current active camera
  11793. * @param predicate defines a predicate used to select candidate sprites
  11794. * @returns null if no hit or a PickingInfo array
  11795. */
  11796. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11797. /**
  11798. * Renders the list of sprites on screen.
  11799. */
  11800. render(): void;
  11801. }
  11802. /**
  11803. * Class used to manage multiple sprites on the same spritesheet
  11804. * @see http://doc.babylonjs.com/babylon101/sprites
  11805. */
  11806. export class SpriteManager implements ISpriteManager {
  11807. /** defines the manager's name */
  11808. name: string;
  11809. /** Gets the list of sprites */
  11810. sprites: Sprite[];
  11811. /** Gets or sets the rendering group id (0 by default) */
  11812. renderingGroupId: number;
  11813. /** Gets or sets camera layer mask */
  11814. layerMask: number;
  11815. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11816. fogEnabled: boolean;
  11817. /** Gets or sets a boolean indicating if the sprites are pickable */
  11818. isPickable: boolean;
  11819. /** Defines the default width of a cell in the spritesheet */
  11820. cellWidth: number;
  11821. /** Defines the default height of a cell in the spritesheet */
  11822. cellHeight: number;
  11823. /** Associative array from JSON sprite data file */
  11824. private _cellData;
  11825. /** Array of sprite names from JSON sprite data file */
  11826. private _spriteMap;
  11827. /** True when packed cell data from JSON file is ready*/
  11828. private _packedAndReady;
  11829. /**
  11830. * An event triggered when the manager is disposed.
  11831. */
  11832. onDisposeObservable: Observable<SpriteManager>;
  11833. private _onDisposeObserver;
  11834. /**
  11835. * Callback called when the manager is disposed
  11836. */
  11837. onDispose: () => void;
  11838. private _capacity;
  11839. private _fromPacked;
  11840. private _spriteTexture;
  11841. private _epsilon;
  11842. private _scene;
  11843. private _vertexData;
  11844. private _buffer;
  11845. private _vertexBuffers;
  11846. private _indexBuffer;
  11847. private _effectBase;
  11848. private _effectFog;
  11849. /**
  11850. * Gets or sets the spritesheet texture
  11851. */
  11852. texture: Texture;
  11853. /**
  11854. * Creates a new sprite manager
  11855. * @param name defines the manager's name
  11856. * @param imgUrl defines the sprite sheet url
  11857. * @param capacity defines the maximum allowed number of sprites
  11858. * @param cellSize defines the size of a sprite cell
  11859. * @param scene defines the hosting scene
  11860. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11861. * @param samplingMode defines the smapling mode to use with spritesheet
  11862. * @param fromPacked set to false; do not alter
  11863. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11864. */
  11865. constructor(
  11866. /** defines the manager's name */
  11867. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11868. private _makePacked;
  11869. private _appendSpriteVertex;
  11870. /**
  11871. * Intersects the sprites with a ray
  11872. * @param ray defines the ray to intersect with
  11873. * @param camera defines the current active camera
  11874. * @param predicate defines a predicate used to select candidate sprites
  11875. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11876. * @returns null if no hit or a PickingInfo
  11877. */
  11878. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11879. /**
  11880. * Intersects the sprites with a ray
  11881. * @param ray defines the ray to intersect with
  11882. * @param camera defines the current active camera
  11883. * @param predicate defines a predicate used to select candidate sprites
  11884. * @returns null if no hit or a PickingInfo array
  11885. */
  11886. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11887. /**
  11888. * Render all child sprites
  11889. */
  11890. render(): void;
  11891. /**
  11892. * Release associated resources
  11893. */
  11894. dispose(): void;
  11895. }
  11896. }
  11897. declare module "babylonjs/Sprites/sprite" {
  11898. import { Vector3 } from "babylonjs/Maths/math.vector";
  11899. import { Nullable } from "babylonjs/types";
  11900. import { ActionManager } from "babylonjs/Actions/actionManager";
  11901. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11902. import { Color4 } from "babylonjs/Maths/math.color";
  11903. /**
  11904. * Class used to represent a sprite
  11905. * @see http://doc.babylonjs.com/babylon101/sprites
  11906. */
  11907. export class Sprite {
  11908. /** defines the name */
  11909. name: string;
  11910. /** Gets or sets the current world position */
  11911. position: Vector3;
  11912. /** Gets or sets the main color */
  11913. color: Color4;
  11914. /** Gets or sets the width */
  11915. width: number;
  11916. /** Gets or sets the height */
  11917. height: number;
  11918. /** Gets or sets rotation angle */
  11919. angle: number;
  11920. /** Gets or sets the cell index in the sprite sheet */
  11921. cellIndex: number;
  11922. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11923. cellRef: string;
  11924. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11925. invertU: number;
  11926. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11927. invertV: number;
  11928. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11929. disposeWhenFinishedAnimating: boolean;
  11930. /** Gets the list of attached animations */
  11931. animations: Animation[];
  11932. /** Gets or sets a boolean indicating if the sprite can be picked */
  11933. isPickable: boolean;
  11934. /**
  11935. * Gets or sets the associated action manager
  11936. */
  11937. actionManager: Nullable<ActionManager>;
  11938. private _animationStarted;
  11939. private _loopAnimation;
  11940. private _fromIndex;
  11941. private _toIndex;
  11942. private _delay;
  11943. private _direction;
  11944. private _manager;
  11945. private _time;
  11946. private _onAnimationEnd;
  11947. /**
  11948. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11949. */
  11950. isVisible: boolean;
  11951. /**
  11952. * Gets or sets the sprite size
  11953. */
  11954. size: number;
  11955. /**
  11956. * Creates a new Sprite
  11957. * @param name defines the name
  11958. * @param manager defines the manager
  11959. */
  11960. constructor(
  11961. /** defines the name */
  11962. name: string, manager: ISpriteManager);
  11963. /**
  11964. * Starts an animation
  11965. * @param from defines the initial key
  11966. * @param to defines the end key
  11967. * @param loop defines if the animation must loop
  11968. * @param delay defines the start delay (in ms)
  11969. * @param onAnimationEnd defines a callback to call when animation ends
  11970. */
  11971. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11972. /** Stops current animation (if any) */
  11973. stopAnimation(): void;
  11974. /** @hidden */
  11975. _animate(deltaTime: number): void;
  11976. /** Release associated resources */
  11977. dispose(): void;
  11978. }
  11979. }
  11980. declare module "babylonjs/Collisions/pickingInfo" {
  11981. import { Nullable } from "babylonjs/types";
  11982. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11983. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11984. import { Sprite } from "babylonjs/Sprites/sprite";
  11985. import { Ray } from "babylonjs/Culling/ray";
  11986. /**
  11987. * Information about the result of picking within a scene
  11988. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11989. */
  11990. export class PickingInfo {
  11991. /** @hidden */
  11992. _pickingUnavailable: boolean;
  11993. /**
  11994. * If the pick collided with an object
  11995. */
  11996. hit: boolean;
  11997. /**
  11998. * Distance away where the pick collided
  11999. */
  12000. distance: number;
  12001. /**
  12002. * The location of pick collision
  12003. */
  12004. pickedPoint: Nullable<Vector3>;
  12005. /**
  12006. * The mesh corresponding the the pick collision
  12007. */
  12008. pickedMesh: Nullable<AbstractMesh>;
  12009. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  12010. bu: number;
  12011. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  12012. bv: number;
  12013. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  12014. faceId: number;
  12015. /** Id of the the submesh that was picked */
  12016. subMeshId: number;
  12017. /** If a sprite was picked, this will be the sprite the pick collided with */
  12018. pickedSprite: Nullable<Sprite>;
  12019. /**
  12020. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  12021. */
  12022. originMesh: Nullable<AbstractMesh>;
  12023. /**
  12024. * The ray that was used to perform the picking.
  12025. */
  12026. ray: Nullable<Ray>;
  12027. /**
  12028. * Gets the normal correspodning to the face the pick collided with
  12029. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  12030. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  12031. * @returns The normal correspodning to the face the pick collided with
  12032. */
  12033. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  12034. /**
  12035. * Gets the texture coordinates of where the pick occured
  12036. * @returns the vector containing the coordnates of the texture
  12037. */
  12038. getTextureCoordinates(): Nullable<Vector2>;
  12039. }
  12040. }
  12041. declare module "babylonjs/Events/pointerEvents" {
  12042. import { Nullable } from "babylonjs/types";
  12043. import { Vector2 } from "babylonjs/Maths/math.vector";
  12044. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  12045. import { Ray } from "babylonjs/Culling/ray";
  12046. /**
  12047. * Gather the list of pointer event types as constants.
  12048. */
  12049. export class PointerEventTypes {
  12050. /**
  12051. * 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.
  12052. */
  12053. static readonly POINTERDOWN: number;
  12054. /**
  12055. * The pointerup event is fired when a pointer is no longer active.
  12056. */
  12057. static readonly POINTERUP: number;
  12058. /**
  12059. * The pointermove event is fired when a pointer changes coordinates.
  12060. */
  12061. static readonly POINTERMOVE: number;
  12062. /**
  12063. * The pointerwheel event is fired when a mouse wheel has been rotated.
  12064. */
  12065. static readonly POINTERWHEEL: number;
  12066. /**
  12067. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  12068. */
  12069. static readonly POINTERPICK: number;
  12070. /**
  12071. * The pointertap event is fired when a the object has been touched and released without drag.
  12072. */
  12073. static readonly POINTERTAP: number;
  12074. /**
  12075. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  12076. */
  12077. static readonly POINTERDOUBLETAP: number;
  12078. }
  12079. /**
  12080. * Base class of pointer info types.
  12081. */
  12082. export class PointerInfoBase {
  12083. /**
  12084. * Defines the type of event (PointerEventTypes)
  12085. */
  12086. type: number;
  12087. /**
  12088. * Defines the related dom event
  12089. */
  12090. event: PointerEvent | MouseWheelEvent;
  12091. /**
  12092. * Instantiates the base class of pointers info.
  12093. * @param type Defines the type of event (PointerEventTypes)
  12094. * @param event Defines the related dom event
  12095. */
  12096. constructor(
  12097. /**
  12098. * Defines the type of event (PointerEventTypes)
  12099. */
  12100. type: number,
  12101. /**
  12102. * Defines the related dom event
  12103. */
  12104. event: PointerEvent | MouseWheelEvent);
  12105. }
  12106. /**
  12107. * This class is used to store pointer related info for the onPrePointerObservable event.
  12108. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12109. */
  12110. export class PointerInfoPre extends PointerInfoBase {
  12111. /**
  12112. * Ray from a pointer if availible (eg. 6dof controller)
  12113. */
  12114. ray: Nullable<Ray>;
  12115. /**
  12116. * Defines the local position of the pointer on the canvas.
  12117. */
  12118. localPosition: Vector2;
  12119. /**
  12120. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12121. */
  12122. skipOnPointerObservable: boolean;
  12123. /**
  12124. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12125. * @param type Defines the type of event (PointerEventTypes)
  12126. * @param event Defines the related dom event
  12127. * @param localX Defines the local x coordinates of the pointer when the event occured
  12128. * @param localY Defines the local y coordinates of the pointer when the event occured
  12129. */
  12130. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12131. }
  12132. /**
  12133. * This type contains all the data related to a pointer event in Babylon.js.
  12134. * 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.
  12135. */
  12136. export class PointerInfo extends PointerInfoBase {
  12137. /**
  12138. * Defines the picking info associated to the info (if any)\
  12139. */
  12140. pickInfo: Nullable<PickingInfo>;
  12141. /**
  12142. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12143. * @param type Defines the type of event (PointerEventTypes)
  12144. * @param event Defines the related dom event
  12145. * @param pickInfo Defines the picking info associated to the info (if any)\
  12146. */
  12147. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12148. /**
  12149. * Defines the picking info associated to the info (if any)\
  12150. */
  12151. pickInfo: Nullable<PickingInfo>);
  12152. }
  12153. /**
  12154. * Data relating to a touch event on the screen.
  12155. */
  12156. export interface PointerTouch {
  12157. /**
  12158. * X coordinate of touch.
  12159. */
  12160. x: number;
  12161. /**
  12162. * Y coordinate of touch.
  12163. */
  12164. y: number;
  12165. /**
  12166. * Id of touch. Unique for each finger.
  12167. */
  12168. pointerId: number;
  12169. /**
  12170. * Event type passed from DOM.
  12171. */
  12172. type: any;
  12173. }
  12174. }
  12175. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12176. import { Observable } from "babylonjs/Misc/observable";
  12177. import { Nullable } from "babylonjs/types";
  12178. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12179. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12180. /**
  12181. * Manage the mouse inputs to control the movement of a free camera.
  12182. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12183. */
  12184. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12185. /**
  12186. * Define if touch is enabled in the mouse input
  12187. */
  12188. touchEnabled: boolean;
  12189. /**
  12190. * Defines the camera the input is attached to.
  12191. */
  12192. camera: FreeCamera;
  12193. /**
  12194. * Defines the buttons associated with the input to handle camera move.
  12195. */
  12196. buttons: number[];
  12197. /**
  12198. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12199. */
  12200. angularSensibility: number;
  12201. private _pointerInput;
  12202. private _onMouseMove;
  12203. private _observer;
  12204. private previousPosition;
  12205. /**
  12206. * Observable for when a pointer move event occurs containing the move offset
  12207. */
  12208. onPointerMovedObservable: Observable<{
  12209. offsetX: number;
  12210. offsetY: number;
  12211. }>;
  12212. /**
  12213. * @hidden
  12214. * If the camera should be rotated automatically based on pointer movement
  12215. */
  12216. _allowCameraRotation: boolean;
  12217. /**
  12218. * Manage the mouse inputs to control the movement of a free camera.
  12219. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12220. * @param touchEnabled Defines if touch is enabled or not
  12221. */
  12222. constructor(
  12223. /**
  12224. * Define if touch is enabled in the mouse input
  12225. */
  12226. touchEnabled?: boolean);
  12227. /**
  12228. * Attach the input controls to a specific dom element to get the input from.
  12229. * @param element Defines the element the controls should be listened from
  12230. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12231. */
  12232. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12233. /**
  12234. * Called on JS contextmenu event.
  12235. * Override this method to provide functionality.
  12236. */
  12237. protected onContextMenu(evt: PointerEvent): void;
  12238. /**
  12239. * Detach the current controls from the specified dom element.
  12240. * @param element Defines the element to stop listening the inputs from
  12241. */
  12242. detachControl(element: Nullable<HTMLElement>): void;
  12243. /**
  12244. * Gets the class name of the current intput.
  12245. * @returns the class name
  12246. */
  12247. getClassName(): string;
  12248. /**
  12249. * Get the friendly name associated with the input class.
  12250. * @returns the input friendly name
  12251. */
  12252. getSimpleName(): string;
  12253. }
  12254. }
  12255. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12256. import { Nullable } from "babylonjs/types";
  12257. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12258. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12259. /**
  12260. * Manage the touch inputs to control the movement of a free camera.
  12261. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12262. */
  12263. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12264. /**
  12265. * Defines the camera the input is attached to.
  12266. */
  12267. camera: FreeCamera;
  12268. /**
  12269. * Defines the touch sensibility for rotation.
  12270. * The higher the faster.
  12271. */
  12272. touchAngularSensibility: number;
  12273. /**
  12274. * Defines the touch sensibility for move.
  12275. * The higher the faster.
  12276. */
  12277. touchMoveSensibility: number;
  12278. private _offsetX;
  12279. private _offsetY;
  12280. private _pointerPressed;
  12281. private _pointerInput;
  12282. private _observer;
  12283. private _onLostFocus;
  12284. /**
  12285. * Attach the input controls to a specific dom element to get the input from.
  12286. * @param element Defines the element the controls should be listened from
  12287. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12288. */
  12289. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12290. /**
  12291. * Detach the current controls from the specified dom element.
  12292. * @param element Defines the element to stop listening the inputs from
  12293. */
  12294. detachControl(element: Nullable<HTMLElement>): void;
  12295. /**
  12296. * Update the current camera state depending on the inputs that have been used this frame.
  12297. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12298. */
  12299. checkInputs(): void;
  12300. /**
  12301. * Gets the class name of the current intput.
  12302. * @returns the class name
  12303. */
  12304. getClassName(): string;
  12305. /**
  12306. * Get the friendly name associated with the input class.
  12307. * @returns the input friendly name
  12308. */
  12309. getSimpleName(): string;
  12310. }
  12311. }
  12312. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12313. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12314. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12315. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12316. import { Nullable } from "babylonjs/types";
  12317. /**
  12318. * Default Inputs manager for the FreeCamera.
  12319. * It groups all the default supported inputs for ease of use.
  12320. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12321. */
  12322. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12323. /**
  12324. * @hidden
  12325. */
  12326. _mouseInput: Nullable<FreeCameraMouseInput>;
  12327. /**
  12328. * Instantiates a new FreeCameraInputsManager.
  12329. * @param camera Defines the camera the inputs belong to
  12330. */
  12331. constructor(camera: FreeCamera);
  12332. /**
  12333. * Add keyboard input support to the input manager.
  12334. * @returns the current input manager
  12335. */
  12336. addKeyboard(): FreeCameraInputsManager;
  12337. /**
  12338. * Add mouse input support to the input manager.
  12339. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12340. * @returns the current input manager
  12341. */
  12342. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12343. /**
  12344. * Removes the mouse input support from the manager
  12345. * @returns the current input manager
  12346. */
  12347. removeMouse(): FreeCameraInputsManager;
  12348. /**
  12349. * Add touch input support to the input manager.
  12350. * @returns the current input manager
  12351. */
  12352. addTouch(): FreeCameraInputsManager;
  12353. /**
  12354. * Remove all attached input methods from a camera
  12355. */
  12356. clear(): void;
  12357. }
  12358. }
  12359. declare module "babylonjs/Cameras/freeCamera" {
  12360. import { Vector3 } from "babylonjs/Maths/math.vector";
  12361. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12362. import { Scene } from "babylonjs/scene";
  12363. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12364. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12365. /**
  12366. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12367. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12368. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12369. */
  12370. export class FreeCamera extends TargetCamera {
  12371. /**
  12372. * Define the collision ellipsoid of the camera.
  12373. * This is helpful to simulate a camera body like the player body around the camera
  12374. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12375. */
  12376. ellipsoid: Vector3;
  12377. /**
  12378. * Define an offset for the position of the ellipsoid around the camera.
  12379. * This can be helpful to determine the center of the body near the gravity center of the body
  12380. * instead of its head.
  12381. */
  12382. ellipsoidOffset: Vector3;
  12383. /**
  12384. * Enable or disable collisions of the camera with the rest of the scene objects.
  12385. */
  12386. checkCollisions: boolean;
  12387. /**
  12388. * Enable or disable gravity on the camera.
  12389. */
  12390. applyGravity: boolean;
  12391. /**
  12392. * Define the input manager associated to the camera.
  12393. */
  12394. inputs: FreeCameraInputsManager;
  12395. /**
  12396. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12397. * Higher values reduce sensitivity.
  12398. */
  12399. /**
  12400. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12401. * Higher values reduce sensitivity.
  12402. */
  12403. angularSensibility: number;
  12404. /**
  12405. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12406. */
  12407. keysUp: number[];
  12408. /**
  12409. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12410. */
  12411. keysDown: number[];
  12412. /**
  12413. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12414. */
  12415. keysLeft: number[];
  12416. /**
  12417. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12418. */
  12419. keysRight: number[];
  12420. /**
  12421. * Event raised when the camera collide with a mesh in the scene.
  12422. */
  12423. onCollide: (collidedMesh: AbstractMesh) => void;
  12424. private _collider;
  12425. private _needMoveForGravity;
  12426. private _oldPosition;
  12427. private _diffPosition;
  12428. private _newPosition;
  12429. /** @hidden */
  12430. _localDirection: Vector3;
  12431. /** @hidden */
  12432. _transformedDirection: Vector3;
  12433. /**
  12434. * Instantiates a Free Camera.
  12435. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12436. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12437. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12438. * @param name Define the name of the camera in the scene
  12439. * @param position Define the start position of the camera in the scene
  12440. * @param scene Define the scene the camera belongs to
  12441. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12442. */
  12443. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12444. /**
  12445. * Attached controls to the current camera.
  12446. * @param element Defines the element the controls should be listened from
  12447. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12448. */
  12449. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12450. /**
  12451. * Detach the current controls from the camera.
  12452. * The camera will stop reacting to inputs.
  12453. * @param element Defines the element to stop listening the inputs from
  12454. */
  12455. detachControl(element: HTMLElement): void;
  12456. private _collisionMask;
  12457. /**
  12458. * Define a collision mask to limit the list of object the camera can collide with
  12459. */
  12460. collisionMask: number;
  12461. /** @hidden */
  12462. _collideWithWorld(displacement: Vector3): void;
  12463. private _onCollisionPositionChange;
  12464. /** @hidden */
  12465. _checkInputs(): void;
  12466. /** @hidden */
  12467. _decideIfNeedsToMove(): boolean;
  12468. /** @hidden */
  12469. _updatePosition(): void;
  12470. /**
  12471. * Destroy the camera and release the current resources hold by it.
  12472. */
  12473. dispose(): void;
  12474. /**
  12475. * Gets the current object class name.
  12476. * @return the class name
  12477. */
  12478. getClassName(): string;
  12479. }
  12480. }
  12481. declare module "babylonjs/Gamepads/gamepad" {
  12482. import { Observable } from "babylonjs/Misc/observable";
  12483. /**
  12484. * Represents a gamepad control stick position
  12485. */
  12486. export class StickValues {
  12487. /**
  12488. * The x component of the control stick
  12489. */
  12490. x: number;
  12491. /**
  12492. * The y component of the control stick
  12493. */
  12494. y: number;
  12495. /**
  12496. * Initializes the gamepad x and y control stick values
  12497. * @param x The x component of the gamepad control stick value
  12498. * @param y The y component of the gamepad control stick value
  12499. */
  12500. constructor(
  12501. /**
  12502. * The x component of the control stick
  12503. */
  12504. x: number,
  12505. /**
  12506. * The y component of the control stick
  12507. */
  12508. y: number);
  12509. }
  12510. /**
  12511. * An interface which manages callbacks for gamepad button changes
  12512. */
  12513. export interface GamepadButtonChanges {
  12514. /**
  12515. * Called when a gamepad has been changed
  12516. */
  12517. changed: boolean;
  12518. /**
  12519. * Called when a gamepad press event has been triggered
  12520. */
  12521. pressChanged: boolean;
  12522. /**
  12523. * Called when a touch event has been triggered
  12524. */
  12525. touchChanged: boolean;
  12526. /**
  12527. * Called when a value has changed
  12528. */
  12529. valueChanged: boolean;
  12530. }
  12531. /**
  12532. * Represents a gamepad
  12533. */
  12534. export class Gamepad {
  12535. /**
  12536. * The id of the gamepad
  12537. */
  12538. id: string;
  12539. /**
  12540. * The index of the gamepad
  12541. */
  12542. index: number;
  12543. /**
  12544. * The browser gamepad
  12545. */
  12546. browserGamepad: any;
  12547. /**
  12548. * Specifies what type of gamepad this represents
  12549. */
  12550. type: number;
  12551. private _leftStick;
  12552. private _rightStick;
  12553. /** @hidden */
  12554. _isConnected: boolean;
  12555. private _leftStickAxisX;
  12556. private _leftStickAxisY;
  12557. private _rightStickAxisX;
  12558. private _rightStickAxisY;
  12559. /**
  12560. * Triggered when the left control stick has been changed
  12561. */
  12562. private _onleftstickchanged;
  12563. /**
  12564. * Triggered when the right control stick has been changed
  12565. */
  12566. private _onrightstickchanged;
  12567. /**
  12568. * Represents a gamepad controller
  12569. */
  12570. static GAMEPAD: number;
  12571. /**
  12572. * Represents a generic controller
  12573. */
  12574. static GENERIC: number;
  12575. /**
  12576. * Represents an XBox controller
  12577. */
  12578. static XBOX: number;
  12579. /**
  12580. * Represents a pose-enabled controller
  12581. */
  12582. static POSE_ENABLED: number;
  12583. /**
  12584. * Represents an Dual Shock controller
  12585. */
  12586. static DUALSHOCK: number;
  12587. /**
  12588. * Specifies whether the left control stick should be Y-inverted
  12589. */
  12590. protected _invertLeftStickY: boolean;
  12591. /**
  12592. * Specifies if the gamepad has been connected
  12593. */
  12594. readonly isConnected: boolean;
  12595. /**
  12596. * Initializes the gamepad
  12597. * @param id The id of the gamepad
  12598. * @param index The index of the gamepad
  12599. * @param browserGamepad The browser gamepad
  12600. * @param leftStickX The x component of the left joystick
  12601. * @param leftStickY The y component of the left joystick
  12602. * @param rightStickX The x component of the right joystick
  12603. * @param rightStickY The y component of the right joystick
  12604. */
  12605. constructor(
  12606. /**
  12607. * The id of the gamepad
  12608. */
  12609. id: string,
  12610. /**
  12611. * The index of the gamepad
  12612. */
  12613. index: number,
  12614. /**
  12615. * The browser gamepad
  12616. */
  12617. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12618. /**
  12619. * Callback triggered when the left joystick has changed
  12620. * @param callback
  12621. */
  12622. onleftstickchanged(callback: (values: StickValues) => void): void;
  12623. /**
  12624. * Callback triggered when the right joystick has changed
  12625. * @param callback
  12626. */
  12627. onrightstickchanged(callback: (values: StickValues) => void): void;
  12628. /**
  12629. * Gets the left joystick
  12630. */
  12631. /**
  12632. * Sets the left joystick values
  12633. */
  12634. leftStick: StickValues;
  12635. /**
  12636. * Gets the right joystick
  12637. */
  12638. /**
  12639. * Sets the right joystick value
  12640. */
  12641. rightStick: StickValues;
  12642. /**
  12643. * Updates the gamepad joystick positions
  12644. */
  12645. update(): void;
  12646. /**
  12647. * Disposes the gamepad
  12648. */
  12649. dispose(): void;
  12650. }
  12651. /**
  12652. * Represents a generic gamepad
  12653. */
  12654. export class GenericPad extends Gamepad {
  12655. private _buttons;
  12656. private _onbuttondown;
  12657. private _onbuttonup;
  12658. /**
  12659. * Observable triggered when a button has been pressed
  12660. */
  12661. onButtonDownObservable: Observable<number>;
  12662. /**
  12663. * Observable triggered when a button has been released
  12664. */
  12665. onButtonUpObservable: Observable<number>;
  12666. /**
  12667. * Callback triggered when a button has been pressed
  12668. * @param callback Called when a button has been pressed
  12669. */
  12670. onbuttondown(callback: (buttonPressed: number) => void): void;
  12671. /**
  12672. * Callback triggered when a button has been released
  12673. * @param callback Called when a button has been released
  12674. */
  12675. onbuttonup(callback: (buttonReleased: number) => void): void;
  12676. /**
  12677. * Initializes the generic gamepad
  12678. * @param id The id of the generic gamepad
  12679. * @param index The index of the generic gamepad
  12680. * @param browserGamepad The browser gamepad
  12681. */
  12682. constructor(id: string, index: number, browserGamepad: any);
  12683. private _setButtonValue;
  12684. /**
  12685. * Updates the generic gamepad
  12686. */
  12687. update(): void;
  12688. /**
  12689. * Disposes the generic gamepad
  12690. */
  12691. dispose(): void;
  12692. }
  12693. }
  12694. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12695. import { Nullable } from "babylonjs/types";
  12696. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12697. import { Scene } from "babylonjs/scene";
  12698. module "babylonjs/Engines/engine" {
  12699. interface Engine {
  12700. /**
  12701. * Creates a raw texture
  12702. * @param data defines the data to store in the texture
  12703. * @param width defines the width of the texture
  12704. * @param height defines the height of the texture
  12705. * @param format defines the format of the data
  12706. * @param generateMipMaps defines if the engine should generate the mip levels
  12707. * @param invertY defines if data must be stored with Y axis inverted
  12708. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12709. * @param compression defines the compression used (null by default)
  12710. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12711. * @returns the raw texture inside an InternalTexture
  12712. */
  12713. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12714. /**
  12715. * Update a raw texture
  12716. * @param texture defines the texture to update
  12717. * @param data defines the data to store in the texture
  12718. * @param format defines the format of the data
  12719. * @param invertY defines if data must be stored with Y axis inverted
  12720. */
  12721. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12722. /**
  12723. * Update a raw texture
  12724. * @param texture defines the texture to update
  12725. * @param data defines the data to store in the texture
  12726. * @param format defines the format of the data
  12727. * @param invertY defines if data must be stored with Y axis inverted
  12728. * @param compression defines the compression used (null by default)
  12729. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12730. */
  12731. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12732. /**
  12733. * Creates a new raw cube texture
  12734. * @param data defines the array of data to use to create each face
  12735. * @param size defines the size of the textures
  12736. * @param format defines the format of the data
  12737. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12738. * @param generateMipMaps defines if the engine should generate the mip levels
  12739. * @param invertY defines if data must be stored with Y axis inverted
  12740. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12741. * @param compression defines the compression used (null by default)
  12742. * @returns the cube texture as an InternalTexture
  12743. */
  12744. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12745. /**
  12746. * Update a raw cube texture
  12747. * @param texture defines the texture to udpdate
  12748. * @param data defines the data to store
  12749. * @param format defines the data format
  12750. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12751. * @param invertY defines if data must be stored with Y axis inverted
  12752. */
  12753. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12754. /**
  12755. * Update a raw cube texture
  12756. * @param texture defines the texture to udpdate
  12757. * @param data defines the data to store
  12758. * @param format defines the data format
  12759. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12760. * @param invertY defines if data must be stored with Y axis inverted
  12761. * @param compression defines the compression used (null by default)
  12762. */
  12763. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12764. /**
  12765. * Update a raw cube texture
  12766. * @param texture defines the texture to udpdate
  12767. * @param data defines the data to store
  12768. * @param format defines the data format
  12769. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12770. * @param invertY defines if data must be stored with Y axis inverted
  12771. * @param compression defines the compression used (null by default)
  12772. * @param level defines which level of the texture to update
  12773. */
  12774. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12775. /**
  12776. * Creates a new raw cube texture from a specified url
  12777. * @param url defines the url where the data is located
  12778. * @param scene defines the current scene
  12779. * @param size defines the size of the textures
  12780. * @param format defines the format of the data
  12781. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12782. * @param noMipmap defines if the engine should avoid generating the mip levels
  12783. * @param callback defines a callback used to extract texture data from loaded data
  12784. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12785. * @param onLoad defines a callback called when texture is loaded
  12786. * @param onError defines a callback called if there is an error
  12787. * @returns the cube texture as an InternalTexture
  12788. */
  12789. 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;
  12790. /**
  12791. * Creates a new raw cube texture from a specified url
  12792. * @param url defines the url where the data is located
  12793. * @param scene defines the current scene
  12794. * @param size defines the size of the textures
  12795. * @param format defines the format of the data
  12796. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12797. * @param noMipmap defines if the engine should avoid generating the mip levels
  12798. * @param callback defines a callback used to extract texture data from loaded data
  12799. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12800. * @param onLoad defines a callback called when texture is loaded
  12801. * @param onError defines a callback called if there is an error
  12802. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12803. * @param invertY defines if data must be stored with Y axis inverted
  12804. * @returns the cube texture as an InternalTexture
  12805. */
  12806. 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;
  12807. /**
  12808. * Creates a new raw 3D texture
  12809. * @param data defines the data used to create the texture
  12810. * @param width defines the width of the texture
  12811. * @param height defines the height of the texture
  12812. * @param depth defines the depth of the texture
  12813. * @param format defines the format of the texture
  12814. * @param generateMipMaps defines if the engine must generate mip levels
  12815. * @param invertY defines if data must be stored with Y axis inverted
  12816. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12817. * @param compression defines the compressed used (can be null)
  12818. * @param textureType defines the compressed used (can be null)
  12819. * @returns a new raw 3D texture (stored in an InternalTexture)
  12820. */
  12821. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12822. /**
  12823. * Update a raw 3D texture
  12824. * @param texture defines the texture to update
  12825. * @param data defines the data to store
  12826. * @param format defines the data format
  12827. * @param invertY defines if data must be stored with Y axis inverted
  12828. */
  12829. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12830. /**
  12831. * Update a raw 3D texture
  12832. * @param texture defines the texture to update
  12833. * @param data defines the data to store
  12834. * @param format defines the data format
  12835. * @param invertY defines if data must be stored with Y axis inverted
  12836. * @param compression defines the used compression (can be null)
  12837. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12838. */
  12839. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12840. /**
  12841. * Creates a new raw 2D array texture
  12842. * @param data defines the data used to create the texture
  12843. * @param width defines the width of the texture
  12844. * @param height defines the height of the texture
  12845. * @param depth defines the number of layers of the texture
  12846. * @param format defines the format of the texture
  12847. * @param generateMipMaps defines if the engine must generate mip levels
  12848. * @param invertY defines if data must be stored with Y axis inverted
  12849. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12850. * @param compression defines the compressed used (can be null)
  12851. * @param textureType defines the compressed used (can be null)
  12852. * @returns a new raw 2D array texture (stored in an InternalTexture)
  12853. */
  12854. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12855. /**
  12856. * Update a raw 2D array texture
  12857. * @param texture defines the texture to update
  12858. * @param data defines the data to store
  12859. * @param format defines the data format
  12860. * @param invertY defines if data must be stored with Y axis inverted
  12861. */
  12862. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12863. /**
  12864. * Update a raw 2D array texture
  12865. * @param texture defines the texture to update
  12866. * @param data defines the data to store
  12867. * @param format defines the data format
  12868. * @param invertY defines if data must be stored with Y axis inverted
  12869. * @param compression defines the used compression (can be null)
  12870. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12871. */
  12872. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12873. }
  12874. }
  12875. }
  12876. declare module "babylonjs/Materials/Textures/rawTexture" {
  12877. import { Scene } from "babylonjs/scene";
  12878. import { Texture } from "babylonjs/Materials/Textures/texture";
  12879. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12880. /**
  12881. * Raw texture can help creating a texture directly from an array of data.
  12882. * This can be super useful if you either get the data from an uncompressed source or
  12883. * if you wish to create your texture pixel by pixel.
  12884. */
  12885. export class RawTexture extends Texture {
  12886. /**
  12887. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12888. */
  12889. format: number;
  12890. private _engine;
  12891. /**
  12892. * Instantiates a new RawTexture.
  12893. * Raw texture can help creating a texture directly from an array of data.
  12894. * This can be super useful if you either get the data from an uncompressed source or
  12895. * if you wish to create your texture pixel by pixel.
  12896. * @param data define the array of data to use to create the texture
  12897. * @param width define the width of the texture
  12898. * @param height define the height of the texture
  12899. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12900. * @param scene define the scene the texture belongs to
  12901. * @param generateMipMaps define whether mip maps should be generated or not
  12902. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12903. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12904. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12905. */
  12906. constructor(data: ArrayBufferView, width: number, height: number,
  12907. /**
  12908. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12909. */
  12910. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12911. /**
  12912. * Updates the texture underlying data.
  12913. * @param data Define the new data of the texture
  12914. */
  12915. update(data: ArrayBufferView): void;
  12916. /**
  12917. * Creates a luminance texture from some data.
  12918. * @param data Define the texture data
  12919. * @param width Define the width of the texture
  12920. * @param height Define the height of the texture
  12921. * @param scene Define the scene the texture belongs to
  12922. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12923. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12924. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12925. * @returns the luminance texture
  12926. */
  12927. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12928. /**
  12929. * Creates a luminance alpha texture from some data.
  12930. * @param data Define the texture data
  12931. * @param width Define the width of the texture
  12932. * @param height Define the height of the texture
  12933. * @param scene Define the scene the texture belongs to
  12934. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12935. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12936. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12937. * @returns the luminance alpha texture
  12938. */
  12939. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12940. /**
  12941. * Creates an alpha texture from some data.
  12942. * @param data Define the texture data
  12943. * @param width Define the width of the texture
  12944. * @param height Define the height of the texture
  12945. * @param scene Define the scene the texture belongs to
  12946. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12947. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12948. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12949. * @returns the alpha texture
  12950. */
  12951. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12952. /**
  12953. * Creates a RGB texture from some data.
  12954. * @param data Define the texture data
  12955. * @param width Define the width of the texture
  12956. * @param height Define the height of the texture
  12957. * @param scene Define the scene the texture belongs to
  12958. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12959. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12960. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12961. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12962. * @returns the RGB alpha texture
  12963. */
  12964. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12965. /**
  12966. * Creates a RGBA texture from some data.
  12967. * @param data Define the texture data
  12968. * @param width Define the width of the texture
  12969. * @param height Define the height of the texture
  12970. * @param scene Define the scene the texture belongs to
  12971. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12972. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12973. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12974. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12975. * @returns the RGBA texture
  12976. */
  12977. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12978. /**
  12979. * Creates a R texture from some data.
  12980. * @param data Define the texture data
  12981. * @param width Define the width of the texture
  12982. * @param height Define the height of the texture
  12983. * @param scene Define the scene the texture belongs to
  12984. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12985. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12986. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12987. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12988. * @returns the R texture
  12989. */
  12990. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12991. }
  12992. }
  12993. declare module "babylonjs/Maths/math.size" {
  12994. /**
  12995. * Interface for the size containing width and height
  12996. */
  12997. export interface ISize {
  12998. /**
  12999. * Width
  13000. */
  13001. width: number;
  13002. /**
  13003. * Heighht
  13004. */
  13005. height: number;
  13006. }
  13007. /**
  13008. * Size containing widht and height
  13009. */
  13010. export class Size implements ISize {
  13011. /**
  13012. * Width
  13013. */
  13014. width: number;
  13015. /**
  13016. * Height
  13017. */
  13018. height: number;
  13019. /**
  13020. * Creates a Size object from the given width and height (floats).
  13021. * @param width width of the new size
  13022. * @param height height of the new size
  13023. */
  13024. constructor(width: number, height: number);
  13025. /**
  13026. * Returns a string with the Size width and height
  13027. * @returns a string with the Size width and height
  13028. */
  13029. toString(): string;
  13030. /**
  13031. * "Size"
  13032. * @returns the string "Size"
  13033. */
  13034. getClassName(): string;
  13035. /**
  13036. * Returns the Size hash code.
  13037. * @returns a hash code for a unique width and height
  13038. */
  13039. getHashCode(): number;
  13040. /**
  13041. * Updates the current size from the given one.
  13042. * @param src the given size
  13043. */
  13044. copyFrom(src: Size): void;
  13045. /**
  13046. * Updates in place the current Size from the given floats.
  13047. * @param width width of the new size
  13048. * @param height height of the new size
  13049. * @returns the updated Size.
  13050. */
  13051. copyFromFloats(width: number, height: number): Size;
  13052. /**
  13053. * Updates in place the current Size from the given floats.
  13054. * @param width width to set
  13055. * @param height height to set
  13056. * @returns the updated Size.
  13057. */
  13058. set(width: number, height: number): Size;
  13059. /**
  13060. * Multiplies the width and height by numbers
  13061. * @param w factor to multiple the width by
  13062. * @param h factor to multiple the height by
  13063. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  13064. */
  13065. multiplyByFloats(w: number, h: number): Size;
  13066. /**
  13067. * Clones the size
  13068. * @returns a new Size copied from the given one.
  13069. */
  13070. clone(): Size;
  13071. /**
  13072. * True if the current Size and the given one width and height are strictly equal.
  13073. * @param other the other size to compare against
  13074. * @returns True if the current Size and the given one width and height are strictly equal.
  13075. */
  13076. equals(other: Size): boolean;
  13077. /**
  13078. * The surface of the Size : width * height (float).
  13079. */
  13080. readonly surface: number;
  13081. /**
  13082. * Create a new size of zero
  13083. * @returns a new Size set to (0.0, 0.0)
  13084. */
  13085. static Zero(): Size;
  13086. /**
  13087. * Sums the width and height of two sizes
  13088. * @param otherSize size to add to this size
  13089. * @returns a new Size set as the addition result of the current Size and the given one.
  13090. */
  13091. add(otherSize: Size): Size;
  13092. /**
  13093. * Subtracts the width and height of two
  13094. * @param otherSize size to subtract to this size
  13095. * @returns a new Size set as the subtraction result of the given one from the current Size.
  13096. */
  13097. subtract(otherSize: Size): Size;
  13098. /**
  13099. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  13100. * @param start starting size to lerp between
  13101. * @param end end size to lerp between
  13102. * @param amount amount to lerp between the start and end values
  13103. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  13104. */
  13105. static Lerp(start: Size, end: Size, amount: number): Size;
  13106. }
  13107. }
  13108. declare module "babylonjs/Animations/runtimeAnimation" {
  13109. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  13110. import { Animatable } from "babylonjs/Animations/animatable";
  13111. import { Scene } from "babylonjs/scene";
  13112. /**
  13113. * Defines a runtime animation
  13114. */
  13115. export class RuntimeAnimation {
  13116. private _events;
  13117. /**
  13118. * The current frame of the runtime animation
  13119. */
  13120. private _currentFrame;
  13121. /**
  13122. * The animation used by the runtime animation
  13123. */
  13124. private _animation;
  13125. /**
  13126. * The target of the runtime animation
  13127. */
  13128. private _target;
  13129. /**
  13130. * The initiating animatable
  13131. */
  13132. private _host;
  13133. /**
  13134. * The original value of the runtime animation
  13135. */
  13136. private _originalValue;
  13137. /**
  13138. * The original blend value of the runtime animation
  13139. */
  13140. private _originalBlendValue;
  13141. /**
  13142. * The offsets cache of the runtime animation
  13143. */
  13144. private _offsetsCache;
  13145. /**
  13146. * The high limits cache of the runtime animation
  13147. */
  13148. private _highLimitsCache;
  13149. /**
  13150. * Specifies if the runtime animation has been stopped
  13151. */
  13152. private _stopped;
  13153. /**
  13154. * The blending factor of the runtime animation
  13155. */
  13156. private _blendingFactor;
  13157. /**
  13158. * The BabylonJS scene
  13159. */
  13160. private _scene;
  13161. /**
  13162. * The current value of the runtime animation
  13163. */
  13164. private _currentValue;
  13165. /** @hidden */
  13166. _animationState: _IAnimationState;
  13167. /**
  13168. * The active target of the runtime animation
  13169. */
  13170. private _activeTargets;
  13171. private _currentActiveTarget;
  13172. private _directTarget;
  13173. /**
  13174. * The target path of the runtime animation
  13175. */
  13176. private _targetPath;
  13177. /**
  13178. * The weight of the runtime animation
  13179. */
  13180. private _weight;
  13181. /**
  13182. * The ratio offset of the runtime animation
  13183. */
  13184. private _ratioOffset;
  13185. /**
  13186. * The previous delay of the runtime animation
  13187. */
  13188. private _previousDelay;
  13189. /**
  13190. * The previous ratio of the runtime animation
  13191. */
  13192. private _previousRatio;
  13193. private _enableBlending;
  13194. private _keys;
  13195. private _minFrame;
  13196. private _maxFrame;
  13197. private _minValue;
  13198. private _maxValue;
  13199. private _targetIsArray;
  13200. /**
  13201. * Gets the current frame of the runtime animation
  13202. */
  13203. readonly currentFrame: number;
  13204. /**
  13205. * Gets the weight of the runtime animation
  13206. */
  13207. readonly weight: number;
  13208. /**
  13209. * Gets the current value of the runtime animation
  13210. */
  13211. readonly currentValue: any;
  13212. /**
  13213. * Gets the target path of the runtime animation
  13214. */
  13215. readonly targetPath: string;
  13216. /**
  13217. * Gets the actual target of the runtime animation
  13218. */
  13219. readonly target: any;
  13220. /** @hidden */
  13221. _onLoop: () => void;
  13222. /**
  13223. * Create a new RuntimeAnimation object
  13224. * @param target defines the target of the animation
  13225. * @param animation defines the source animation object
  13226. * @param scene defines the hosting scene
  13227. * @param host defines the initiating Animatable
  13228. */
  13229. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13230. private _preparePath;
  13231. /**
  13232. * Gets the animation from the runtime animation
  13233. */
  13234. readonly animation: Animation;
  13235. /**
  13236. * Resets the runtime animation to the beginning
  13237. * @param restoreOriginal defines whether to restore the target property to the original value
  13238. */
  13239. reset(restoreOriginal?: boolean): void;
  13240. /**
  13241. * Specifies if the runtime animation is stopped
  13242. * @returns Boolean specifying if the runtime animation is stopped
  13243. */
  13244. isStopped(): boolean;
  13245. /**
  13246. * Disposes of the runtime animation
  13247. */
  13248. dispose(): void;
  13249. /**
  13250. * Apply the interpolated value to the target
  13251. * @param currentValue defines the value computed by the animation
  13252. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13253. */
  13254. setValue(currentValue: any, weight: number): void;
  13255. private _getOriginalValues;
  13256. private _setValue;
  13257. /**
  13258. * Gets the loop pmode of the runtime animation
  13259. * @returns Loop Mode
  13260. */
  13261. private _getCorrectLoopMode;
  13262. /**
  13263. * Move the current animation to a given frame
  13264. * @param frame defines the frame to move to
  13265. */
  13266. goToFrame(frame: number): void;
  13267. /**
  13268. * @hidden Internal use only
  13269. */
  13270. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13271. /**
  13272. * Execute the current animation
  13273. * @param delay defines the delay to add to the current frame
  13274. * @param from defines the lower bound of the animation range
  13275. * @param to defines the upper bound of the animation range
  13276. * @param loop defines if the current animation must loop
  13277. * @param speedRatio defines the current speed ratio
  13278. * @param weight defines the weight of the animation (default is -1 so no weight)
  13279. * @param onLoop optional callback called when animation loops
  13280. * @returns a boolean indicating if the animation is running
  13281. */
  13282. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13283. }
  13284. }
  13285. declare module "babylonjs/Animations/animatable" {
  13286. import { Animation } from "babylonjs/Animations/animation";
  13287. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13288. import { Nullable } from "babylonjs/types";
  13289. import { Observable } from "babylonjs/Misc/observable";
  13290. import { Scene } from "babylonjs/scene";
  13291. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13292. import { Node } from "babylonjs/node";
  13293. /**
  13294. * Class used to store an actual running animation
  13295. */
  13296. export class Animatable {
  13297. /** defines the target object */
  13298. target: any;
  13299. /** defines the starting frame number (default is 0) */
  13300. fromFrame: number;
  13301. /** defines the ending frame number (default is 100) */
  13302. toFrame: number;
  13303. /** defines if the animation must loop (default is false) */
  13304. loopAnimation: boolean;
  13305. /** defines a callback to call when animation ends if it is not looping */
  13306. onAnimationEnd?: (() => void) | null | undefined;
  13307. /** defines a callback to call when animation loops */
  13308. onAnimationLoop?: (() => void) | null | undefined;
  13309. private _localDelayOffset;
  13310. private _pausedDelay;
  13311. private _runtimeAnimations;
  13312. private _paused;
  13313. private _scene;
  13314. private _speedRatio;
  13315. private _weight;
  13316. private _syncRoot;
  13317. /**
  13318. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13319. * This will only apply for non looping animation (default is true)
  13320. */
  13321. disposeOnEnd: boolean;
  13322. /**
  13323. * Gets a boolean indicating if the animation has started
  13324. */
  13325. animationStarted: boolean;
  13326. /**
  13327. * Observer raised when the animation ends
  13328. */
  13329. onAnimationEndObservable: Observable<Animatable>;
  13330. /**
  13331. * Observer raised when the animation loops
  13332. */
  13333. onAnimationLoopObservable: Observable<Animatable>;
  13334. /**
  13335. * Gets the root Animatable used to synchronize and normalize animations
  13336. */
  13337. readonly syncRoot: Nullable<Animatable>;
  13338. /**
  13339. * Gets the current frame of the first RuntimeAnimation
  13340. * Used to synchronize Animatables
  13341. */
  13342. readonly masterFrame: number;
  13343. /**
  13344. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13345. */
  13346. weight: number;
  13347. /**
  13348. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13349. */
  13350. speedRatio: number;
  13351. /**
  13352. * Creates a new Animatable
  13353. * @param scene defines the hosting scene
  13354. * @param target defines the target object
  13355. * @param fromFrame defines the starting frame number (default is 0)
  13356. * @param toFrame defines the ending frame number (default is 100)
  13357. * @param loopAnimation defines if the animation must loop (default is false)
  13358. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13359. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13360. * @param animations defines a group of animation to add to the new Animatable
  13361. * @param onAnimationLoop defines a callback to call when animation loops
  13362. */
  13363. constructor(scene: Scene,
  13364. /** defines the target object */
  13365. target: any,
  13366. /** defines the starting frame number (default is 0) */
  13367. fromFrame?: number,
  13368. /** defines the ending frame number (default is 100) */
  13369. toFrame?: number,
  13370. /** defines if the animation must loop (default is false) */
  13371. loopAnimation?: boolean, speedRatio?: number,
  13372. /** defines a callback to call when animation ends if it is not looping */
  13373. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13374. /** defines a callback to call when animation loops */
  13375. onAnimationLoop?: (() => void) | null | undefined);
  13376. /**
  13377. * Synchronize and normalize current Animatable with a source Animatable
  13378. * This is useful when using animation weights and when animations are not of the same length
  13379. * @param root defines the root Animatable to synchronize with
  13380. * @returns the current Animatable
  13381. */
  13382. syncWith(root: Animatable): Animatable;
  13383. /**
  13384. * Gets the list of runtime animations
  13385. * @returns an array of RuntimeAnimation
  13386. */
  13387. getAnimations(): RuntimeAnimation[];
  13388. /**
  13389. * Adds more animations to the current animatable
  13390. * @param target defines the target of the animations
  13391. * @param animations defines the new animations to add
  13392. */
  13393. appendAnimations(target: any, animations: Animation[]): void;
  13394. /**
  13395. * Gets the source animation for a specific property
  13396. * @param property defines the propertyu to look for
  13397. * @returns null or the source animation for the given property
  13398. */
  13399. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13400. /**
  13401. * Gets the runtime animation for a specific property
  13402. * @param property defines the propertyu to look for
  13403. * @returns null or the runtime animation for the given property
  13404. */
  13405. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13406. /**
  13407. * Resets the animatable to its original state
  13408. */
  13409. reset(): void;
  13410. /**
  13411. * Allows the animatable to blend with current running animations
  13412. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13413. * @param blendingSpeed defines the blending speed to use
  13414. */
  13415. enableBlending(blendingSpeed: number): void;
  13416. /**
  13417. * Disable animation blending
  13418. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13419. */
  13420. disableBlending(): void;
  13421. /**
  13422. * Jump directly to a given frame
  13423. * @param frame defines the frame to jump to
  13424. */
  13425. goToFrame(frame: number): void;
  13426. /**
  13427. * Pause the animation
  13428. */
  13429. pause(): void;
  13430. /**
  13431. * Restart the animation
  13432. */
  13433. restart(): void;
  13434. private _raiseOnAnimationEnd;
  13435. /**
  13436. * Stop and delete the current animation
  13437. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13438. * @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)
  13439. */
  13440. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13441. /**
  13442. * Wait asynchronously for the animation to end
  13443. * @returns a promise which will be fullfilled when the animation ends
  13444. */
  13445. waitAsync(): Promise<Animatable>;
  13446. /** @hidden */
  13447. _animate(delay: number): boolean;
  13448. }
  13449. module "babylonjs/scene" {
  13450. interface Scene {
  13451. /** @hidden */
  13452. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13453. /** @hidden */
  13454. _processLateAnimationBindingsForMatrices(holder: {
  13455. totalWeight: number;
  13456. animations: RuntimeAnimation[];
  13457. originalValue: Matrix;
  13458. }): any;
  13459. /** @hidden */
  13460. _processLateAnimationBindingsForQuaternions(holder: {
  13461. totalWeight: number;
  13462. animations: RuntimeAnimation[];
  13463. originalValue: Quaternion;
  13464. }, refQuaternion: Quaternion): Quaternion;
  13465. /** @hidden */
  13466. _processLateAnimationBindings(): void;
  13467. /**
  13468. * Will start the animation sequence of a given target
  13469. * @param target defines the target
  13470. * @param from defines from which frame should animation start
  13471. * @param to defines until which frame should animation run.
  13472. * @param weight defines the weight to apply to the animation (1.0 by default)
  13473. * @param loop defines if the animation loops
  13474. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13475. * @param onAnimationEnd defines the function to be executed when the animation ends
  13476. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13477. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13478. * @param onAnimationLoop defines the callback to call when an animation loops
  13479. * @returns the animatable object created for this animation
  13480. */
  13481. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13482. /**
  13483. * Will start the animation sequence of a given target
  13484. * @param target defines the target
  13485. * @param from defines from which frame should animation start
  13486. * @param to defines until which frame should animation run.
  13487. * @param loop defines if the animation loops
  13488. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13489. * @param onAnimationEnd defines the function to be executed when the animation ends
  13490. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13491. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13492. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13493. * @param onAnimationLoop defines the callback to call when an animation loops
  13494. * @returns the animatable object created for this animation
  13495. */
  13496. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13497. /**
  13498. * Will start the animation sequence of a given target and its hierarchy
  13499. * @param target defines the target
  13500. * @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.
  13501. * @param from defines from which frame should animation start
  13502. * @param to defines until which frame should animation run.
  13503. * @param loop defines if the animation loops
  13504. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13505. * @param onAnimationEnd defines the function to be executed when the animation ends
  13506. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13507. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13508. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13509. * @param onAnimationLoop defines the callback to call when an animation loops
  13510. * @returns the list of created animatables
  13511. */
  13512. 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[];
  13513. /**
  13514. * Begin a new animation on a given node
  13515. * @param target defines the target where the animation will take place
  13516. * @param animations defines the list of animations to start
  13517. * @param from defines the initial value
  13518. * @param to defines the final value
  13519. * @param loop defines if you want animation to loop (off by default)
  13520. * @param speedRatio defines the speed ratio to apply to all animations
  13521. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13522. * @param onAnimationLoop defines the callback to call when an animation loops
  13523. * @returns the list of created animatables
  13524. */
  13525. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13526. /**
  13527. * Begin a new animation on a given node and its hierarchy
  13528. * @param target defines the root node where the animation will take place
  13529. * @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.
  13530. * @param animations defines the list of animations to start
  13531. * @param from defines the initial value
  13532. * @param to defines the final value
  13533. * @param loop defines if you want animation to loop (off by default)
  13534. * @param speedRatio defines the speed ratio to apply to all animations
  13535. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13536. * @param onAnimationLoop defines the callback to call when an animation loops
  13537. * @returns the list of animatables created for all nodes
  13538. */
  13539. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13540. /**
  13541. * Gets the animatable associated with a specific target
  13542. * @param target defines the target of the animatable
  13543. * @returns the required animatable if found
  13544. */
  13545. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13546. /**
  13547. * Gets all animatables associated with a given target
  13548. * @param target defines the target to look animatables for
  13549. * @returns an array of Animatables
  13550. */
  13551. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13552. /**
  13553. * Stops and removes all animations that have been applied to the scene
  13554. */
  13555. stopAllAnimations(): void;
  13556. /**
  13557. * Gets the current delta time used by animation engine
  13558. */
  13559. deltaTime: number;
  13560. }
  13561. }
  13562. module "babylonjs/Bones/bone" {
  13563. interface Bone {
  13564. /**
  13565. * Copy an animation range from another bone
  13566. * @param source defines the source bone
  13567. * @param rangeName defines the range name to copy
  13568. * @param frameOffset defines the frame offset
  13569. * @param rescaleAsRequired defines if rescaling must be applied if required
  13570. * @param skelDimensionsRatio defines the scaling ratio
  13571. * @returns true if operation was successful
  13572. */
  13573. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13574. }
  13575. }
  13576. }
  13577. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13578. /**
  13579. * Class used to override all child animations of a given target
  13580. */
  13581. export class AnimationPropertiesOverride {
  13582. /**
  13583. * Gets or sets a value indicating if animation blending must be used
  13584. */
  13585. enableBlending: boolean;
  13586. /**
  13587. * Gets or sets the blending speed to use when enableBlending is true
  13588. */
  13589. blendingSpeed: number;
  13590. /**
  13591. * Gets or sets the default loop mode to use
  13592. */
  13593. loopMode: number;
  13594. }
  13595. }
  13596. declare module "babylonjs/Bones/skeleton" {
  13597. import { Bone } from "babylonjs/Bones/bone";
  13598. import { Observable } from "babylonjs/Misc/observable";
  13599. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13600. import { Scene } from "babylonjs/scene";
  13601. import { Nullable } from "babylonjs/types";
  13602. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13603. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13604. import { Animatable } from "babylonjs/Animations/animatable";
  13605. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13606. import { Animation } from "babylonjs/Animations/animation";
  13607. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13608. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13609. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13610. /**
  13611. * Class used to handle skinning animations
  13612. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13613. */
  13614. export class Skeleton implements IAnimatable {
  13615. /** defines the skeleton name */
  13616. name: string;
  13617. /** defines the skeleton Id */
  13618. id: string;
  13619. /**
  13620. * Defines the list of child bones
  13621. */
  13622. bones: Bone[];
  13623. /**
  13624. * Defines an estimate of the dimension of the skeleton at rest
  13625. */
  13626. dimensionsAtRest: Vector3;
  13627. /**
  13628. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13629. */
  13630. needInitialSkinMatrix: boolean;
  13631. /**
  13632. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13633. */
  13634. overrideMesh: Nullable<AbstractMesh>;
  13635. /**
  13636. * Gets the list of animations attached to this skeleton
  13637. */
  13638. animations: Array<Animation>;
  13639. private _scene;
  13640. private _isDirty;
  13641. private _transformMatrices;
  13642. private _transformMatrixTexture;
  13643. private _meshesWithPoseMatrix;
  13644. private _animatables;
  13645. private _identity;
  13646. private _synchronizedWithMesh;
  13647. private _ranges;
  13648. private _lastAbsoluteTransformsUpdateId;
  13649. private _canUseTextureForBones;
  13650. private _uniqueId;
  13651. /** @hidden */
  13652. _numBonesWithLinkedTransformNode: number;
  13653. /** @hidden */
  13654. _hasWaitingData: Nullable<boolean>;
  13655. /**
  13656. * Specifies if the skeleton should be serialized
  13657. */
  13658. doNotSerialize: boolean;
  13659. private _useTextureToStoreBoneMatrices;
  13660. /**
  13661. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13662. * Please note that this option is not available if the hardware does not support it
  13663. */
  13664. useTextureToStoreBoneMatrices: boolean;
  13665. private _animationPropertiesOverride;
  13666. /**
  13667. * Gets or sets the animation properties override
  13668. */
  13669. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13670. /**
  13671. * List of inspectable custom properties (used by the Inspector)
  13672. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13673. */
  13674. inspectableCustomProperties: IInspectable[];
  13675. /**
  13676. * An observable triggered before computing the skeleton's matrices
  13677. */
  13678. onBeforeComputeObservable: Observable<Skeleton>;
  13679. /**
  13680. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13681. */
  13682. readonly isUsingTextureForMatrices: boolean;
  13683. /**
  13684. * Gets the unique ID of this skeleton
  13685. */
  13686. readonly uniqueId: number;
  13687. /**
  13688. * Creates a new skeleton
  13689. * @param name defines the skeleton name
  13690. * @param id defines the skeleton Id
  13691. * @param scene defines the hosting scene
  13692. */
  13693. constructor(
  13694. /** defines the skeleton name */
  13695. name: string,
  13696. /** defines the skeleton Id */
  13697. id: string, scene: Scene);
  13698. /**
  13699. * Gets the current object class name.
  13700. * @return the class name
  13701. */
  13702. getClassName(): string;
  13703. /**
  13704. * Returns an array containing the root bones
  13705. * @returns an array containing the root bones
  13706. */
  13707. getChildren(): Array<Bone>;
  13708. /**
  13709. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13710. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13711. * @returns a Float32Array containing matrices data
  13712. */
  13713. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13714. /**
  13715. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13716. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13717. * @returns a raw texture containing the data
  13718. */
  13719. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13720. /**
  13721. * Gets the current hosting scene
  13722. * @returns a scene object
  13723. */
  13724. getScene(): Scene;
  13725. /**
  13726. * Gets a string representing the current skeleton data
  13727. * @param fullDetails defines a boolean indicating if we want a verbose version
  13728. * @returns a string representing the current skeleton data
  13729. */
  13730. toString(fullDetails?: boolean): string;
  13731. /**
  13732. * Get bone's index searching by name
  13733. * @param name defines bone's name to search for
  13734. * @return the indice of the bone. Returns -1 if not found
  13735. */
  13736. getBoneIndexByName(name: string): number;
  13737. /**
  13738. * Creater a new animation range
  13739. * @param name defines the name of the range
  13740. * @param from defines the start key
  13741. * @param to defines the end key
  13742. */
  13743. createAnimationRange(name: string, from: number, to: number): void;
  13744. /**
  13745. * Delete a specific animation range
  13746. * @param name defines the name of the range
  13747. * @param deleteFrames defines if frames must be removed as well
  13748. */
  13749. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13750. /**
  13751. * Gets a specific animation range
  13752. * @param name defines the name of the range to look for
  13753. * @returns the requested animation range or null if not found
  13754. */
  13755. getAnimationRange(name: string): Nullable<AnimationRange>;
  13756. /**
  13757. * Gets the list of all animation ranges defined on this skeleton
  13758. * @returns an array
  13759. */
  13760. getAnimationRanges(): Nullable<AnimationRange>[];
  13761. /**
  13762. * Copy animation range from a source skeleton.
  13763. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13764. * @param source defines the source skeleton
  13765. * @param name defines the name of the range to copy
  13766. * @param rescaleAsRequired defines if rescaling must be applied if required
  13767. * @returns true if operation was successful
  13768. */
  13769. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13770. /**
  13771. * Forces the skeleton to go to rest pose
  13772. */
  13773. returnToRest(): void;
  13774. private _getHighestAnimationFrame;
  13775. /**
  13776. * Begin a specific animation range
  13777. * @param name defines the name of the range to start
  13778. * @param loop defines if looping must be turned on (false by default)
  13779. * @param speedRatio defines the speed ratio to apply (1 by default)
  13780. * @param onAnimationEnd defines a callback which will be called when animation will end
  13781. * @returns a new animatable
  13782. */
  13783. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13784. /** @hidden */
  13785. _markAsDirty(): void;
  13786. /** @hidden */
  13787. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13788. /** @hidden */
  13789. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13790. private _computeTransformMatrices;
  13791. /**
  13792. * Build all resources required to render a skeleton
  13793. */
  13794. prepare(): void;
  13795. /**
  13796. * Gets the list of animatables currently running for this skeleton
  13797. * @returns an array of animatables
  13798. */
  13799. getAnimatables(): IAnimatable[];
  13800. /**
  13801. * Clone the current skeleton
  13802. * @param name defines the name of the new skeleton
  13803. * @param id defines the id of the new skeleton
  13804. * @returns the new skeleton
  13805. */
  13806. clone(name: string, id?: string): Skeleton;
  13807. /**
  13808. * Enable animation blending for this skeleton
  13809. * @param blendingSpeed defines the blending speed to apply
  13810. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13811. */
  13812. enableBlending(blendingSpeed?: number): void;
  13813. /**
  13814. * Releases all resources associated with the current skeleton
  13815. */
  13816. dispose(): void;
  13817. /**
  13818. * Serialize the skeleton in a JSON object
  13819. * @returns a JSON object
  13820. */
  13821. serialize(): any;
  13822. /**
  13823. * Creates a new skeleton from serialized data
  13824. * @param parsedSkeleton defines the serialized data
  13825. * @param scene defines the hosting scene
  13826. * @returns a new skeleton
  13827. */
  13828. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13829. /**
  13830. * Compute all node absolute transforms
  13831. * @param forceUpdate defines if computation must be done even if cache is up to date
  13832. */
  13833. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13834. /**
  13835. * Gets the root pose matrix
  13836. * @returns a matrix
  13837. */
  13838. getPoseMatrix(): Nullable<Matrix>;
  13839. /**
  13840. * Sorts bones per internal index
  13841. */
  13842. sortBones(): void;
  13843. private _sortBones;
  13844. }
  13845. }
  13846. declare module "babylonjs/Bones/bone" {
  13847. import { Skeleton } from "babylonjs/Bones/skeleton";
  13848. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13849. import { Nullable } from "babylonjs/types";
  13850. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13851. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13852. import { Node } from "babylonjs/node";
  13853. import { Space } from "babylonjs/Maths/math.axis";
  13854. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13855. /**
  13856. * Class used to store bone information
  13857. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13858. */
  13859. export class Bone extends Node {
  13860. /**
  13861. * defines the bone name
  13862. */
  13863. name: string;
  13864. private static _tmpVecs;
  13865. private static _tmpQuat;
  13866. private static _tmpMats;
  13867. /**
  13868. * Gets the list of child bones
  13869. */
  13870. children: Bone[];
  13871. /** Gets the animations associated with this bone */
  13872. animations: import("babylonjs/Animations/animation").Animation[];
  13873. /**
  13874. * Gets or sets bone length
  13875. */
  13876. length: number;
  13877. /**
  13878. * @hidden Internal only
  13879. * Set this value to map this bone to a different index in the transform matrices
  13880. * Set this value to -1 to exclude the bone from the transform matrices
  13881. */
  13882. _index: Nullable<number>;
  13883. private _skeleton;
  13884. private _localMatrix;
  13885. private _restPose;
  13886. private _baseMatrix;
  13887. private _absoluteTransform;
  13888. private _invertedAbsoluteTransform;
  13889. private _parent;
  13890. private _scalingDeterminant;
  13891. private _worldTransform;
  13892. private _localScaling;
  13893. private _localRotation;
  13894. private _localPosition;
  13895. private _needToDecompose;
  13896. private _needToCompose;
  13897. /** @hidden */
  13898. _linkedTransformNode: Nullable<TransformNode>;
  13899. /** @hidden */
  13900. _waitingTransformNodeId: Nullable<string>;
  13901. /** @hidden */
  13902. /** @hidden */
  13903. _matrix: Matrix;
  13904. /**
  13905. * Create a new bone
  13906. * @param name defines the bone name
  13907. * @param skeleton defines the parent skeleton
  13908. * @param parentBone defines the parent (can be null if the bone is the root)
  13909. * @param localMatrix defines the local matrix
  13910. * @param restPose defines the rest pose matrix
  13911. * @param baseMatrix defines the base matrix
  13912. * @param index defines index of the bone in the hiearchy
  13913. */
  13914. constructor(
  13915. /**
  13916. * defines the bone name
  13917. */
  13918. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13919. /**
  13920. * Gets the current object class name.
  13921. * @return the class name
  13922. */
  13923. getClassName(): string;
  13924. /**
  13925. * Gets the parent skeleton
  13926. * @returns a skeleton
  13927. */
  13928. getSkeleton(): Skeleton;
  13929. /**
  13930. * Gets parent bone
  13931. * @returns a bone or null if the bone is the root of the bone hierarchy
  13932. */
  13933. getParent(): Nullable<Bone>;
  13934. /**
  13935. * Returns an array containing the root bones
  13936. * @returns an array containing the root bones
  13937. */
  13938. getChildren(): Array<Bone>;
  13939. /**
  13940. * Gets the node index in matrix array generated for rendering
  13941. * @returns the node index
  13942. */
  13943. getIndex(): number;
  13944. /**
  13945. * Sets the parent bone
  13946. * @param parent defines the parent (can be null if the bone is the root)
  13947. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13948. */
  13949. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13950. /**
  13951. * Gets the local matrix
  13952. * @returns a matrix
  13953. */
  13954. getLocalMatrix(): Matrix;
  13955. /**
  13956. * Gets the base matrix (initial matrix which remains unchanged)
  13957. * @returns a matrix
  13958. */
  13959. getBaseMatrix(): Matrix;
  13960. /**
  13961. * Gets the rest pose matrix
  13962. * @returns a matrix
  13963. */
  13964. getRestPose(): Matrix;
  13965. /**
  13966. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13967. */
  13968. getWorldMatrix(): Matrix;
  13969. /**
  13970. * Sets the local matrix to rest pose matrix
  13971. */
  13972. returnToRest(): void;
  13973. /**
  13974. * Gets the inverse of the absolute transform matrix.
  13975. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13976. * @returns a matrix
  13977. */
  13978. getInvertedAbsoluteTransform(): Matrix;
  13979. /**
  13980. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13981. * @returns a matrix
  13982. */
  13983. getAbsoluteTransform(): Matrix;
  13984. /**
  13985. * Links with the given transform node.
  13986. * The local matrix of this bone is copied from the transform node every frame.
  13987. * @param transformNode defines the transform node to link to
  13988. */
  13989. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13990. /**
  13991. * Gets the node used to drive the bone's transformation
  13992. * @returns a transform node or null
  13993. */
  13994. getTransformNode(): Nullable<TransformNode>;
  13995. /** Gets or sets current position (in local space) */
  13996. position: Vector3;
  13997. /** Gets or sets current rotation (in local space) */
  13998. rotation: Vector3;
  13999. /** Gets or sets current rotation quaternion (in local space) */
  14000. rotationQuaternion: Quaternion;
  14001. /** Gets or sets current scaling (in local space) */
  14002. scaling: Vector3;
  14003. /**
  14004. * Gets the animation properties override
  14005. */
  14006. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  14007. private _decompose;
  14008. private _compose;
  14009. /**
  14010. * Update the base and local matrices
  14011. * @param matrix defines the new base or local matrix
  14012. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  14013. * @param updateLocalMatrix defines if the local matrix should be updated
  14014. */
  14015. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  14016. /** @hidden */
  14017. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  14018. /**
  14019. * Flag the bone as dirty (Forcing it to update everything)
  14020. */
  14021. markAsDirty(): void;
  14022. /** @hidden */
  14023. _markAsDirtyAndCompose(): void;
  14024. private _markAsDirtyAndDecompose;
  14025. /**
  14026. * Translate the bone in local or world space
  14027. * @param vec The amount to translate the bone
  14028. * @param space The space that the translation is in
  14029. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14030. */
  14031. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14032. /**
  14033. * Set the postion of the bone in local or world space
  14034. * @param position The position to set the bone
  14035. * @param space The space that the position is in
  14036. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14037. */
  14038. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14039. /**
  14040. * Set the absolute position of the bone (world space)
  14041. * @param position The position to set the bone
  14042. * @param mesh The mesh that this bone is attached to
  14043. */
  14044. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  14045. /**
  14046. * Scale the bone on the x, y and z axes (in local space)
  14047. * @param x The amount to scale the bone on the x axis
  14048. * @param y The amount to scale the bone on the y axis
  14049. * @param z The amount to scale the bone on the z axis
  14050. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  14051. */
  14052. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  14053. /**
  14054. * Set the bone scaling in local space
  14055. * @param scale defines the scaling vector
  14056. */
  14057. setScale(scale: Vector3): void;
  14058. /**
  14059. * Gets the current scaling in local space
  14060. * @returns the current scaling vector
  14061. */
  14062. getScale(): Vector3;
  14063. /**
  14064. * Gets the current scaling in local space and stores it in a target vector
  14065. * @param result defines the target vector
  14066. */
  14067. getScaleToRef(result: Vector3): void;
  14068. /**
  14069. * Set the yaw, pitch, and roll of the bone in local or world space
  14070. * @param yaw The rotation of the bone on the y axis
  14071. * @param pitch The rotation of the bone on the x axis
  14072. * @param roll The rotation of the bone on the z axis
  14073. * @param space The space that the axes of rotation are in
  14074. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14075. */
  14076. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  14077. /**
  14078. * Add a rotation to the bone on an axis in local or world space
  14079. * @param axis The axis to rotate the bone on
  14080. * @param amount The amount to rotate the bone
  14081. * @param space The space that the axis is in
  14082. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14083. */
  14084. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  14085. /**
  14086. * Set the rotation of the bone to a particular axis angle in local or world space
  14087. * @param axis The axis to rotate the bone on
  14088. * @param angle The angle that the bone should be rotated to
  14089. * @param space The space that the axis is in
  14090. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14091. */
  14092. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  14093. /**
  14094. * Set the euler rotation of the bone in local of world space
  14095. * @param rotation The euler rotation that the bone should be set to
  14096. * @param space The space that the rotation is in
  14097. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14098. */
  14099. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14100. /**
  14101. * Set the quaternion rotation of the bone in local of world space
  14102. * @param quat The quaternion rotation that the bone should be set to
  14103. * @param space The space that the rotation is in
  14104. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14105. */
  14106. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  14107. /**
  14108. * Set the rotation matrix of the bone in local of world space
  14109. * @param rotMat The rotation matrix that the bone should be set to
  14110. * @param space The space that the rotation is in
  14111. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14112. */
  14113. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  14114. private _rotateWithMatrix;
  14115. private _getNegativeRotationToRef;
  14116. /**
  14117. * Get the position of the bone in local or world space
  14118. * @param space The space that the returned position is in
  14119. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14120. * @returns The position of the bone
  14121. */
  14122. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14123. /**
  14124. * Copy the position of the bone to a vector3 in local or world space
  14125. * @param space The space that the returned position is in
  14126. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14127. * @param result The vector3 to copy the position to
  14128. */
  14129. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  14130. /**
  14131. * Get the absolute position of the bone (world space)
  14132. * @param mesh The mesh that this bone is attached to
  14133. * @returns The absolute position of the bone
  14134. */
  14135. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  14136. /**
  14137. * Copy the absolute position of the bone (world space) to the result param
  14138. * @param mesh The mesh that this bone is attached to
  14139. * @param result The vector3 to copy the absolute position to
  14140. */
  14141. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14142. /**
  14143. * Compute the absolute transforms of this bone and its children
  14144. */
  14145. computeAbsoluteTransforms(): void;
  14146. /**
  14147. * Get the world direction from an axis that is in the local space of the bone
  14148. * @param localAxis The local direction that is used to compute the world direction
  14149. * @param mesh The mesh that this bone is attached to
  14150. * @returns The world direction
  14151. */
  14152. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14153. /**
  14154. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14155. * @param localAxis The local direction that is used to compute the world direction
  14156. * @param mesh The mesh that this bone is attached to
  14157. * @param result The vector3 that the world direction will be copied to
  14158. */
  14159. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14160. /**
  14161. * Get the euler rotation of the bone in local or world space
  14162. * @param space The space that the rotation should be in
  14163. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14164. * @returns The euler rotation
  14165. */
  14166. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14167. /**
  14168. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14169. * @param space The space that the rotation should be in
  14170. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14171. * @param result The vector3 that the rotation should be copied to
  14172. */
  14173. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14174. /**
  14175. * Get the quaternion rotation of the bone in either local or world space
  14176. * @param space The space that the rotation should be in
  14177. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14178. * @returns The quaternion rotation
  14179. */
  14180. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14181. /**
  14182. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14183. * @param space The space that the rotation should be in
  14184. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14185. * @param result The quaternion that the rotation should be copied to
  14186. */
  14187. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14188. /**
  14189. * Get the rotation matrix of the bone in local or world space
  14190. * @param space The space that the rotation should be in
  14191. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14192. * @returns The rotation matrix
  14193. */
  14194. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14195. /**
  14196. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14197. * @param space The space that the rotation should be in
  14198. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14199. * @param result The quaternion that the rotation should be copied to
  14200. */
  14201. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14202. /**
  14203. * Get the world position of a point that is in the local space of the bone
  14204. * @param position The local position
  14205. * @param mesh The mesh that this bone is attached to
  14206. * @returns The world position
  14207. */
  14208. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14209. /**
  14210. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14211. * @param position The local position
  14212. * @param mesh The mesh that this bone is attached to
  14213. * @param result The vector3 that the world position should be copied to
  14214. */
  14215. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14216. /**
  14217. * Get the local position of a point that is in world space
  14218. * @param position The world position
  14219. * @param mesh The mesh that this bone is attached to
  14220. * @returns The local position
  14221. */
  14222. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14223. /**
  14224. * Get the local position of a point that is in world space and copy it to the result param
  14225. * @param position The world position
  14226. * @param mesh The mesh that this bone is attached to
  14227. * @param result The vector3 that the local position should be copied to
  14228. */
  14229. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14230. }
  14231. }
  14232. declare module "babylonjs/Meshes/transformNode" {
  14233. import { DeepImmutable } from "babylonjs/types";
  14234. import { Observable } from "babylonjs/Misc/observable";
  14235. import { Nullable } from "babylonjs/types";
  14236. import { Camera } from "babylonjs/Cameras/camera";
  14237. import { Scene } from "babylonjs/scene";
  14238. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14239. import { Node } from "babylonjs/node";
  14240. import { Bone } from "babylonjs/Bones/bone";
  14241. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14242. import { Space } from "babylonjs/Maths/math.axis";
  14243. /**
  14244. * 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.
  14245. * @see https://doc.babylonjs.com/how_to/transformnode
  14246. */
  14247. export class TransformNode extends Node {
  14248. /**
  14249. * Object will not rotate to face the camera
  14250. */
  14251. static BILLBOARDMODE_NONE: number;
  14252. /**
  14253. * Object will rotate to face the camera but only on the x axis
  14254. */
  14255. static BILLBOARDMODE_X: number;
  14256. /**
  14257. * Object will rotate to face the camera but only on the y axis
  14258. */
  14259. static BILLBOARDMODE_Y: number;
  14260. /**
  14261. * Object will rotate to face the camera but only on the z axis
  14262. */
  14263. static BILLBOARDMODE_Z: number;
  14264. /**
  14265. * Object will rotate to face the camera
  14266. */
  14267. static BILLBOARDMODE_ALL: number;
  14268. /**
  14269. * Object will rotate to face the camera's position instead of orientation
  14270. */
  14271. static BILLBOARDMODE_USE_POSITION: number;
  14272. private _forward;
  14273. private _forwardInverted;
  14274. private _up;
  14275. private _right;
  14276. private _rightInverted;
  14277. private _position;
  14278. private _rotation;
  14279. private _rotationQuaternion;
  14280. protected _scaling: Vector3;
  14281. protected _isDirty: boolean;
  14282. private _transformToBoneReferal;
  14283. private _isAbsoluteSynced;
  14284. private _billboardMode;
  14285. /**
  14286. * Gets or sets the billboard mode. Default is 0.
  14287. *
  14288. * | Value | Type | Description |
  14289. * | --- | --- | --- |
  14290. * | 0 | BILLBOARDMODE_NONE | |
  14291. * | 1 | BILLBOARDMODE_X | |
  14292. * | 2 | BILLBOARDMODE_Y | |
  14293. * | 4 | BILLBOARDMODE_Z | |
  14294. * | 7 | BILLBOARDMODE_ALL | |
  14295. *
  14296. */
  14297. billboardMode: number;
  14298. private _preserveParentRotationForBillboard;
  14299. /**
  14300. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14301. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14302. */
  14303. preserveParentRotationForBillboard: boolean;
  14304. /**
  14305. * 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
  14306. */
  14307. scalingDeterminant: number;
  14308. private _infiniteDistance;
  14309. /**
  14310. * Gets or sets the distance of the object to max, often used by skybox
  14311. */
  14312. infiniteDistance: boolean;
  14313. /**
  14314. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14315. * By default the system will update normals to compensate
  14316. */
  14317. ignoreNonUniformScaling: boolean;
  14318. /**
  14319. * 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
  14320. */
  14321. reIntegrateRotationIntoRotationQuaternion: boolean;
  14322. /** @hidden */
  14323. _poseMatrix: Nullable<Matrix>;
  14324. /** @hidden */
  14325. _localMatrix: Matrix;
  14326. private _usePivotMatrix;
  14327. private _absolutePosition;
  14328. private _absoluteScaling;
  14329. private _absoluteRotationQuaternion;
  14330. private _pivotMatrix;
  14331. private _pivotMatrixInverse;
  14332. protected _postMultiplyPivotMatrix: boolean;
  14333. protected _isWorldMatrixFrozen: boolean;
  14334. /** @hidden */
  14335. _indexInSceneTransformNodesArray: number;
  14336. /**
  14337. * An event triggered after the world matrix is updated
  14338. */
  14339. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14340. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14341. /**
  14342. * Gets a string identifying the name of the class
  14343. * @returns "TransformNode" string
  14344. */
  14345. getClassName(): string;
  14346. /**
  14347. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14348. */
  14349. position: Vector3;
  14350. /**
  14351. * 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)).
  14352. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14353. */
  14354. rotation: Vector3;
  14355. /**
  14356. * 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)).
  14357. */
  14358. scaling: Vector3;
  14359. /**
  14360. * 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).
  14361. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14362. */
  14363. rotationQuaternion: Nullable<Quaternion>;
  14364. /**
  14365. * The forward direction of that transform in world space.
  14366. */
  14367. readonly forward: Vector3;
  14368. /**
  14369. * The up direction of that transform in world space.
  14370. */
  14371. readonly up: Vector3;
  14372. /**
  14373. * The right direction of that transform in world space.
  14374. */
  14375. readonly right: Vector3;
  14376. /**
  14377. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14378. * @param matrix the matrix to copy the pose from
  14379. * @returns this TransformNode.
  14380. */
  14381. updatePoseMatrix(matrix: Matrix): TransformNode;
  14382. /**
  14383. * Returns the mesh Pose matrix.
  14384. * @returns the pose matrix
  14385. */
  14386. getPoseMatrix(): Matrix;
  14387. /** @hidden */
  14388. _isSynchronized(): boolean;
  14389. /** @hidden */
  14390. _initCache(): void;
  14391. /**
  14392. * Flag the transform node as dirty (Forcing it to update everything)
  14393. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14394. * @returns this transform node
  14395. */
  14396. markAsDirty(property: string): TransformNode;
  14397. /**
  14398. * Returns the current mesh absolute position.
  14399. * Returns a Vector3.
  14400. */
  14401. readonly absolutePosition: Vector3;
  14402. /**
  14403. * Returns the current mesh absolute scaling.
  14404. * Returns a Vector3.
  14405. */
  14406. readonly absoluteScaling: Vector3;
  14407. /**
  14408. * Returns the current mesh absolute rotation.
  14409. * Returns a Quaternion.
  14410. */
  14411. readonly absoluteRotationQuaternion: Quaternion;
  14412. /**
  14413. * Sets a new matrix to apply before all other transformation
  14414. * @param matrix defines the transform matrix
  14415. * @returns the current TransformNode
  14416. */
  14417. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14418. /**
  14419. * Sets a new pivot matrix to the current node
  14420. * @param matrix defines the new pivot matrix to use
  14421. * @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
  14422. * @returns the current TransformNode
  14423. */
  14424. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14425. /**
  14426. * Returns the mesh pivot matrix.
  14427. * Default : Identity.
  14428. * @returns the matrix
  14429. */
  14430. getPivotMatrix(): Matrix;
  14431. /**
  14432. * Instantiate (when possible) or clone that node with its hierarchy
  14433. * @param newParent defines the new parent to use for the instance (or clone)
  14434. * @param options defines options to configure how copy is done
  14435. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14436. * @returns an instance (or a clone) of the current node with its hiearchy
  14437. */
  14438. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14439. doNotInstantiate: boolean;
  14440. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14441. /**
  14442. * Prevents the World matrix to be computed any longer
  14443. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14444. * @returns the TransformNode.
  14445. */
  14446. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14447. /**
  14448. * Allows back the World matrix computation.
  14449. * @returns the TransformNode.
  14450. */
  14451. unfreezeWorldMatrix(): this;
  14452. /**
  14453. * True if the World matrix has been frozen.
  14454. */
  14455. readonly isWorldMatrixFrozen: boolean;
  14456. /**
  14457. * Retuns the mesh absolute position in the World.
  14458. * @returns a Vector3.
  14459. */
  14460. getAbsolutePosition(): Vector3;
  14461. /**
  14462. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14463. * @param absolutePosition the absolute position to set
  14464. * @returns the TransformNode.
  14465. */
  14466. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14467. /**
  14468. * Sets the mesh position in its local space.
  14469. * @param vector3 the position to set in localspace
  14470. * @returns the TransformNode.
  14471. */
  14472. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14473. /**
  14474. * Returns the mesh position in the local space from the current World matrix values.
  14475. * @returns a new Vector3.
  14476. */
  14477. getPositionExpressedInLocalSpace(): Vector3;
  14478. /**
  14479. * Translates the mesh along the passed Vector3 in its local space.
  14480. * @param vector3 the distance to translate in localspace
  14481. * @returns the TransformNode.
  14482. */
  14483. locallyTranslate(vector3: Vector3): TransformNode;
  14484. private static _lookAtVectorCache;
  14485. /**
  14486. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14487. * @param targetPoint the position (must be in same space as current mesh) to look at
  14488. * @param yawCor optional yaw (y-axis) correction in radians
  14489. * @param pitchCor optional pitch (x-axis) correction in radians
  14490. * @param rollCor optional roll (z-axis) correction in radians
  14491. * @param space the choosen space of the target
  14492. * @returns the TransformNode.
  14493. */
  14494. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14495. /**
  14496. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14497. * This Vector3 is expressed in the World space.
  14498. * @param localAxis axis to rotate
  14499. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14500. */
  14501. getDirection(localAxis: Vector3): Vector3;
  14502. /**
  14503. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14504. * localAxis is expressed in the mesh local space.
  14505. * result is computed in the Wordl space from the mesh World matrix.
  14506. * @param localAxis axis to rotate
  14507. * @param result the resulting transformnode
  14508. * @returns this TransformNode.
  14509. */
  14510. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14511. /**
  14512. * Sets this transform node rotation to the given local axis.
  14513. * @param localAxis the axis in local space
  14514. * @param yawCor optional yaw (y-axis) correction in radians
  14515. * @param pitchCor optional pitch (x-axis) correction in radians
  14516. * @param rollCor optional roll (z-axis) correction in radians
  14517. * @returns this TransformNode
  14518. */
  14519. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14520. /**
  14521. * Sets a new pivot point to the current node
  14522. * @param point defines the new pivot point to use
  14523. * @param space defines if the point is in world or local space (local by default)
  14524. * @returns the current TransformNode
  14525. */
  14526. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14527. /**
  14528. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14529. * @returns the pivot point
  14530. */
  14531. getPivotPoint(): Vector3;
  14532. /**
  14533. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14534. * @param result the vector3 to store the result
  14535. * @returns this TransformNode.
  14536. */
  14537. getPivotPointToRef(result: Vector3): TransformNode;
  14538. /**
  14539. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14540. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14541. */
  14542. getAbsolutePivotPoint(): Vector3;
  14543. /**
  14544. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14545. * @param result vector3 to store the result
  14546. * @returns this TransformNode.
  14547. */
  14548. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14549. /**
  14550. * Defines the passed node as the parent of the current node.
  14551. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14552. * @see https://doc.babylonjs.com/how_to/parenting
  14553. * @param node the node ot set as the parent
  14554. * @returns this TransformNode.
  14555. */
  14556. setParent(node: Nullable<Node>): TransformNode;
  14557. private _nonUniformScaling;
  14558. /**
  14559. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14560. */
  14561. readonly nonUniformScaling: boolean;
  14562. /** @hidden */
  14563. _updateNonUniformScalingState(value: boolean): boolean;
  14564. /**
  14565. * Attach the current TransformNode to another TransformNode associated with a bone
  14566. * @param bone Bone affecting the TransformNode
  14567. * @param affectedTransformNode TransformNode associated with the bone
  14568. * @returns this object
  14569. */
  14570. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14571. /**
  14572. * Detach the transform node if its associated with a bone
  14573. * @returns this object
  14574. */
  14575. detachFromBone(): TransformNode;
  14576. private static _rotationAxisCache;
  14577. /**
  14578. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14579. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14580. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14581. * The passed axis is also normalized.
  14582. * @param axis the axis to rotate around
  14583. * @param amount the amount to rotate in radians
  14584. * @param space Space to rotate in (Default: local)
  14585. * @returns the TransformNode.
  14586. */
  14587. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14588. /**
  14589. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14590. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14591. * The passed axis is also normalized. .
  14592. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14593. * @param point the point to rotate around
  14594. * @param axis the axis to rotate around
  14595. * @param amount the amount to rotate in radians
  14596. * @returns the TransformNode
  14597. */
  14598. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14599. /**
  14600. * Translates the mesh along the axis vector for the passed distance in the given space.
  14601. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14602. * @param axis the axis to translate in
  14603. * @param distance the distance to translate
  14604. * @param space Space to rotate in (Default: local)
  14605. * @returns the TransformNode.
  14606. */
  14607. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14608. /**
  14609. * Adds a rotation step to the mesh current rotation.
  14610. * x, y, z are Euler angles expressed in radians.
  14611. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14612. * This means this rotation is made in the mesh local space only.
  14613. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14614. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14615. * ```javascript
  14616. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14617. * ```
  14618. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14619. * 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.
  14620. * @param x Rotation to add
  14621. * @param y Rotation to add
  14622. * @param z Rotation to add
  14623. * @returns the TransformNode.
  14624. */
  14625. addRotation(x: number, y: number, z: number): TransformNode;
  14626. /**
  14627. * @hidden
  14628. */
  14629. protected _getEffectiveParent(): Nullable<Node>;
  14630. /**
  14631. * Computes the world matrix of the node
  14632. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14633. * @returns the world matrix
  14634. */
  14635. computeWorldMatrix(force?: boolean): Matrix;
  14636. protected _afterComputeWorldMatrix(): void;
  14637. /**
  14638. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14639. * @param func callback function to add
  14640. *
  14641. * @returns the TransformNode.
  14642. */
  14643. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14644. /**
  14645. * Removes a registered callback function.
  14646. * @param func callback function to remove
  14647. * @returns the TransformNode.
  14648. */
  14649. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14650. /**
  14651. * Gets the position of the current mesh in camera space
  14652. * @param camera defines the camera to use
  14653. * @returns a position
  14654. */
  14655. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14656. /**
  14657. * Returns the distance from the mesh to the active camera
  14658. * @param camera defines the camera to use
  14659. * @returns the distance
  14660. */
  14661. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14662. /**
  14663. * Clone the current transform node
  14664. * @param name Name of the new clone
  14665. * @param newParent New parent for the clone
  14666. * @param doNotCloneChildren Do not clone children hierarchy
  14667. * @returns the new transform node
  14668. */
  14669. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14670. /**
  14671. * Serializes the objects information.
  14672. * @param currentSerializationObject defines the object to serialize in
  14673. * @returns the serialized object
  14674. */
  14675. serialize(currentSerializationObject?: any): any;
  14676. /**
  14677. * Returns a new TransformNode object parsed from the source provided.
  14678. * @param parsedTransformNode is the source.
  14679. * @param scene the scne the object belongs to
  14680. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14681. * @returns a new TransformNode object parsed from the source provided.
  14682. */
  14683. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14684. /**
  14685. * Get all child-transformNodes of this node
  14686. * @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
  14687. * @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
  14688. * @returns an array of TransformNode
  14689. */
  14690. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14691. /**
  14692. * Releases resources associated with this transform node.
  14693. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14694. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14695. */
  14696. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14697. /**
  14698. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14699. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14700. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14701. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14702. * @returns the current mesh
  14703. */
  14704. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14705. private _syncAbsoluteScalingAndRotation;
  14706. }
  14707. }
  14708. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14709. import { Observable } from "babylonjs/Misc/observable";
  14710. import { Nullable } from "babylonjs/types";
  14711. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14712. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14713. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14714. import { Ray } from "babylonjs/Culling/ray";
  14715. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14716. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14717. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14718. /**
  14719. * Defines the types of pose enabled controllers that are supported
  14720. */
  14721. export enum PoseEnabledControllerType {
  14722. /**
  14723. * HTC Vive
  14724. */
  14725. VIVE = 0,
  14726. /**
  14727. * Oculus Rift
  14728. */
  14729. OCULUS = 1,
  14730. /**
  14731. * Windows mixed reality
  14732. */
  14733. WINDOWS = 2,
  14734. /**
  14735. * Samsung gear VR
  14736. */
  14737. GEAR_VR = 3,
  14738. /**
  14739. * Google Daydream
  14740. */
  14741. DAYDREAM = 4,
  14742. /**
  14743. * Generic
  14744. */
  14745. GENERIC = 5
  14746. }
  14747. /**
  14748. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14749. */
  14750. export interface MutableGamepadButton {
  14751. /**
  14752. * Value of the button/trigger
  14753. */
  14754. value: number;
  14755. /**
  14756. * If the button/trigger is currently touched
  14757. */
  14758. touched: boolean;
  14759. /**
  14760. * If the button/trigger is currently pressed
  14761. */
  14762. pressed: boolean;
  14763. }
  14764. /**
  14765. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14766. * @hidden
  14767. */
  14768. export interface ExtendedGamepadButton extends GamepadButton {
  14769. /**
  14770. * If the button/trigger is currently pressed
  14771. */
  14772. readonly pressed: boolean;
  14773. /**
  14774. * If the button/trigger is currently touched
  14775. */
  14776. readonly touched: boolean;
  14777. /**
  14778. * Value of the button/trigger
  14779. */
  14780. readonly value: number;
  14781. }
  14782. /** @hidden */
  14783. export interface _GamePadFactory {
  14784. /**
  14785. * Returns wether or not the current gamepad can be created for this type of controller.
  14786. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14787. * @returns true if it can be created, otherwise false
  14788. */
  14789. canCreate(gamepadInfo: any): boolean;
  14790. /**
  14791. * Creates a new instance of the Gamepad.
  14792. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14793. * @returns the new gamepad instance
  14794. */
  14795. create(gamepadInfo: any): Gamepad;
  14796. }
  14797. /**
  14798. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14799. */
  14800. export class PoseEnabledControllerHelper {
  14801. /** @hidden */
  14802. static _ControllerFactories: _GamePadFactory[];
  14803. /** @hidden */
  14804. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14805. /**
  14806. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14807. * @param vrGamepad the gamepad to initialized
  14808. * @returns a vr controller of the type the gamepad identified as
  14809. */
  14810. static InitiateController(vrGamepad: any): Gamepad;
  14811. }
  14812. /**
  14813. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14814. */
  14815. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14816. /**
  14817. * If the controller is used in a webXR session
  14818. */
  14819. isXR: boolean;
  14820. private _deviceRoomPosition;
  14821. private _deviceRoomRotationQuaternion;
  14822. /**
  14823. * The device position in babylon space
  14824. */
  14825. devicePosition: Vector3;
  14826. /**
  14827. * The device rotation in babylon space
  14828. */
  14829. deviceRotationQuaternion: Quaternion;
  14830. /**
  14831. * The scale factor of the device in babylon space
  14832. */
  14833. deviceScaleFactor: number;
  14834. /**
  14835. * (Likely devicePosition should be used instead) The device position in its room space
  14836. */
  14837. position: Vector3;
  14838. /**
  14839. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14840. */
  14841. rotationQuaternion: Quaternion;
  14842. /**
  14843. * The type of controller (Eg. Windows mixed reality)
  14844. */
  14845. controllerType: PoseEnabledControllerType;
  14846. protected _calculatedPosition: Vector3;
  14847. private _calculatedRotation;
  14848. /**
  14849. * The raw pose from the device
  14850. */
  14851. rawPose: DevicePose;
  14852. private _trackPosition;
  14853. private _maxRotationDistFromHeadset;
  14854. private _draggedRoomRotation;
  14855. /**
  14856. * @hidden
  14857. */
  14858. _disableTrackPosition(fixedPosition: Vector3): void;
  14859. /**
  14860. * Internal, the mesh attached to the controller
  14861. * @hidden
  14862. */
  14863. _mesh: Nullable<AbstractMesh>;
  14864. private _poseControlledCamera;
  14865. private _leftHandSystemQuaternion;
  14866. /**
  14867. * Internal, matrix used to convert room space to babylon space
  14868. * @hidden
  14869. */
  14870. _deviceToWorld: Matrix;
  14871. /**
  14872. * Node to be used when casting a ray from the controller
  14873. * @hidden
  14874. */
  14875. _pointingPoseNode: Nullable<TransformNode>;
  14876. /**
  14877. * Name of the child mesh that can be used to cast a ray from the controller
  14878. */
  14879. static readonly POINTING_POSE: string;
  14880. /**
  14881. * Creates a new PoseEnabledController from a gamepad
  14882. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14883. */
  14884. constructor(browserGamepad: any);
  14885. private _workingMatrix;
  14886. /**
  14887. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14888. */
  14889. update(): void;
  14890. /**
  14891. * Updates only the pose device and mesh without doing any button event checking
  14892. */
  14893. protected _updatePoseAndMesh(): void;
  14894. /**
  14895. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14896. * @param poseData raw pose fromthe device
  14897. */
  14898. updateFromDevice(poseData: DevicePose): void;
  14899. /**
  14900. * @hidden
  14901. */
  14902. _meshAttachedObservable: Observable<AbstractMesh>;
  14903. /**
  14904. * Attaches a mesh to the controller
  14905. * @param mesh the mesh to be attached
  14906. */
  14907. attachToMesh(mesh: AbstractMesh): void;
  14908. /**
  14909. * Attaches the controllers mesh to a camera
  14910. * @param camera the camera the mesh should be attached to
  14911. */
  14912. attachToPoseControlledCamera(camera: TargetCamera): void;
  14913. /**
  14914. * Disposes of the controller
  14915. */
  14916. dispose(): void;
  14917. /**
  14918. * The mesh that is attached to the controller
  14919. */
  14920. readonly mesh: Nullable<AbstractMesh>;
  14921. /**
  14922. * Gets the ray of the controller in the direction the controller is pointing
  14923. * @param length the length the resulting ray should be
  14924. * @returns a ray in the direction the controller is pointing
  14925. */
  14926. getForwardRay(length?: number): Ray;
  14927. }
  14928. }
  14929. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14930. import { Observable } from "babylonjs/Misc/observable";
  14931. import { Scene } from "babylonjs/scene";
  14932. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14933. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14934. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14935. import { Nullable } from "babylonjs/types";
  14936. /**
  14937. * Defines the WebVRController object that represents controllers tracked in 3D space
  14938. */
  14939. export abstract class WebVRController extends PoseEnabledController {
  14940. /**
  14941. * Internal, the default controller model for the controller
  14942. */
  14943. protected _defaultModel: Nullable<AbstractMesh>;
  14944. /**
  14945. * Fired when the trigger state has changed
  14946. */
  14947. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14948. /**
  14949. * Fired when the main button state has changed
  14950. */
  14951. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14952. /**
  14953. * Fired when the secondary button state has changed
  14954. */
  14955. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14956. /**
  14957. * Fired when the pad state has changed
  14958. */
  14959. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14960. /**
  14961. * Fired when controllers stick values have changed
  14962. */
  14963. onPadValuesChangedObservable: Observable<StickValues>;
  14964. /**
  14965. * Array of button availible on the controller
  14966. */
  14967. protected _buttons: Array<MutableGamepadButton>;
  14968. private _onButtonStateChange;
  14969. /**
  14970. * Fired when a controller button's state has changed
  14971. * @param callback the callback containing the button that was modified
  14972. */
  14973. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14974. /**
  14975. * X and Y axis corresponding to the controllers joystick
  14976. */
  14977. pad: StickValues;
  14978. /**
  14979. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14980. */
  14981. hand: string;
  14982. /**
  14983. * The default controller model for the controller
  14984. */
  14985. readonly defaultModel: Nullable<AbstractMesh>;
  14986. /**
  14987. * Creates a new WebVRController from a gamepad
  14988. * @param vrGamepad the gamepad that the WebVRController should be created from
  14989. */
  14990. constructor(vrGamepad: any);
  14991. /**
  14992. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14993. */
  14994. update(): void;
  14995. /**
  14996. * Function to be called when a button is modified
  14997. */
  14998. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14999. /**
  15000. * Loads a mesh and attaches it to the controller
  15001. * @param scene the scene the mesh should be added to
  15002. * @param meshLoaded callback for when the mesh has been loaded
  15003. */
  15004. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  15005. private _setButtonValue;
  15006. private _changes;
  15007. private _checkChanges;
  15008. /**
  15009. * Disposes of th webVRCOntroller
  15010. */
  15011. dispose(): void;
  15012. }
  15013. }
  15014. declare module "babylonjs/Lights/hemisphericLight" {
  15015. import { Nullable } from "babylonjs/types";
  15016. import { Scene } from "babylonjs/scene";
  15017. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15018. import { Color3 } from "babylonjs/Maths/math.color";
  15019. import { Effect } from "babylonjs/Materials/effect";
  15020. import { Light } from "babylonjs/Lights/light";
  15021. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  15022. /**
  15023. * The HemisphericLight simulates the ambient environment light,
  15024. * so the passed direction is the light reflection direction, not the incoming direction.
  15025. */
  15026. export class HemisphericLight extends Light {
  15027. /**
  15028. * The groundColor is the light in the opposite direction to the one specified during creation.
  15029. * 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.
  15030. */
  15031. groundColor: Color3;
  15032. /**
  15033. * The light reflection direction, not the incoming direction.
  15034. */
  15035. direction: Vector3;
  15036. /**
  15037. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  15038. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  15039. * The HemisphericLight can't cast shadows.
  15040. * Documentation : https://doc.babylonjs.com/babylon101/lights
  15041. * @param name The friendly name of the light
  15042. * @param direction The direction of the light reflection
  15043. * @param scene The scene the light belongs to
  15044. */
  15045. constructor(name: string, direction: Vector3, scene: Scene);
  15046. protected _buildUniformLayout(): void;
  15047. /**
  15048. * Returns the string "HemisphericLight".
  15049. * @return The class name
  15050. */
  15051. getClassName(): string;
  15052. /**
  15053. * Sets the HemisphericLight direction towards the passed target (Vector3).
  15054. * Returns the updated direction.
  15055. * @param target The target the direction should point to
  15056. * @return The computed direction
  15057. */
  15058. setDirectionToTarget(target: Vector3): Vector3;
  15059. /**
  15060. * Returns the shadow generator associated to the light.
  15061. * @returns Always null for hemispheric lights because it does not support shadows.
  15062. */
  15063. getShadowGenerator(): Nullable<IShadowGenerator>;
  15064. /**
  15065. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  15066. * @param effect The effect to update
  15067. * @param lightIndex The index of the light in the effect to update
  15068. * @returns The hemispheric light
  15069. */
  15070. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  15071. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  15072. /**
  15073. * Computes the world matrix of the node
  15074. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  15075. * @param useWasUpdatedFlag defines a reserved property
  15076. * @returns the world matrix
  15077. */
  15078. computeWorldMatrix(): Matrix;
  15079. /**
  15080. * Returns the integer 3.
  15081. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  15082. */
  15083. getTypeID(): number;
  15084. /**
  15085. * Prepares the list of defines specific to the light type.
  15086. * @param defines the list of defines
  15087. * @param lightIndex defines the index of the light for the effect
  15088. */
  15089. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  15090. }
  15091. }
  15092. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  15093. /** @hidden */
  15094. export var vrMultiviewToSingleviewPixelShader: {
  15095. name: string;
  15096. shader: string;
  15097. };
  15098. }
  15099. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  15100. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15101. import { Scene } from "babylonjs/scene";
  15102. /**
  15103. * Renders to multiple views with a single draw call
  15104. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  15105. */
  15106. export class MultiviewRenderTarget extends RenderTargetTexture {
  15107. /**
  15108. * Creates a multiview render target
  15109. * @param scene scene used with the render target
  15110. * @param size the size of the render target (used for each view)
  15111. */
  15112. constructor(scene: Scene, size?: number | {
  15113. width: number;
  15114. height: number;
  15115. } | {
  15116. ratio: number;
  15117. });
  15118. /**
  15119. * @hidden
  15120. * @param faceIndex the face index, if its a cube texture
  15121. */
  15122. _bindFrameBuffer(faceIndex?: number): void;
  15123. /**
  15124. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  15125. * @returns the view count
  15126. */
  15127. getViewCount(): number;
  15128. }
  15129. }
  15130. declare module "babylonjs/Maths/math.frustum" {
  15131. import { Matrix } from "babylonjs/Maths/math.vector";
  15132. import { DeepImmutable } from "babylonjs/types";
  15133. import { Plane } from "babylonjs/Maths/math.plane";
  15134. /**
  15135. * Represents a camera frustum
  15136. */
  15137. export class Frustum {
  15138. /**
  15139. * Gets the planes representing the frustum
  15140. * @param transform matrix to be applied to the returned planes
  15141. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15142. */
  15143. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15144. /**
  15145. * Gets the near frustum plane transformed by the transform matrix
  15146. * @param transform transformation matrix to be applied to the resulting frustum plane
  15147. * @param frustumPlane the resuling frustum plane
  15148. */
  15149. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15150. /**
  15151. * Gets the far frustum plane transformed by the transform matrix
  15152. * @param transform transformation matrix to be applied to the resulting frustum plane
  15153. * @param frustumPlane the resuling frustum plane
  15154. */
  15155. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15156. /**
  15157. * Gets the left frustum plane transformed by the transform matrix
  15158. * @param transform transformation matrix to be applied to the resulting frustum plane
  15159. * @param frustumPlane the resuling frustum plane
  15160. */
  15161. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15162. /**
  15163. * Gets the right frustum plane transformed by the transform matrix
  15164. * @param transform transformation matrix to be applied to the resulting frustum plane
  15165. * @param frustumPlane the resuling frustum plane
  15166. */
  15167. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15168. /**
  15169. * Gets the top frustum plane transformed by the transform matrix
  15170. * @param transform transformation matrix to be applied to the resulting frustum plane
  15171. * @param frustumPlane the resuling frustum plane
  15172. */
  15173. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15174. /**
  15175. * Gets the bottom frustum plane transformed by the transform matrix
  15176. * @param transform transformation matrix to be applied to the resulting frustum plane
  15177. * @param frustumPlane the resuling frustum plane
  15178. */
  15179. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15180. /**
  15181. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15182. * @param transform transformation matrix to be applied to the resulting frustum planes
  15183. * @param frustumPlanes the resuling frustum planes
  15184. */
  15185. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15186. }
  15187. }
  15188. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15189. import { Camera } from "babylonjs/Cameras/camera";
  15190. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15191. import { Nullable } from "babylonjs/types";
  15192. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15193. import { Matrix } from "babylonjs/Maths/math.vector";
  15194. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15195. module "babylonjs/Engines/engine" {
  15196. interface Engine {
  15197. /**
  15198. * Creates a new multiview render target
  15199. * @param width defines the width of the texture
  15200. * @param height defines the height of the texture
  15201. * @returns the created multiview texture
  15202. */
  15203. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15204. /**
  15205. * Binds a multiview framebuffer to be drawn to
  15206. * @param multiviewTexture texture to bind
  15207. */
  15208. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15209. }
  15210. }
  15211. module "babylonjs/Cameras/camera" {
  15212. interface Camera {
  15213. /**
  15214. * @hidden
  15215. * 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)
  15216. */
  15217. _useMultiviewToSingleView: boolean;
  15218. /**
  15219. * @hidden
  15220. * 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)
  15221. */
  15222. _multiviewTexture: Nullable<RenderTargetTexture>;
  15223. /**
  15224. * @hidden
  15225. * ensures the multiview texture of the camera exists and has the specified width/height
  15226. * @param width height to set on the multiview texture
  15227. * @param height width to set on the multiview texture
  15228. */
  15229. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15230. }
  15231. }
  15232. module "babylonjs/scene" {
  15233. interface Scene {
  15234. /** @hidden */
  15235. _transformMatrixR: Matrix;
  15236. /** @hidden */
  15237. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15238. /** @hidden */
  15239. _createMultiviewUbo(): void;
  15240. /** @hidden */
  15241. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15242. /** @hidden */
  15243. _renderMultiviewToSingleView(camera: Camera): void;
  15244. }
  15245. }
  15246. }
  15247. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15248. import { Camera } from "babylonjs/Cameras/camera";
  15249. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15250. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15251. import "babylonjs/Engines/Extensions/engine.multiview";
  15252. /**
  15253. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15254. * This will not be used for webXR as it supports displaying texture arrays directly
  15255. */
  15256. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15257. /**
  15258. * Initializes a VRMultiviewToSingleview
  15259. * @param name name of the post process
  15260. * @param camera camera to be applied to
  15261. * @param scaleFactor scaling factor to the size of the output texture
  15262. */
  15263. constructor(name: string, camera: Camera, scaleFactor: number);
  15264. }
  15265. }
  15266. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15267. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15268. import { Nullable } from "babylonjs/types";
  15269. import { Size } from "babylonjs/Maths/math.size";
  15270. import { Observable } from "babylonjs/Misc/observable";
  15271. import { WebVROptions } from "babylonjs/Cameras/VR/webVRCamera";
  15272. /**
  15273. * Interface used to define additional presentation attributes
  15274. */
  15275. export interface IVRPresentationAttributes {
  15276. /**
  15277. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15278. */
  15279. highRefreshRate: boolean;
  15280. /**
  15281. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15282. */
  15283. foveationLevel: number;
  15284. }
  15285. module "babylonjs/Engines/engine" {
  15286. interface Engine {
  15287. /** @hidden */
  15288. _vrDisplay: any;
  15289. /** @hidden */
  15290. _vrSupported: boolean;
  15291. /** @hidden */
  15292. _oldSize: Size;
  15293. /** @hidden */
  15294. _oldHardwareScaleFactor: number;
  15295. /** @hidden */
  15296. _vrExclusivePointerMode: boolean;
  15297. /** @hidden */
  15298. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15299. /** @hidden */
  15300. _onVRDisplayPointerRestricted: () => void;
  15301. /** @hidden */
  15302. _onVRDisplayPointerUnrestricted: () => void;
  15303. /** @hidden */
  15304. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15305. /** @hidden */
  15306. _onVrDisplayDisconnect: Nullable<() => void>;
  15307. /** @hidden */
  15308. _onVrDisplayPresentChange: Nullable<() => void>;
  15309. /**
  15310. * Observable signaled when VR display mode changes
  15311. */
  15312. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15313. /**
  15314. * Observable signaled when VR request present is complete
  15315. */
  15316. onVRRequestPresentComplete: Observable<boolean>;
  15317. /**
  15318. * Observable signaled when VR request present starts
  15319. */
  15320. onVRRequestPresentStart: Observable<Engine>;
  15321. /**
  15322. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15323. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15324. */
  15325. isInVRExclusivePointerMode: boolean;
  15326. /**
  15327. * Gets a boolean indicating if a webVR device was detected
  15328. * @returns true if a webVR device was detected
  15329. */
  15330. isVRDevicePresent(): boolean;
  15331. /**
  15332. * Gets the current webVR device
  15333. * @returns the current webVR device (or null)
  15334. */
  15335. getVRDevice(): any;
  15336. /**
  15337. * Initializes a webVR display and starts listening to display change events
  15338. * The onVRDisplayChangedObservable will be notified upon these changes
  15339. * @returns A promise containing a VRDisplay and if vr is supported
  15340. */
  15341. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15342. /** @hidden */
  15343. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15344. /**
  15345. * Gets or sets the presentation attributes used to configure VR rendering
  15346. */
  15347. vrPresentationAttributes?: IVRPresentationAttributes;
  15348. /**
  15349. * Call this function to switch to webVR mode
  15350. * Will do nothing if webVR is not supported or if there is no webVR device
  15351. * @param options the webvr options provided to the camera. mainly used for multiview
  15352. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15353. */
  15354. enableVR(options: WebVROptions): void;
  15355. /** @hidden */
  15356. _onVRFullScreenTriggered(): void;
  15357. }
  15358. }
  15359. }
  15360. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15361. import { Nullable } from "babylonjs/types";
  15362. import { Observable } from "babylonjs/Misc/observable";
  15363. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15364. import { Scene } from "babylonjs/scene";
  15365. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15366. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15367. import { Node } from "babylonjs/node";
  15368. import { Ray } from "babylonjs/Culling/ray";
  15369. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15370. import "babylonjs/Engines/Extensions/engine.webVR";
  15371. /**
  15372. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15373. * IMPORTANT!! The data is right-hand data.
  15374. * @export
  15375. * @interface DevicePose
  15376. */
  15377. export interface DevicePose {
  15378. /**
  15379. * The position of the device, values in array are [x,y,z].
  15380. */
  15381. readonly position: Nullable<Float32Array>;
  15382. /**
  15383. * The linearVelocity of the device, values in array are [x,y,z].
  15384. */
  15385. readonly linearVelocity: Nullable<Float32Array>;
  15386. /**
  15387. * The linearAcceleration of the device, values in array are [x,y,z].
  15388. */
  15389. readonly linearAcceleration: Nullable<Float32Array>;
  15390. /**
  15391. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15392. */
  15393. readonly orientation: Nullable<Float32Array>;
  15394. /**
  15395. * The angularVelocity of the device, values in array are [x,y,z].
  15396. */
  15397. readonly angularVelocity: Nullable<Float32Array>;
  15398. /**
  15399. * The angularAcceleration of the device, values in array are [x,y,z].
  15400. */
  15401. readonly angularAcceleration: Nullable<Float32Array>;
  15402. }
  15403. /**
  15404. * Interface representing a pose controlled object in Babylon.
  15405. * A pose controlled object has both regular pose values as well as pose values
  15406. * from an external device such as a VR head mounted display
  15407. */
  15408. export interface PoseControlled {
  15409. /**
  15410. * The position of the object in babylon space.
  15411. */
  15412. position: Vector3;
  15413. /**
  15414. * The rotation quaternion of the object in babylon space.
  15415. */
  15416. rotationQuaternion: Quaternion;
  15417. /**
  15418. * The position of the device in babylon space.
  15419. */
  15420. devicePosition?: Vector3;
  15421. /**
  15422. * The rotation quaternion of the device in babylon space.
  15423. */
  15424. deviceRotationQuaternion: Quaternion;
  15425. /**
  15426. * The raw pose coming from the device.
  15427. */
  15428. rawPose: Nullable<DevicePose>;
  15429. /**
  15430. * The scale of the device to be used when translating from device space to babylon space.
  15431. */
  15432. deviceScaleFactor: number;
  15433. /**
  15434. * Updates the poseControlled values based on the input device pose.
  15435. * @param poseData the pose data to update the object with
  15436. */
  15437. updateFromDevice(poseData: DevicePose): void;
  15438. }
  15439. /**
  15440. * Set of options to customize the webVRCamera
  15441. */
  15442. export interface WebVROptions {
  15443. /**
  15444. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15445. */
  15446. trackPosition?: boolean;
  15447. /**
  15448. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15449. */
  15450. positionScale?: number;
  15451. /**
  15452. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15453. */
  15454. displayName?: string;
  15455. /**
  15456. * Should the native controller meshes be initialized. (default: true)
  15457. */
  15458. controllerMeshes?: boolean;
  15459. /**
  15460. * Creating a default HemiLight only on controllers. (default: true)
  15461. */
  15462. defaultLightingOnControllers?: boolean;
  15463. /**
  15464. * If you don't want to use the default VR button of the helper. (default: false)
  15465. */
  15466. useCustomVRButton?: boolean;
  15467. /**
  15468. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15469. */
  15470. customVRButton?: HTMLButtonElement;
  15471. /**
  15472. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15473. */
  15474. rayLength?: number;
  15475. /**
  15476. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15477. */
  15478. defaultHeight?: number;
  15479. /**
  15480. * If multiview should be used if availible (default: false)
  15481. */
  15482. useMultiview?: boolean;
  15483. }
  15484. /**
  15485. * This represents a WebVR camera.
  15486. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15487. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15488. */
  15489. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15490. private webVROptions;
  15491. /**
  15492. * @hidden
  15493. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15494. */
  15495. _vrDevice: any;
  15496. /**
  15497. * The rawPose of the vrDevice.
  15498. */
  15499. rawPose: Nullable<DevicePose>;
  15500. private _onVREnabled;
  15501. private _specsVersion;
  15502. private _attached;
  15503. private _frameData;
  15504. protected _descendants: Array<Node>;
  15505. private _deviceRoomPosition;
  15506. /** @hidden */
  15507. _deviceRoomRotationQuaternion: Quaternion;
  15508. private _standingMatrix;
  15509. /**
  15510. * Represents device position in babylon space.
  15511. */
  15512. devicePosition: Vector3;
  15513. /**
  15514. * Represents device rotation in babylon space.
  15515. */
  15516. deviceRotationQuaternion: Quaternion;
  15517. /**
  15518. * The scale of the device to be used when translating from device space to babylon space.
  15519. */
  15520. deviceScaleFactor: number;
  15521. private _deviceToWorld;
  15522. private _worldToDevice;
  15523. /**
  15524. * References to the webVR controllers for the vrDevice.
  15525. */
  15526. controllers: Array<WebVRController>;
  15527. /**
  15528. * Emits an event when a controller is attached.
  15529. */
  15530. onControllersAttachedObservable: Observable<WebVRController[]>;
  15531. /**
  15532. * Emits an event when a controller's mesh has been loaded;
  15533. */
  15534. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15535. /**
  15536. * Emits an event when the HMD's pose has been updated.
  15537. */
  15538. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15539. private _poseSet;
  15540. /**
  15541. * If the rig cameras be used as parent instead of this camera.
  15542. */
  15543. rigParenting: boolean;
  15544. private _lightOnControllers;
  15545. private _defaultHeight?;
  15546. /**
  15547. * Instantiates a WebVRFreeCamera.
  15548. * @param name The name of the WebVRFreeCamera
  15549. * @param position The starting anchor position for the camera
  15550. * @param scene The scene the camera belongs to
  15551. * @param webVROptions a set of customizable options for the webVRCamera
  15552. */
  15553. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15554. /**
  15555. * Gets the device distance from the ground in meters.
  15556. * @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.
  15557. */
  15558. deviceDistanceToRoomGround(): number;
  15559. /**
  15560. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15561. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15562. */
  15563. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15564. /**
  15565. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15566. * @returns A promise with a boolean set to if the standing matrix is supported.
  15567. */
  15568. useStandingMatrixAsync(): Promise<boolean>;
  15569. /**
  15570. * Disposes the camera
  15571. */
  15572. dispose(): void;
  15573. /**
  15574. * Gets a vrController by name.
  15575. * @param name The name of the controller to retreive
  15576. * @returns the controller matching the name specified or null if not found
  15577. */
  15578. getControllerByName(name: string): Nullable<WebVRController>;
  15579. private _leftController;
  15580. /**
  15581. * The controller corresponding to the users left hand.
  15582. */
  15583. readonly leftController: Nullable<WebVRController>;
  15584. private _rightController;
  15585. /**
  15586. * The controller corresponding to the users right hand.
  15587. */
  15588. readonly rightController: Nullable<WebVRController>;
  15589. /**
  15590. * Casts a ray forward from the vrCamera's gaze.
  15591. * @param length Length of the ray (default: 100)
  15592. * @returns the ray corresponding to the gaze
  15593. */
  15594. getForwardRay(length?: number): Ray;
  15595. /**
  15596. * @hidden
  15597. * Updates the camera based on device's frame data
  15598. */
  15599. _checkInputs(): void;
  15600. /**
  15601. * Updates the poseControlled values based on the input device pose.
  15602. * @param poseData Pose coming from the device
  15603. */
  15604. updateFromDevice(poseData: DevicePose): void;
  15605. private _htmlElementAttached;
  15606. private _detachIfAttached;
  15607. /**
  15608. * WebVR's attach control will start broadcasting frames to the device.
  15609. * Note that in certain browsers (chrome for example) this function must be called
  15610. * within a user-interaction callback. Example:
  15611. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15612. *
  15613. * @param element html element to attach the vrDevice to
  15614. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15615. */
  15616. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15617. /**
  15618. * Detaches the camera from the html element and disables VR
  15619. *
  15620. * @param element html element to detach from
  15621. */
  15622. detachControl(element: HTMLElement): void;
  15623. /**
  15624. * @returns the name of this class
  15625. */
  15626. getClassName(): string;
  15627. /**
  15628. * Calls resetPose on the vrDisplay
  15629. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15630. */
  15631. resetToCurrentRotation(): void;
  15632. /**
  15633. * @hidden
  15634. * Updates the rig cameras (left and right eye)
  15635. */
  15636. _updateRigCameras(): void;
  15637. private _workingVector;
  15638. private _oneVector;
  15639. private _workingMatrix;
  15640. private updateCacheCalled;
  15641. private _correctPositionIfNotTrackPosition;
  15642. /**
  15643. * @hidden
  15644. * Updates the cached values of the camera
  15645. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15646. */
  15647. _updateCache(ignoreParentClass?: boolean): void;
  15648. /**
  15649. * @hidden
  15650. * Get current device position in babylon world
  15651. */
  15652. _computeDevicePosition(): void;
  15653. /**
  15654. * Updates the current device position and rotation in the babylon world
  15655. */
  15656. update(): void;
  15657. /**
  15658. * @hidden
  15659. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15660. * @returns an identity matrix
  15661. */
  15662. _getViewMatrix(): Matrix;
  15663. private _tmpMatrix;
  15664. /**
  15665. * This function is called by the two RIG cameras.
  15666. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15667. * @hidden
  15668. */
  15669. _getWebVRViewMatrix(): Matrix;
  15670. /** @hidden */
  15671. _getWebVRProjectionMatrix(): Matrix;
  15672. private _onGamepadConnectedObserver;
  15673. private _onGamepadDisconnectedObserver;
  15674. private _updateCacheWhenTrackingDisabledObserver;
  15675. /**
  15676. * Initializes the controllers and their meshes
  15677. */
  15678. initControllers(): void;
  15679. }
  15680. }
  15681. declare module "babylonjs/PostProcesses/postProcess" {
  15682. import { Nullable } from "babylonjs/types";
  15683. import { SmartArray } from "babylonjs/Misc/smartArray";
  15684. import { Observable } from "babylonjs/Misc/observable";
  15685. import { Vector2 } from "babylonjs/Maths/math.vector";
  15686. import { Camera } from "babylonjs/Cameras/camera";
  15687. import { Effect } from "babylonjs/Materials/effect";
  15688. import "babylonjs/Shaders/postprocess.vertex";
  15689. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15690. import { Engine } from "babylonjs/Engines/engine";
  15691. import { Color4 } from "babylonjs/Maths/math.color";
  15692. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15693. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15694. /**
  15695. * Size options for a post process
  15696. */
  15697. export type PostProcessOptions = {
  15698. width: number;
  15699. height: number;
  15700. };
  15701. /**
  15702. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15703. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15704. */
  15705. export class PostProcess {
  15706. /** Name of the PostProcess. */
  15707. name: string;
  15708. /**
  15709. * Gets or sets the unique id of the post process
  15710. */
  15711. uniqueId: number;
  15712. /**
  15713. * Width of the texture to apply the post process on
  15714. */
  15715. width: number;
  15716. /**
  15717. * Height of the texture to apply the post process on
  15718. */
  15719. height: number;
  15720. /**
  15721. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15722. * @hidden
  15723. */
  15724. _outputTexture: Nullable<InternalTexture>;
  15725. /**
  15726. * Sampling mode used by the shader
  15727. * See https://doc.babylonjs.com/classes/3.1/texture
  15728. */
  15729. renderTargetSamplingMode: number;
  15730. /**
  15731. * Clear color to use when screen clearing
  15732. */
  15733. clearColor: Color4;
  15734. /**
  15735. * If the buffer needs to be cleared before applying the post process. (default: true)
  15736. * Should be set to false if shader will overwrite all previous pixels.
  15737. */
  15738. autoClear: boolean;
  15739. /**
  15740. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15741. */
  15742. alphaMode: number;
  15743. /**
  15744. * Sets the setAlphaBlendConstants of the babylon engine
  15745. */
  15746. alphaConstants: Color4;
  15747. /**
  15748. * Animations to be used for the post processing
  15749. */
  15750. animations: import("babylonjs/Animations/animation").Animation[];
  15751. /**
  15752. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15753. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15754. */
  15755. enablePixelPerfectMode: boolean;
  15756. /**
  15757. * Force the postprocess to be applied without taking in account viewport
  15758. */
  15759. forceFullscreenViewport: boolean;
  15760. /**
  15761. * List of inspectable custom properties (used by the Inspector)
  15762. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15763. */
  15764. inspectableCustomProperties: IInspectable[];
  15765. /**
  15766. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15767. *
  15768. * | Value | Type | Description |
  15769. * | ----- | ----------------------------------- | ----------- |
  15770. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15771. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15772. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15773. *
  15774. */
  15775. scaleMode: number;
  15776. /**
  15777. * Force textures to be a power of two (default: false)
  15778. */
  15779. alwaysForcePOT: boolean;
  15780. private _samples;
  15781. /**
  15782. * Number of sample textures (default: 1)
  15783. */
  15784. samples: number;
  15785. /**
  15786. * Modify the scale of the post process to be the same as the viewport (default: false)
  15787. */
  15788. adaptScaleToCurrentViewport: boolean;
  15789. private _camera;
  15790. private _scene;
  15791. private _engine;
  15792. private _options;
  15793. private _reusable;
  15794. private _textureType;
  15795. /**
  15796. * Smart array of input and output textures for the post process.
  15797. * @hidden
  15798. */
  15799. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15800. /**
  15801. * The index in _textures that corresponds to the output texture.
  15802. * @hidden
  15803. */
  15804. _currentRenderTextureInd: number;
  15805. private _effect;
  15806. private _samplers;
  15807. private _fragmentUrl;
  15808. private _vertexUrl;
  15809. private _parameters;
  15810. private _scaleRatio;
  15811. protected _indexParameters: any;
  15812. private _shareOutputWithPostProcess;
  15813. private _texelSize;
  15814. private _forcedOutputTexture;
  15815. /**
  15816. * Returns the fragment url or shader name used in the post process.
  15817. * @returns the fragment url or name in the shader store.
  15818. */
  15819. getEffectName(): string;
  15820. /**
  15821. * An event triggered when the postprocess is activated.
  15822. */
  15823. onActivateObservable: Observable<Camera>;
  15824. private _onActivateObserver;
  15825. /**
  15826. * A function that is added to the onActivateObservable
  15827. */
  15828. onActivate: Nullable<(camera: Camera) => void>;
  15829. /**
  15830. * An event triggered when the postprocess changes its size.
  15831. */
  15832. onSizeChangedObservable: Observable<PostProcess>;
  15833. private _onSizeChangedObserver;
  15834. /**
  15835. * A function that is added to the onSizeChangedObservable
  15836. */
  15837. onSizeChanged: (postProcess: PostProcess) => void;
  15838. /**
  15839. * An event triggered when the postprocess applies its effect.
  15840. */
  15841. onApplyObservable: Observable<Effect>;
  15842. private _onApplyObserver;
  15843. /**
  15844. * A function that is added to the onApplyObservable
  15845. */
  15846. onApply: (effect: Effect) => void;
  15847. /**
  15848. * An event triggered before rendering the postprocess
  15849. */
  15850. onBeforeRenderObservable: Observable<Effect>;
  15851. private _onBeforeRenderObserver;
  15852. /**
  15853. * A function that is added to the onBeforeRenderObservable
  15854. */
  15855. onBeforeRender: (effect: Effect) => void;
  15856. /**
  15857. * An event triggered after rendering the postprocess
  15858. */
  15859. onAfterRenderObservable: Observable<Effect>;
  15860. private _onAfterRenderObserver;
  15861. /**
  15862. * A function that is added to the onAfterRenderObservable
  15863. */
  15864. onAfterRender: (efect: Effect) => void;
  15865. /**
  15866. * 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
  15867. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15868. */
  15869. inputTexture: InternalTexture;
  15870. /**
  15871. * Gets the camera which post process is applied to.
  15872. * @returns The camera the post process is applied to.
  15873. */
  15874. getCamera(): Camera;
  15875. /**
  15876. * Gets the texel size of the postprocess.
  15877. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15878. */
  15879. readonly texelSize: Vector2;
  15880. /**
  15881. * Creates a new instance PostProcess
  15882. * @param name The name of the PostProcess.
  15883. * @param fragmentUrl The url of the fragment shader to be used.
  15884. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15885. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15886. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15887. * @param camera The camera to apply the render pass to.
  15888. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15889. * @param engine The engine which the post process will be applied. (default: current engine)
  15890. * @param reusable If the post process can be reused on the same frame. (default: false)
  15891. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15892. * @param textureType Type of textures used when performing the post process. (default: 0)
  15893. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15894. * @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
  15895. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15896. */
  15897. constructor(
  15898. /** Name of the PostProcess. */
  15899. 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);
  15900. /**
  15901. * Gets a string idenfifying the name of the class
  15902. * @returns "PostProcess" string
  15903. */
  15904. getClassName(): string;
  15905. /**
  15906. * Gets the engine which this post process belongs to.
  15907. * @returns The engine the post process was enabled with.
  15908. */
  15909. getEngine(): Engine;
  15910. /**
  15911. * The effect that is created when initializing the post process.
  15912. * @returns The created effect corresponding the the postprocess.
  15913. */
  15914. getEffect(): Effect;
  15915. /**
  15916. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15917. * @param postProcess The post process to share the output with.
  15918. * @returns This post process.
  15919. */
  15920. shareOutputWith(postProcess: PostProcess): PostProcess;
  15921. /**
  15922. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15923. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15924. */
  15925. useOwnOutput(): void;
  15926. /**
  15927. * Updates the effect with the current post process compile time values and recompiles the shader.
  15928. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15929. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15930. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15931. * @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
  15932. * @param onCompiled Called when the shader has been compiled.
  15933. * @param onError Called if there is an error when compiling a shader.
  15934. */
  15935. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15936. /**
  15937. * The post process is reusable if it can be used multiple times within one frame.
  15938. * @returns If the post process is reusable
  15939. */
  15940. isReusable(): boolean;
  15941. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15942. markTextureDirty(): void;
  15943. /**
  15944. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15945. * 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.
  15946. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15947. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15948. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15949. * @returns The target texture that was bound to be written to.
  15950. */
  15951. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15952. /**
  15953. * If the post process is supported.
  15954. */
  15955. readonly isSupported: boolean;
  15956. /**
  15957. * The aspect ratio of the output texture.
  15958. */
  15959. readonly aspectRatio: number;
  15960. /**
  15961. * Get a value indicating if the post-process is ready to be used
  15962. * @returns true if the post-process is ready (shader is compiled)
  15963. */
  15964. isReady(): boolean;
  15965. /**
  15966. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15967. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15968. */
  15969. apply(): Nullable<Effect>;
  15970. private _disposeTextures;
  15971. /**
  15972. * Disposes the post process.
  15973. * @param camera The camera to dispose the post process on.
  15974. */
  15975. dispose(camera?: Camera): void;
  15976. }
  15977. }
  15978. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15979. /** @hidden */
  15980. export var kernelBlurVaryingDeclaration: {
  15981. name: string;
  15982. shader: string;
  15983. };
  15984. }
  15985. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15986. /** @hidden */
  15987. export var kernelBlurFragment: {
  15988. name: string;
  15989. shader: string;
  15990. };
  15991. }
  15992. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15993. /** @hidden */
  15994. export var kernelBlurFragment2: {
  15995. name: string;
  15996. shader: string;
  15997. };
  15998. }
  15999. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  16000. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  16001. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  16002. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  16003. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  16004. /** @hidden */
  16005. export var kernelBlurPixelShader: {
  16006. name: string;
  16007. shader: string;
  16008. };
  16009. }
  16010. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  16011. /** @hidden */
  16012. export var kernelBlurVertex: {
  16013. name: string;
  16014. shader: string;
  16015. };
  16016. }
  16017. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  16018. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  16019. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  16020. /** @hidden */
  16021. export var kernelBlurVertexShader: {
  16022. name: string;
  16023. shader: string;
  16024. };
  16025. }
  16026. declare module "babylonjs/PostProcesses/blurPostProcess" {
  16027. import { Vector2 } from "babylonjs/Maths/math.vector";
  16028. import { Nullable } from "babylonjs/types";
  16029. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  16030. import { Camera } from "babylonjs/Cameras/camera";
  16031. import { Effect } from "babylonjs/Materials/effect";
  16032. import { Engine } from "babylonjs/Engines/engine";
  16033. import "babylonjs/Shaders/kernelBlur.fragment";
  16034. import "babylonjs/Shaders/kernelBlur.vertex";
  16035. /**
  16036. * The Blur Post Process which blurs an image based on a kernel and direction.
  16037. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  16038. */
  16039. export class BlurPostProcess extends PostProcess {
  16040. /** The direction in which to blur the image. */
  16041. direction: Vector2;
  16042. private blockCompilation;
  16043. protected _kernel: number;
  16044. protected _idealKernel: number;
  16045. protected _packedFloat: boolean;
  16046. private _staticDefines;
  16047. /**
  16048. * Sets the length in pixels of the blur sample region
  16049. */
  16050. /**
  16051. * Gets the length in pixels of the blur sample region
  16052. */
  16053. kernel: number;
  16054. /**
  16055. * Sets wether or not the blur needs to unpack/repack floats
  16056. */
  16057. /**
  16058. * Gets wether or not the blur is unpacking/repacking floats
  16059. */
  16060. packedFloat: boolean;
  16061. /**
  16062. * Creates a new instance BlurPostProcess
  16063. * @param name The name of the effect.
  16064. * @param direction The direction in which to blur the image.
  16065. * @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.
  16066. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  16067. * @param camera The camera to apply the render pass to.
  16068. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  16069. * @param engine The engine which the post process will be applied. (default: current engine)
  16070. * @param reusable If the post process can be reused on the same frame. (default: false)
  16071. * @param textureType Type of textures used when performing the post process. (default: 0)
  16072. * @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)
  16073. */
  16074. constructor(name: string,
  16075. /** The direction in which to blur the image. */
  16076. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  16077. /**
  16078. * Updates the effect with the current post process compile time values and recompiles the shader.
  16079. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  16080. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  16081. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  16082. * @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
  16083. * @param onCompiled Called when the shader has been compiled.
  16084. * @param onError Called if there is an error when compiling a shader.
  16085. */
  16086. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16087. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16088. /**
  16089. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  16090. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  16091. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  16092. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  16093. * The gaps between physical kernels are compensated for in the weighting of the samples
  16094. * @param idealKernel Ideal blur kernel.
  16095. * @return Nearest best kernel.
  16096. */
  16097. protected _nearestBestKernel(idealKernel: number): number;
  16098. /**
  16099. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  16100. * @param x The point on the Gaussian distribution to sample.
  16101. * @return the value of the Gaussian function at x.
  16102. */
  16103. protected _gaussianWeight(x: number): number;
  16104. /**
  16105. * Generates a string that can be used as a floating point number in GLSL.
  16106. * @param x Value to print.
  16107. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  16108. * @return GLSL float string.
  16109. */
  16110. protected _glslFloat(x: number, decimalFigures?: number): string;
  16111. }
  16112. }
  16113. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  16114. import { Scene } from "babylonjs/scene";
  16115. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  16116. import { Plane } from "babylonjs/Maths/math.plane";
  16117. /**
  16118. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16119. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16120. * You can then easily use it as a reflectionTexture on a flat surface.
  16121. * In case the surface is not a plane, please consider relying on reflection probes.
  16122. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16123. */
  16124. export class MirrorTexture extends RenderTargetTexture {
  16125. private scene;
  16126. /**
  16127. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  16128. * 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.
  16129. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16130. */
  16131. mirrorPlane: Plane;
  16132. /**
  16133. * Define the blur ratio used to blur the reflection if needed.
  16134. */
  16135. blurRatio: number;
  16136. /**
  16137. * Define the adaptive blur kernel used to blur the reflection if needed.
  16138. * This will autocompute the closest best match for the `blurKernel`
  16139. */
  16140. adaptiveBlurKernel: number;
  16141. /**
  16142. * Define the blur kernel used to blur the reflection if needed.
  16143. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16144. */
  16145. blurKernel: number;
  16146. /**
  16147. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16148. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16149. */
  16150. blurKernelX: number;
  16151. /**
  16152. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16153. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16154. */
  16155. blurKernelY: number;
  16156. private _autoComputeBlurKernel;
  16157. protected _onRatioRescale(): void;
  16158. private _updateGammaSpace;
  16159. private _imageProcessingConfigChangeObserver;
  16160. private _transformMatrix;
  16161. private _mirrorMatrix;
  16162. private _savedViewMatrix;
  16163. private _blurX;
  16164. private _blurY;
  16165. private _adaptiveBlurKernel;
  16166. private _blurKernelX;
  16167. private _blurKernelY;
  16168. private _blurRatio;
  16169. /**
  16170. * Instantiates a Mirror Texture.
  16171. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16172. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16173. * You can then easily use it as a reflectionTexture on a flat surface.
  16174. * In case the surface is not a plane, please consider relying on reflection probes.
  16175. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16176. * @param name
  16177. * @param size
  16178. * @param scene
  16179. * @param generateMipMaps
  16180. * @param type
  16181. * @param samplingMode
  16182. * @param generateDepthBuffer
  16183. */
  16184. constructor(name: string, size: number | {
  16185. width: number;
  16186. height: number;
  16187. } | {
  16188. ratio: number;
  16189. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16190. private _preparePostProcesses;
  16191. /**
  16192. * Clone the mirror texture.
  16193. * @returns the cloned texture
  16194. */
  16195. clone(): MirrorTexture;
  16196. /**
  16197. * Serialize the texture to a JSON representation you could use in Parse later on
  16198. * @returns the serialized JSON representation
  16199. */
  16200. serialize(): any;
  16201. /**
  16202. * Dispose the texture and release its associated resources.
  16203. */
  16204. dispose(): void;
  16205. }
  16206. }
  16207. declare module "babylonjs/Materials/Textures/texture" {
  16208. import { Observable } from "babylonjs/Misc/observable";
  16209. import { Nullable } from "babylonjs/types";
  16210. import { Matrix } from "babylonjs/Maths/math.vector";
  16211. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16212. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16213. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16214. import { Scene } from "babylonjs/scene";
  16215. /**
  16216. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16217. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16218. */
  16219. export class Texture extends BaseTexture {
  16220. /**
  16221. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16222. */
  16223. static SerializeBuffers: boolean;
  16224. /** @hidden */
  16225. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16226. /** @hidden */
  16227. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16228. /** @hidden */
  16229. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16230. /** nearest is mag = nearest and min = nearest and mip = linear */
  16231. static readonly NEAREST_SAMPLINGMODE: number;
  16232. /** nearest is mag = nearest and min = nearest and mip = linear */
  16233. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16234. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16235. static readonly BILINEAR_SAMPLINGMODE: number;
  16236. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16237. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16238. /** Trilinear is mag = linear and min = linear and mip = linear */
  16239. static readonly TRILINEAR_SAMPLINGMODE: number;
  16240. /** Trilinear is mag = linear and min = linear and mip = linear */
  16241. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16242. /** mag = nearest and min = nearest and mip = nearest */
  16243. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16244. /** mag = nearest and min = linear and mip = nearest */
  16245. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16246. /** mag = nearest and min = linear and mip = linear */
  16247. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16248. /** mag = nearest and min = linear and mip = none */
  16249. static readonly NEAREST_LINEAR: number;
  16250. /** mag = nearest and min = nearest and mip = none */
  16251. static readonly NEAREST_NEAREST: number;
  16252. /** mag = linear and min = nearest and mip = nearest */
  16253. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16254. /** mag = linear and min = nearest and mip = linear */
  16255. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16256. /** mag = linear and min = linear and mip = none */
  16257. static readonly LINEAR_LINEAR: number;
  16258. /** mag = linear and min = nearest and mip = none */
  16259. static readonly LINEAR_NEAREST: number;
  16260. /** Explicit coordinates mode */
  16261. static readonly EXPLICIT_MODE: number;
  16262. /** Spherical coordinates mode */
  16263. static readonly SPHERICAL_MODE: number;
  16264. /** Planar coordinates mode */
  16265. static readonly PLANAR_MODE: number;
  16266. /** Cubic coordinates mode */
  16267. static readonly CUBIC_MODE: number;
  16268. /** Projection coordinates mode */
  16269. static readonly PROJECTION_MODE: number;
  16270. /** Inverse Cubic coordinates mode */
  16271. static readonly SKYBOX_MODE: number;
  16272. /** Inverse Cubic coordinates mode */
  16273. static readonly INVCUBIC_MODE: number;
  16274. /** Equirectangular coordinates mode */
  16275. static readonly EQUIRECTANGULAR_MODE: number;
  16276. /** Equirectangular Fixed coordinates mode */
  16277. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16278. /** Equirectangular Fixed Mirrored coordinates mode */
  16279. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16280. /** Texture is not repeating outside of 0..1 UVs */
  16281. static readonly CLAMP_ADDRESSMODE: number;
  16282. /** Texture is repeating outside of 0..1 UVs */
  16283. static readonly WRAP_ADDRESSMODE: number;
  16284. /** Texture is repeating and mirrored */
  16285. static readonly MIRROR_ADDRESSMODE: number;
  16286. /**
  16287. * 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
  16288. */
  16289. static UseSerializedUrlIfAny: boolean;
  16290. /**
  16291. * Define the url of the texture.
  16292. */
  16293. url: Nullable<string>;
  16294. /**
  16295. * Define an offset on the texture to offset the u coordinates of the UVs
  16296. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16297. */
  16298. uOffset: number;
  16299. /**
  16300. * Define an offset on the texture to offset the v coordinates of the UVs
  16301. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16302. */
  16303. vOffset: number;
  16304. /**
  16305. * Define an offset on the texture to scale the u coordinates of the UVs
  16306. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16307. */
  16308. uScale: number;
  16309. /**
  16310. * Define an offset on the texture to scale the v coordinates of the UVs
  16311. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16312. */
  16313. vScale: number;
  16314. /**
  16315. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16316. * @see http://doc.babylonjs.com/how_to/more_materials
  16317. */
  16318. uAng: number;
  16319. /**
  16320. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16321. * @see http://doc.babylonjs.com/how_to/more_materials
  16322. */
  16323. vAng: number;
  16324. /**
  16325. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16326. * @see http://doc.babylonjs.com/how_to/more_materials
  16327. */
  16328. wAng: number;
  16329. /**
  16330. * Defines the center of rotation (U)
  16331. */
  16332. uRotationCenter: number;
  16333. /**
  16334. * Defines the center of rotation (V)
  16335. */
  16336. vRotationCenter: number;
  16337. /**
  16338. * Defines the center of rotation (W)
  16339. */
  16340. wRotationCenter: number;
  16341. /**
  16342. * Are mip maps generated for this texture or not.
  16343. */
  16344. readonly noMipmap: boolean;
  16345. /**
  16346. * List of inspectable custom properties (used by the Inspector)
  16347. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16348. */
  16349. inspectableCustomProperties: Nullable<IInspectable[]>;
  16350. private _noMipmap;
  16351. /** @hidden */
  16352. _invertY: boolean;
  16353. private _rowGenerationMatrix;
  16354. private _cachedTextureMatrix;
  16355. private _projectionModeMatrix;
  16356. private _t0;
  16357. private _t1;
  16358. private _t2;
  16359. private _cachedUOffset;
  16360. private _cachedVOffset;
  16361. private _cachedUScale;
  16362. private _cachedVScale;
  16363. private _cachedUAng;
  16364. private _cachedVAng;
  16365. private _cachedWAng;
  16366. private _cachedProjectionMatrixId;
  16367. private _cachedCoordinatesMode;
  16368. /** @hidden */
  16369. protected _initialSamplingMode: number;
  16370. /** @hidden */
  16371. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16372. private _deleteBuffer;
  16373. protected _format: Nullable<number>;
  16374. private _delayedOnLoad;
  16375. private _delayedOnError;
  16376. private _mimeType?;
  16377. /**
  16378. * Observable triggered once the texture has been loaded.
  16379. */
  16380. onLoadObservable: Observable<Texture>;
  16381. protected _isBlocking: boolean;
  16382. /**
  16383. * Is the texture preventing material to render while loading.
  16384. * If false, a default texture will be used instead of the loading one during the preparation step.
  16385. */
  16386. isBlocking: boolean;
  16387. /**
  16388. * Get the current sampling mode associated with the texture.
  16389. */
  16390. readonly samplingMode: number;
  16391. /**
  16392. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16393. */
  16394. readonly invertY: boolean;
  16395. /**
  16396. * Instantiates a new texture.
  16397. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16398. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16399. * @param url defines the url of the picture to load as a texture
  16400. * @param scene defines the scene or engine the texture will belong to
  16401. * @param noMipmap defines if the texture will require mip maps or not
  16402. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16403. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16404. * @param onLoad defines a callback triggered when the texture has been loaded
  16405. * @param onError defines a callback triggered when an error occurred during the loading session
  16406. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16407. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16408. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16409. * @param mimeType defines an optional mime type information
  16410. */
  16411. 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);
  16412. /**
  16413. * Update the url (and optional buffer) of this texture if url was null during construction.
  16414. * @param url the url of the texture
  16415. * @param buffer the buffer of the texture (defaults to null)
  16416. * @param onLoad callback called when the texture is loaded (defaults to null)
  16417. */
  16418. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16419. /**
  16420. * Finish the loading sequence of a texture flagged as delayed load.
  16421. * @hidden
  16422. */
  16423. delayLoad(): void;
  16424. private _prepareRowForTextureGeneration;
  16425. /**
  16426. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16427. * @returns the transform matrix of the texture.
  16428. */
  16429. getTextureMatrix(uBase?: number): Matrix;
  16430. /**
  16431. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16432. * @returns The reflection texture transform
  16433. */
  16434. getReflectionTextureMatrix(): Matrix;
  16435. /**
  16436. * Clones the texture.
  16437. * @returns the cloned texture
  16438. */
  16439. clone(): Texture;
  16440. /**
  16441. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16442. * @returns The JSON representation of the texture
  16443. */
  16444. serialize(): any;
  16445. /**
  16446. * Get the current class name of the texture useful for serialization or dynamic coding.
  16447. * @returns "Texture"
  16448. */
  16449. getClassName(): string;
  16450. /**
  16451. * Dispose the texture and release its associated resources.
  16452. */
  16453. dispose(): void;
  16454. /**
  16455. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16456. * @param parsedTexture Define the JSON representation of the texture
  16457. * @param scene Define the scene the parsed texture should be instantiated in
  16458. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16459. * @returns The parsed texture if successful
  16460. */
  16461. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16462. /**
  16463. * Creates a texture from its base 64 representation.
  16464. * @param data Define the base64 payload without the data: prefix
  16465. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16466. * @param scene Define the scene the texture should belong to
  16467. * @param noMipmap Forces the texture to not create mip map information if true
  16468. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16469. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16470. * @param onLoad define a callback triggered when the texture has been loaded
  16471. * @param onError define a callback triggered when an error occurred during the loading session
  16472. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16473. * @returns the created texture
  16474. */
  16475. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16476. /**
  16477. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16478. * @param data Define the base64 payload without the data: prefix
  16479. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16480. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16481. * @param scene Define the scene the texture should belong to
  16482. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16483. * @param noMipmap Forces the texture to not create mip map information if true
  16484. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16485. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16486. * @param onLoad define a callback triggered when the texture has been loaded
  16487. * @param onError define a callback triggered when an error occurred during the loading session
  16488. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16489. * @returns the created texture
  16490. */
  16491. 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;
  16492. }
  16493. }
  16494. declare module "babylonjs/PostProcesses/postProcessManager" {
  16495. import { Nullable } from "babylonjs/types";
  16496. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16497. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16498. import { Scene } from "babylonjs/scene";
  16499. /**
  16500. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16501. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16502. */
  16503. export class PostProcessManager {
  16504. private _scene;
  16505. private _indexBuffer;
  16506. private _vertexBuffers;
  16507. /**
  16508. * Creates a new instance PostProcess
  16509. * @param scene The scene that the post process is associated with.
  16510. */
  16511. constructor(scene: Scene);
  16512. private _prepareBuffers;
  16513. private _buildIndexBuffer;
  16514. /**
  16515. * Rebuilds the vertex buffers of the manager.
  16516. * @hidden
  16517. */
  16518. _rebuild(): void;
  16519. /**
  16520. * Prepares a frame to be run through a post process.
  16521. * @param sourceTexture The input texture to the post procesess. (default: null)
  16522. * @param postProcesses An array of post processes to be run. (default: null)
  16523. * @returns True if the post processes were able to be run.
  16524. * @hidden
  16525. */
  16526. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16527. /**
  16528. * Manually render a set of post processes to a texture.
  16529. * @param postProcesses An array of post processes to be run.
  16530. * @param targetTexture The target texture to render to.
  16531. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16532. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16533. * @param lodLevel defines which lod of the texture to render to
  16534. */
  16535. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16536. /**
  16537. * Finalize the result of the output of the postprocesses.
  16538. * @param doNotPresent If true the result will not be displayed to the screen.
  16539. * @param targetTexture The target texture to render to.
  16540. * @param faceIndex The index of the face to bind the target texture to.
  16541. * @param postProcesses The array of post processes to render.
  16542. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16543. * @hidden
  16544. */
  16545. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16546. /**
  16547. * Disposes of the post process manager.
  16548. */
  16549. dispose(): void;
  16550. }
  16551. }
  16552. declare module "babylonjs/Misc/gradients" {
  16553. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16554. /** Interface used by value gradients (color, factor, ...) */
  16555. export interface IValueGradient {
  16556. /**
  16557. * Gets or sets the gradient value (between 0 and 1)
  16558. */
  16559. gradient: number;
  16560. }
  16561. /** Class used to store color4 gradient */
  16562. export class ColorGradient implements IValueGradient {
  16563. /**
  16564. * Gets or sets the gradient value (between 0 and 1)
  16565. */
  16566. gradient: number;
  16567. /**
  16568. * Gets or sets first associated color
  16569. */
  16570. color1: Color4;
  16571. /**
  16572. * Gets or sets second associated color
  16573. */
  16574. color2?: Color4;
  16575. /**
  16576. * Will get a color picked randomly between color1 and color2.
  16577. * If color2 is undefined then color1 will be used
  16578. * @param result defines the target Color4 to store the result in
  16579. */
  16580. getColorToRef(result: Color4): void;
  16581. }
  16582. /** Class used to store color 3 gradient */
  16583. export class Color3Gradient implements IValueGradient {
  16584. /**
  16585. * Gets or sets the gradient value (between 0 and 1)
  16586. */
  16587. gradient: number;
  16588. /**
  16589. * Gets or sets the associated color
  16590. */
  16591. color: Color3;
  16592. }
  16593. /** Class used to store factor gradient */
  16594. export class FactorGradient implements IValueGradient {
  16595. /**
  16596. * Gets or sets the gradient value (between 0 and 1)
  16597. */
  16598. gradient: number;
  16599. /**
  16600. * Gets or sets first associated factor
  16601. */
  16602. factor1: number;
  16603. /**
  16604. * Gets or sets second associated factor
  16605. */
  16606. factor2?: number;
  16607. /**
  16608. * Will get a number picked randomly between factor1 and factor2.
  16609. * If factor2 is undefined then factor1 will be used
  16610. * @returns the picked number
  16611. */
  16612. getFactor(): number;
  16613. }
  16614. /**
  16615. * Helper used to simplify some generic gradient tasks
  16616. */
  16617. export class GradientHelper {
  16618. /**
  16619. * Gets the current gradient from an array of IValueGradient
  16620. * @param ratio defines the current ratio to get
  16621. * @param gradients defines the array of IValueGradient
  16622. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16623. */
  16624. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16625. }
  16626. }
  16627. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16628. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16629. import { Nullable } from "babylonjs/types";
  16630. module "babylonjs/Engines/thinEngine" {
  16631. interface ThinEngine {
  16632. /**
  16633. * Creates a dynamic texture
  16634. * @param width defines the width of the texture
  16635. * @param height defines the height of the texture
  16636. * @param generateMipMaps defines if the engine should generate the mip levels
  16637. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16638. * @returns the dynamic texture inside an InternalTexture
  16639. */
  16640. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16641. /**
  16642. * Update the content of a dynamic texture
  16643. * @param texture defines the texture to update
  16644. * @param canvas defines the canvas containing the source
  16645. * @param invertY defines if data must be stored with Y axis inverted
  16646. * @param premulAlpha defines if alpha is stored as premultiplied
  16647. * @param format defines the format of the data
  16648. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16649. */
  16650. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16651. }
  16652. }
  16653. }
  16654. declare module "babylonjs/Misc/canvasGenerator" {
  16655. /**
  16656. * Helper class used to generate a canvas to manipulate images
  16657. */
  16658. export class CanvasGenerator {
  16659. /**
  16660. * Create a new canvas (or offscreen canvas depending on the context)
  16661. * @param width defines the expected width
  16662. * @param height defines the expected height
  16663. * @return a new canvas or offscreen canvas
  16664. */
  16665. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16666. }
  16667. }
  16668. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16669. import { Scene } from "babylonjs/scene";
  16670. import { Texture } from "babylonjs/Materials/Textures/texture";
  16671. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16672. /**
  16673. * A class extending Texture allowing drawing on a texture
  16674. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16675. */
  16676. export class DynamicTexture extends Texture {
  16677. private _generateMipMaps;
  16678. private _canvas;
  16679. private _context;
  16680. private _engine;
  16681. /**
  16682. * Creates a DynamicTexture
  16683. * @param name defines the name of the texture
  16684. * @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
  16685. * @param scene defines the scene where you want the texture
  16686. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16687. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16688. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16689. */
  16690. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16691. /**
  16692. * Get the current class name of the texture useful for serialization or dynamic coding.
  16693. * @returns "DynamicTexture"
  16694. */
  16695. getClassName(): string;
  16696. /**
  16697. * Gets the current state of canRescale
  16698. */
  16699. readonly canRescale: boolean;
  16700. private _recreate;
  16701. /**
  16702. * Scales the texture
  16703. * @param ratio the scale factor to apply to both width and height
  16704. */
  16705. scale(ratio: number): void;
  16706. /**
  16707. * Resizes the texture
  16708. * @param width the new width
  16709. * @param height the new height
  16710. */
  16711. scaleTo(width: number, height: number): void;
  16712. /**
  16713. * Gets the context of the canvas used by the texture
  16714. * @returns the canvas context of the dynamic texture
  16715. */
  16716. getContext(): CanvasRenderingContext2D;
  16717. /**
  16718. * Clears the texture
  16719. */
  16720. clear(): void;
  16721. /**
  16722. * Updates the texture
  16723. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16724. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16725. */
  16726. update(invertY?: boolean, premulAlpha?: boolean): void;
  16727. /**
  16728. * Draws text onto the texture
  16729. * @param text defines the text to be drawn
  16730. * @param x defines the placement of the text from the left
  16731. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16732. * @param font defines the font to be used with font-style, font-size, font-name
  16733. * @param color defines the color used for the text
  16734. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16735. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16736. * @param update defines whether texture is immediately update (default is true)
  16737. */
  16738. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16739. /**
  16740. * Clones the texture
  16741. * @returns the clone of the texture.
  16742. */
  16743. clone(): DynamicTexture;
  16744. /**
  16745. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16746. * @returns a serialized dynamic texture object
  16747. */
  16748. serialize(): any;
  16749. /** @hidden */
  16750. _rebuild(): void;
  16751. }
  16752. }
  16753. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16754. import { Scene } from "babylonjs/scene";
  16755. import { ISceneComponent } from "babylonjs/sceneComponent";
  16756. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16757. module "babylonjs/abstractScene" {
  16758. interface AbstractScene {
  16759. /**
  16760. * The list of procedural textures added to the scene
  16761. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16762. */
  16763. proceduralTextures: Array<ProceduralTexture>;
  16764. }
  16765. }
  16766. /**
  16767. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16768. * in a given scene.
  16769. */
  16770. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16771. /**
  16772. * The component name helpfull to identify the component in the list of scene components.
  16773. */
  16774. readonly name: string;
  16775. /**
  16776. * The scene the component belongs to.
  16777. */
  16778. scene: Scene;
  16779. /**
  16780. * Creates a new instance of the component for the given scene
  16781. * @param scene Defines the scene to register the component in
  16782. */
  16783. constructor(scene: Scene);
  16784. /**
  16785. * Registers the component in a given scene
  16786. */
  16787. register(): void;
  16788. /**
  16789. * Rebuilds the elements related to this component in case of
  16790. * context lost for instance.
  16791. */
  16792. rebuild(): void;
  16793. /**
  16794. * Disposes the component and the associated ressources.
  16795. */
  16796. dispose(): void;
  16797. private _beforeClear;
  16798. }
  16799. }
  16800. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16801. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16802. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16803. module "babylonjs/Engines/thinEngine" {
  16804. interface ThinEngine {
  16805. /**
  16806. * Creates a new render target cube texture
  16807. * @param size defines the size of the texture
  16808. * @param options defines the options used to create the texture
  16809. * @returns a new render target cube texture stored in an InternalTexture
  16810. */
  16811. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16812. }
  16813. }
  16814. }
  16815. declare module "babylonjs/Shaders/procedural.vertex" {
  16816. /** @hidden */
  16817. export var proceduralVertexShader: {
  16818. name: string;
  16819. shader: string;
  16820. };
  16821. }
  16822. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16823. import { Observable } from "babylonjs/Misc/observable";
  16824. import { Nullable } from "babylonjs/types";
  16825. import { Scene } from "babylonjs/scene";
  16826. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16827. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16828. import { Effect } from "babylonjs/Materials/effect";
  16829. import { Texture } from "babylonjs/Materials/Textures/texture";
  16830. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16831. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16832. import "babylonjs/Shaders/procedural.vertex";
  16833. /**
  16834. * 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.
  16835. * This is the base class of any Procedural texture and contains most of the shareable code.
  16836. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16837. */
  16838. export class ProceduralTexture extends Texture {
  16839. isCube: boolean;
  16840. /**
  16841. * Define if the texture is enabled or not (disabled texture will not render)
  16842. */
  16843. isEnabled: boolean;
  16844. /**
  16845. * Define if the texture must be cleared before rendering (default is true)
  16846. */
  16847. autoClear: boolean;
  16848. /**
  16849. * Callback called when the texture is generated
  16850. */
  16851. onGenerated: () => void;
  16852. /**
  16853. * Event raised when the texture is generated
  16854. */
  16855. onGeneratedObservable: Observable<ProceduralTexture>;
  16856. /** @hidden */
  16857. _generateMipMaps: boolean;
  16858. /** @hidden **/
  16859. _effect: Effect;
  16860. /** @hidden */
  16861. _textures: {
  16862. [key: string]: Texture;
  16863. };
  16864. private _size;
  16865. private _currentRefreshId;
  16866. private _refreshRate;
  16867. private _vertexBuffers;
  16868. private _indexBuffer;
  16869. private _uniforms;
  16870. private _samplers;
  16871. private _fragment;
  16872. private _floats;
  16873. private _ints;
  16874. private _floatsArrays;
  16875. private _colors3;
  16876. private _colors4;
  16877. private _vectors2;
  16878. private _vectors3;
  16879. private _matrices;
  16880. private _fallbackTexture;
  16881. private _fallbackTextureUsed;
  16882. private _engine;
  16883. private _cachedDefines;
  16884. private _contentUpdateId;
  16885. private _contentData;
  16886. /**
  16887. * Instantiates a new procedural texture.
  16888. * 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.
  16889. * This is the base class of any Procedural texture and contains most of the shareable code.
  16890. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16891. * @param name Define the name of the texture
  16892. * @param size Define the size of the texture to create
  16893. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16894. * @param scene Define the scene the texture belongs to
  16895. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16896. * @param generateMipMaps Define if the texture should creates mip maps or not
  16897. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16898. */
  16899. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16900. /**
  16901. * The effect that is created when initializing the post process.
  16902. * @returns The created effect corresponding the the postprocess.
  16903. */
  16904. getEffect(): Effect;
  16905. /**
  16906. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16907. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16908. */
  16909. getContent(): Nullable<ArrayBufferView>;
  16910. private _createIndexBuffer;
  16911. /** @hidden */
  16912. _rebuild(): void;
  16913. /**
  16914. * Resets the texture in order to recreate its associated resources.
  16915. * This can be called in case of context loss
  16916. */
  16917. reset(): void;
  16918. protected _getDefines(): string;
  16919. /**
  16920. * Is the texture ready to be used ? (rendered at least once)
  16921. * @returns true if ready, otherwise, false.
  16922. */
  16923. isReady(): boolean;
  16924. /**
  16925. * Resets the refresh counter of the texture and start bak from scratch.
  16926. * Could be useful to regenerate the texture if it is setup to render only once.
  16927. */
  16928. resetRefreshCounter(): void;
  16929. /**
  16930. * Set the fragment shader to use in order to render the texture.
  16931. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16932. */
  16933. setFragment(fragment: any): void;
  16934. /**
  16935. * Define the refresh rate of the texture or the rendering frequency.
  16936. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16937. */
  16938. refreshRate: number;
  16939. /** @hidden */
  16940. _shouldRender(): boolean;
  16941. /**
  16942. * Get the size the texture is rendering at.
  16943. * @returns the size (texture is always squared)
  16944. */
  16945. getRenderSize(): number;
  16946. /**
  16947. * Resize the texture to new value.
  16948. * @param size Define the new size the texture should have
  16949. * @param generateMipMaps Define whether the new texture should create mip maps
  16950. */
  16951. resize(size: number, generateMipMaps: boolean): void;
  16952. private _checkUniform;
  16953. /**
  16954. * Set a texture in the shader program used to render.
  16955. * @param name Define the name of the uniform samplers as defined in the shader
  16956. * @param texture Define the texture to bind to this sampler
  16957. * @return the texture itself allowing "fluent" like uniform updates
  16958. */
  16959. setTexture(name: string, texture: Texture): ProceduralTexture;
  16960. /**
  16961. * Set a float in the shader.
  16962. * @param name Define the name of the uniform as defined in the shader
  16963. * @param value Define the value to give to the uniform
  16964. * @return the texture itself allowing "fluent" like uniform updates
  16965. */
  16966. setFloat(name: string, value: number): ProceduralTexture;
  16967. /**
  16968. * Set a int in the shader.
  16969. * @param name Define the name of the uniform as defined in the shader
  16970. * @param value Define the value to give to the uniform
  16971. * @return the texture itself allowing "fluent" like uniform updates
  16972. */
  16973. setInt(name: string, value: number): ProceduralTexture;
  16974. /**
  16975. * Set an array of floats in the shader.
  16976. * @param name Define the name of the uniform as defined in the shader
  16977. * @param value Define the value to give to the uniform
  16978. * @return the texture itself allowing "fluent" like uniform updates
  16979. */
  16980. setFloats(name: string, value: number[]): ProceduralTexture;
  16981. /**
  16982. * Set a vec3 in the shader from a Color3.
  16983. * @param name Define the name of the uniform as defined in the shader
  16984. * @param value Define the value to give to the uniform
  16985. * @return the texture itself allowing "fluent" like uniform updates
  16986. */
  16987. setColor3(name: string, value: Color3): ProceduralTexture;
  16988. /**
  16989. * Set a vec4 in the shader from a Color4.
  16990. * @param name Define the name of the uniform as defined in the shader
  16991. * @param value Define the value to give to the uniform
  16992. * @return the texture itself allowing "fluent" like uniform updates
  16993. */
  16994. setColor4(name: string, value: Color4): ProceduralTexture;
  16995. /**
  16996. * Set a vec2 in the shader from a Vector2.
  16997. * @param name Define the name of the uniform as defined in the shader
  16998. * @param value Define the value to give to the uniform
  16999. * @return the texture itself allowing "fluent" like uniform updates
  17000. */
  17001. setVector2(name: string, value: Vector2): ProceduralTexture;
  17002. /**
  17003. * Set a vec3 in the shader from a Vector3.
  17004. * @param name Define the name of the uniform as defined in the shader
  17005. * @param value Define the value to give to the uniform
  17006. * @return the texture itself allowing "fluent" like uniform updates
  17007. */
  17008. setVector3(name: string, value: Vector3): ProceduralTexture;
  17009. /**
  17010. * Set a mat4 in the shader from a MAtrix.
  17011. * @param name Define the name of the uniform as defined in the shader
  17012. * @param value Define the value to give to the uniform
  17013. * @return the texture itself allowing "fluent" like uniform updates
  17014. */
  17015. setMatrix(name: string, value: Matrix): ProceduralTexture;
  17016. /**
  17017. * Render the texture to its associated render target.
  17018. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  17019. */
  17020. render(useCameraPostProcess?: boolean): void;
  17021. /**
  17022. * Clone the texture.
  17023. * @returns the cloned texture
  17024. */
  17025. clone(): ProceduralTexture;
  17026. /**
  17027. * Dispose the texture and release its asoociated resources.
  17028. */
  17029. dispose(): void;
  17030. }
  17031. }
  17032. declare module "babylonjs/Particles/baseParticleSystem" {
  17033. import { Nullable } from "babylonjs/types";
  17034. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  17035. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  17036. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  17037. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  17038. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  17039. import { Scene } from "babylonjs/scene";
  17040. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  17041. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  17042. import { Texture } from "babylonjs/Materials/Textures/texture";
  17043. import { Color4 } from "babylonjs/Maths/math.color";
  17044. import { Animation } from "babylonjs/Animations/animation";
  17045. /**
  17046. * This represents the base class for particle system in Babylon.
  17047. * 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.
  17048. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17049. * @example https://doc.babylonjs.com/babylon101/particles
  17050. */
  17051. export class BaseParticleSystem {
  17052. /**
  17053. * Source color is added to the destination color without alpha affecting the result
  17054. */
  17055. static BLENDMODE_ONEONE: number;
  17056. /**
  17057. * Blend current color and particle color using particle’s alpha
  17058. */
  17059. static BLENDMODE_STANDARD: number;
  17060. /**
  17061. * Add current color and particle color multiplied by particle’s alpha
  17062. */
  17063. static BLENDMODE_ADD: number;
  17064. /**
  17065. * Multiply current color with particle color
  17066. */
  17067. static BLENDMODE_MULTIPLY: number;
  17068. /**
  17069. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  17070. */
  17071. static BLENDMODE_MULTIPLYADD: number;
  17072. /**
  17073. * List of animations used by the particle system.
  17074. */
  17075. animations: Animation[];
  17076. /**
  17077. * The id of the Particle system.
  17078. */
  17079. id: string;
  17080. /**
  17081. * The friendly name of the Particle system.
  17082. */
  17083. name: string;
  17084. /**
  17085. * The rendering group used by the Particle system to chose when to render.
  17086. */
  17087. renderingGroupId: number;
  17088. /**
  17089. * The emitter represents the Mesh or position we are attaching the particle system to.
  17090. */
  17091. emitter: Nullable<AbstractMesh | Vector3>;
  17092. /**
  17093. * The maximum number of particles to emit per frame
  17094. */
  17095. emitRate: number;
  17096. /**
  17097. * If you want to launch only a few particles at once, that can be done, as well.
  17098. */
  17099. manualEmitCount: number;
  17100. /**
  17101. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  17102. */
  17103. updateSpeed: number;
  17104. /**
  17105. * The amount of time the particle system is running (depends of the overall update speed).
  17106. */
  17107. targetStopDuration: number;
  17108. /**
  17109. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  17110. */
  17111. disposeOnStop: boolean;
  17112. /**
  17113. * Minimum power of emitting particles.
  17114. */
  17115. minEmitPower: number;
  17116. /**
  17117. * Maximum power of emitting particles.
  17118. */
  17119. maxEmitPower: number;
  17120. /**
  17121. * Minimum life time of emitting particles.
  17122. */
  17123. minLifeTime: number;
  17124. /**
  17125. * Maximum life time of emitting particles.
  17126. */
  17127. maxLifeTime: number;
  17128. /**
  17129. * Minimum Size of emitting particles.
  17130. */
  17131. minSize: number;
  17132. /**
  17133. * Maximum Size of emitting particles.
  17134. */
  17135. maxSize: number;
  17136. /**
  17137. * Minimum scale of emitting particles on X axis.
  17138. */
  17139. minScaleX: number;
  17140. /**
  17141. * Maximum scale of emitting particles on X axis.
  17142. */
  17143. maxScaleX: number;
  17144. /**
  17145. * Minimum scale of emitting particles on Y axis.
  17146. */
  17147. minScaleY: number;
  17148. /**
  17149. * Maximum scale of emitting particles on Y axis.
  17150. */
  17151. maxScaleY: number;
  17152. /**
  17153. * Gets or sets the minimal initial rotation in radians.
  17154. */
  17155. minInitialRotation: number;
  17156. /**
  17157. * Gets or sets the maximal initial rotation in radians.
  17158. */
  17159. maxInitialRotation: number;
  17160. /**
  17161. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17162. */
  17163. minAngularSpeed: number;
  17164. /**
  17165. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17166. */
  17167. maxAngularSpeed: number;
  17168. /**
  17169. * The texture used to render each particle. (this can be a spritesheet)
  17170. */
  17171. particleTexture: Nullable<Texture>;
  17172. /**
  17173. * The layer mask we are rendering the particles through.
  17174. */
  17175. layerMask: number;
  17176. /**
  17177. * This can help using your own shader to render the particle system.
  17178. * The according effect will be created
  17179. */
  17180. customShader: any;
  17181. /**
  17182. * By default particle system starts as soon as they are created. This prevents the
  17183. * automatic start to happen and let you decide when to start emitting particles.
  17184. */
  17185. preventAutoStart: boolean;
  17186. private _noiseTexture;
  17187. /**
  17188. * Gets or sets a texture used to add random noise to particle positions
  17189. */
  17190. noiseTexture: Nullable<ProceduralTexture>;
  17191. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17192. noiseStrength: Vector3;
  17193. /**
  17194. * Callback triggered when the particle animation is ending.
  17195. */
  17196. onAnimationEnd: Nullable<() => void>;
  17197. /**
  17198. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17199. */
  17200. blendMode: number;
  17201. /**
  17202. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17203. * to override the particles.
  17204. */
  17205. forceDepthWrite: boolean;
  17206. /** 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 */
  17207. preWarmCycles: number;
  17208. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17209. preWarmStepOffset: number;
  17210. /**
  17211. * 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)
  17212. */
  17213. spriteCellChangeSpeed: number;
  17214. /**
  17215. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17216. */
  17217. startSpriteCellID: number;
  17218. /**
  17219. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17220. */
  17221. endSpriteCellID: number;
  17222. /**
  17223. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17224. */
  17225. spriteCellWidth: number;
  17226. /**
  17227. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17228. */
  17229. spriteCellHeight: number;
  17230. /**
  17231. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17232. */
  17233. spriteRandomStartCell: boolean;
  17234. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17235. translationPivot: Vector2;
  17236. /** @hidden */
  17237. protected _isAnimationSheetEnabled: boolean;
  17238. /**
  17239. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17240. */
  17241. beginAnimationOnStart: boolean;
  17242. /**
  17243. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17244. */
  17245. beginAnimationFrom: number;
  17246. /**
  17247. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17248. */
  17249. beginAnimationTo: number;
  17250. /**
  17251. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17252. */
  17253. beginAnimationLoop: boolean;
  17254. /**
  17255. * Gets or sets a world offset applied to all particles
  17256. */
  17257. worldOffset: Vector3;
  17258. /**
  17259. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17260. */
  17261. isAnimationSheetEnabled: boolean;
  17262. /**
  17263. * Get hosting scene
  17264. * @returns the scene
  17265. */
  17266. getScene(): Scene;
  17267. /**
  17268. * You can use gravity if you want to give an orientation to your particles.
  17269. */
  17270. gravity: Vector3;
  17271. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17272. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17273. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17274. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17275. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17276. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17277. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17278. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17279. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17280. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17281. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17282. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17283. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17284. /**
  17285. * Defines the delay in milliseconds before starting the system (0 by default)
  17286. */
  17287. startDelay: number;
  17288. /**
  17289. * Gets the current list of drag gradients.
  17290. * You must use addDragGradient and removeDragGradient to udpate this list
  17291. * @returns the list of drag gradients
  17292. */
  17293. getDragGradients(): Nullable<Array<FactorGradient>>;
  17294. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17295. limitVelocityDamping: number;
  17296. /**
  17297. * Gets the current list of limit velocity gradients.
  17298. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17299. * @returns the list of limit velocity gradients
  17300. */
  17301. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17302. /**
  17303. * Gets the current list of color gradients.
  17304. * You must use addColorGradient and removeColorGradient to udpate this list
  17305. * @returns the list of color gradients
  17306. */
  17307. getColorGradients(): Nullable<Array<ColorGradient>>;
  17308. /**
  17309. * Gets the current list of size gradients.
  17310. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17311. * @returns the list of size gradients
  17312. */
  17313. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17314. /**
  17315. * Gets the current list of color remap gradients.
  17316. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17317. * @returns the list of color remap gradients
  17318. */
  17319. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17320. /**
  17321. * Gets the current list of alpha remap gradients.
  17322. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17323. * @returns the list of alpha remap gradients
  17324. */
  17325. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17326. /**
  17327. * Gets the current list of life time gradients.
  17328. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17329. * @returns the list of life time gradients
  17330. */
  17331. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17332. /**
  17333. * Gets the current list of angular speed gradients.
  17334. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17335. * @returns the list of angular speed gradients
  17336. */
  17337. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17338. /**
  17339. * Gets the current list of velocity gradients.
  17340. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17341. * @returns the list of velocity gradients
  17342. */
  17343. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17344. /**
  17345. * Gets the current list of start size gradients.
  17346. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17347. * @returns the list of start size gradients
  17348. */
  17349. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17350. /**
  17351. * Gets the current list of emit rate gradients.
  17352. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17353. * @returns the list of emit rate gradients
  17354. */
  17355. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17356. /**
  17357. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17358. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17359. */
  17360. direction1: Vector3;
  17361. /**
  17362. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17363. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17364. */
  17365. direction2: Vector3;
  17366. /**
  17367. * 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.
  17368. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17369. */
  17370. minEmitBox: Vector3;
  17371. /**
  17372. * 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.
  17373. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17374. */
  17375. maxEmitBox: Vector3;
  17376. /**
  17377. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17378. */
  17379. color1: Color4;
  17380. /**
  17381. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17382. */
  17383. color2: Color4;
  17384. /**
  17385. * Color the particle will have at the end of its lifetime
  17386. */
  17387. colorDead: Color4;
  17388. /**
  17389. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17390. */
  17391. textureMask: Color4;
  17392. /**
  17393. * The particle emitter type defines the emitter used by the particle system.
  17394. * It can be for example box, sphere, or cone...
  17395. */
  17396. particleEmitterType: IParticleEmitterType;
  17397. /** @hidden */
  17398. _isSubEmitter: boolean;
  17399. /**
  17400. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17401. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17402. */
  17403. billboardMode: number;
  17404. protected _isBillboardBased: boolean;
  17405. /**
  17406. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17407. */
  17408. isBillboardBased: boolean;
  17409. /**
  17410. * The scene the particle system belongs to.
  17411. */
  17412. protected _scene: Scene;
  17413. /**
  17414. * Local cache of defines for image processing.
  17415. */
  17416. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17417. /**
  17418. * Default configuration related to image processing available in the standard Material.
  17419. */
  17420. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17421. /**
  17422. * Gets the image processing configuration used either in this material.
  17423. */
  17424. /**
  17425. * Sets the Default image processing configuration used either in the this material.
  17426. *
  17427. * If sets to null, the scene one is in use.
  17428. */
  17429. imageProcessingConfiguration: ImageProcessingConfiguration;
  17430. /**
  17431. * Attaches a new image processing configuration to the Standard Material.
  17432. * @param configuration
  17433. */
  17434. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17435. /** @hidden */
  17436. protected _reset(): void;
  17437. /** @hidden */
  17438. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17439. /**
  17440. * Instantiates a particle system.
  17441. * 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.
  17442. * @param name The name of the particle system
  17443. */
  17444. constructor(name: string);
  17445. /**
  17446. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17447. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17448. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17449. * @returns the emitter
  17450. */
  17451. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17452. /**
  17453. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17454. * @param radius The radius of the hemisphere to emit from
  17455. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17456. * @returns the emitter
  17457. */
  17458. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17459. /**
  17460. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17461. * @param radius The radius of the sphere to emit from
  17462. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17463. * @returns the emitter
  17464. */
  17465. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17466. /**
  17467. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17468. * @param radius The radius of the sphere to emit from
  17469. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17470. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17471. * @returns the emitter
  17472. */
  17473. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17474. /**
  17475. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17476. * @param radius The radius of the emission cylinder
  17477. * @param height The height of the emission cylinder
  17478. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17479. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17480. * @returns the emitter
  17481. */
  17482. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17483. /**
  17484. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17485. * @param radius The radius of the cylinder to emit from
  17486. * @param height The height of the emission cylinder
  17487. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17488. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17489. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17490. * @returns the emitter
  17491. */
  17492. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17493. /**
  17494. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17495. * @param radius The radius of the cone to emit from
  17496. * @param angle The base angle of the cone
  17497. * @returns the emitter
  17498. */
  17499. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17500. /**
  17501. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17502. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17503. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17504. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17505. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17506. * @returns the emitter
  17507. */
  17508. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17509. }
  17510. }
  17511. declare module "babylonjs/Particles/subEmitter" {
  17512. import { Scene } from "babylonjs/scene";
  17513. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17514. /**
  17515. * Type of sub emitter
  17516. */
  17517. export enum SubEmitterType {
  17518. /**
  17519. * Attached to the particle over it's lifetime
  17520. */
  17521. ATTACHED = 0,
  17522. /**
  17523. * Created when the particle dies
  17524. */
  17525. END = 1
  17526. }
  17527. /**
  17528. * Sub emitter class used to emit particles from an existing particle
  17529. */
  17530. export class SubEmitter {
  17531. /**
  17532. * the particle system to be used by the sub emitter
  17533. */
  17534. particleSystem: ParticleSystem;
  17535. /**
  17536. * Type of the submitter (Default: END)
  17537. */
  17538. type: SubEmitterType;
  17539. /**
  17540. * 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)
  17541. * Note: This only is supported when using an emitter of type Mesh
  17542. */
  17543. inheritDirection: boolean;
  17544. /**
  17545. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17546. */
  17547. inheritedVelocityAmount: number;
  17548. /**
  17549. * Creates a sub emitter
  17550. * @param particleSystem the particle system to be used by the sub emitter
  17551. */
  17552. constructor(
  17553. /**
  17554. * the particle system to be used by the sub emitter
  17555. */
  17556. particleSystem: ParticleSystem);
  17557. /**
  17558. * Clones the sub emitter
  17559. * @returns the cloned sub emitter
  17560. */
  17561. clone(): SubEmitter;
  17562. /**
  17563. * Serialize current object to a JSON object
  17564. * @returns the serialized object
  17565. */
  17566. serialize(): any;
  17567. /** @hidden */
  17568. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17569. /**
  17570. * Creates a new SubEmitter from a serialized JSON version
  17571. * @param serializationObject defines the JSON object to read from
  17572. * @param scene defines the hosting scene
  17573. * @param rootUrl defines the rootUrl for data loading
  17574. * @returns a new SubEmitter
  17575. */
  17576. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17577. /** Release associated resources */
  17578. dispose(): void;
  17579. }
  17580. }
  17581. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17582. /** @hidden */
  17583. export var clipPlaneFragmentDeclaration: {
  17584. name: string;
  17585. shader: string;
  17586. };
  17587. }
  17588. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17589. /** @hidden */
  17590. export var imageProcessingDeclaration: {
  17591. name: string;
  17592. shader: string;
  17593. };
  17594. }
  17595. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17596. /** @hidden */
  17597. export var imageProcessingFunctions: {
  17598. name: string;
  17599. shader: string;
  17600. };
  17601. }
  17602. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17603. /** @hidden */
  17604. export var clipPlaneFragment: {
  17605. name: string;
  17606. shader: string;
  17607. };
  17608. }
  17609. declare module "babylonjs/Shaders/particles.fragment" {
  17610. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17611. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17612. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17613. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17614. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17615. /** @hidden */
  17616. export var particlesPixelShader: {
  17617. name: string;
  17618. shader: string;
  17619. };
  17620. }
  17621. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17622. /** @hidden */
  17623. export var clipPlaneVertexDeclaration: {
  17624. name: string;
  17625. shader: string;
  17626. };
  17627. }
  17628. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17629. /** @hidden */
  17630. export var clipPlaneVertex: {
  17631. name: string;
  17632. shader: string;
  17633. };
  17634. }
  17635. declare module "babylonjs/Shaders/particles.vertex" {
  17636. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17637. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17638. /** @hidden */
  17639. export var particlesVertexShader: {
  17640. name: string;
  17641. shader: string;
  17642. };
  17643. }
  17644. declare module "babylonjs/Particles/particleSystem" {
  17645. import { Nullable } from "babylonjs/types";
  17646. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17647. import { Observable } from "babylonjs/Misc/observable";
  17648. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17649. import { Effect } from "babylonjs/Materials/effect";
  17650. import { Scene, IDisposable } from "babylonjs/scene";
  17651. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17652. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17653. import { Particle } from "babylonjs/Particles/particle";
  17654. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17655. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17656. import "babylonjs/Shaders/particles.fragment";
  17657. import "babylonjs/Shaders/particles.vertex";
  17658. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17659. /**
  17660. * This represents a particle system in Babylon.
  17661. * 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.
  17662. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17663. * @example https://doc.babylonjs.com/babylon101/particles
  17664. */
  17665. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17666. /**
  17667. * Billboard mode will only apply to Y axis
  17668. */
  17669. static readonly BILLBOARDMODE_Y: number;
  17670. /**
  17671. * Billboard mode will apply to all axes
  17672. */
  17673. static readonly BILLBOARDMODE_ALL: number;
  17674. /**
  17675. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17676. */
  17677. static readonly BILLBOARDMODE_STRETCHED: number;
  17678. /**
  17679. * This function can be defined to provide custom update for active particles.
  17680. * This function will be called instead of regular update (age, position, color, etc.).
  17681. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17682. */
  17683. updateFunction: (particles: Particle[]) => void;
  17684. private _emitterWorldMatrix;
  17685. /**
  17686. * This function can be defined to specify initial direction for every new particle.
  17687. * It by default use the emitterType defined function
  17688. */
  17689. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17690. /**
  17691. * This function can be defined to specify initial position for every new particle.
  17692. * It by default use the emitterType defined function
  17693. */
  17694. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17695. /**
  17696. * @hidden
  17697. */
  17698. _inheritedVelocityOffset: Vector3;
  17699. /**
  17700. * An event triggered when the system is disposed
  17701. */
  17702. onDisposeObservable: Observable<ParticleSystem>;
  17703. private _onDisposeObserver;
  17704. /**
  17705. * Sets a callback that will be triggered when the system is disposed
  17706. */
  17707. onDispose: () => void;
  17708. private _particles;
  17709. private _epsilon;
  17710. private _capacity;
  17711. private _stockParticles;
  17712. private _newPartsExcess;
  17713. private _vertexData;
  17714. private _vertexBuffer;
  17715. private _vertexBuffers;
  17716. private _spriteBuffer;
  17717. private _indexBuffer;
  17718. private _effect;
  17719. private _customEffect;
  17720. private _cachedDefines;
  17721. private _scaledColorStep;
  17722. private _colorDiff;
  17723. private _scaledDirection;
  17724. private _scaledGravity;
  17725. private _currentRenderId;
  17726. private _alive;
  17727. private _useInstancing;
  17728. private _started;
  17729. private _stopped;
  17730. private _actualFrame;
  17731. private _scaledUpdateSpeed;
  17732. private _vertexBufferSize;
  17733. /** @hidden */
  17734. _currentEmitRateGradient: Nullable<FactorGradient>;
  17735. /** @hidden */
  17736. _currentEmitRate1: number;
  17737. /** @hidden */
  17738. _currentEmitRate2: number;
  17739. /** @hidden */
  17740. _currentStartSizeGradient: Nullable<FactorGradient>;
  17741. /** @hidden */
  17742. _currentStartSize1: number;
  17743. /** @hidden */
  17744. _currentStartSize2: number;
  17745. private readonly _rawTextureWidth;
  17746. private _rampGradientsTexture;
  17747. private _useRampGradients;
  17748. /** Gets or sets a boolean indicating that ramp gradients must be used
  17749. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17750. */
  17751. useRampGradients: boolean;
  17752. /**
  17753. * 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.
  17754. * 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: [])
  17755. */
  17756. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17757. private _subEmitters;
  17758. /**
  17759. * @hidden
  17760. * If the particle systems emitter should be disposed when the particle system is disposed
  17761. */
  17762. _disposeEmitterOnDispose: boolean;
  17763. /**
  17764. * The current active Sub-systems, this property is used by the root particle system only.
  17765. */
  17766. activeSubSystems: Array<ParticleSystem>;
  17767. private _rootParticleSystem;
  17768. /**
  17769. * Gets the current list of active particles
  17770. */
  17771. readonly particles: Particle[];
  17772. /**
  17773. * Returns the string "ParticleSystem"
  17774. * @returns a string containing the class name
  17775. */
  17776. getClassName(): string;
  17777. /**
  17778. * Instantiates a particle system.
  17779. * 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.
  17780. * @param name The name of the particle system
  17781. * @param capacity The max number of particles alive at the same time
  17782. * @param scene The scene the particle system belongs to
  17783. * @param customEffect a custom effect used to change the way particles are rendered by default
  17784. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17785. * @param epsilon Offset used to render the particles
  17786. */
  17787. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17788. private _addFactorGradient;
  17789. private _removeFactorGradient;
  17790. /**
  17791. * Adds a new life time gradient
  17792. * @param gradient defines the gradient to use (between 0 and 1)
  17793. * @param factor defines the life time factor to affect to the specified gradient
  17794. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17795. * @returns the current particle system
  17796. */
  17797. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17798. /**
  17799. * Remove a specific life time gradient
  17800. * @param gradient defines the gradient to remove
  17801. * @returns the current particle system
  17802. */
  17803. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17804. /**
  17805. * Adds a new size gradient
  17806. * @param gradient defines the gradient to use (between 0 and 1)
  17807. * @param factor defines the size factor to affect to the specified gradient
  17808. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17809. * @returns the current particle system
  17810. */
  17811. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17812. /**
  17813. * Remove a specific size gradient
  17814. * @param gradient defines the gradient to remove
  17815. * @returns the current particle system
  17816. */
  17817. removeSizeGradient(gradient: number): IParticleSystem;
  17818. /**
  17819. * Adds a new color remap gradient
  17820. * @param gradient defines the gradient to use (between 0 and 1)
  17821. * @param min defines the color remap minimal range
  17822. * @param max defines the color remap maximal range
  17823. * @returns the current particle system
  17824. */
  17825. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17826. /**
  17827. * Remove a specific color remap gradient
  17828. * @param gradient defines the gradient to remove
  17829. * @returns the current particle system
  17830. */
  17831. removeColorRemapGradient(gradient: number): IParticleSystem;
  17832. /**
  17833. * Adds a new alpha remap gradient
  17834. * @param gradient defines the gradient to use (between 0 and 1)
  17835. * @param min defines the alpha remap minimal range
  17836. * @param max defines the alpha remap maximal range
  17837. * @returns the current particle system
  17838. */
  17839. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17840. /**
  17841. * Remove a specific alpha remap gradient
  17842. * @param gradient defines the gradient to remove
  17843. * @returns the current particle system
  17844. */
  17845. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17846. /**
  17847. * Adds a new angular speed gradient
  17848. * @param gradient defines the gradient to use (between 0 and 1)
  17849. * @param factor defines the angular speed to affect to the specified gradient
  17850. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17851. * @returns the current particle system
  17852. */
  17853. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17854. /**
  17855. * Remove a specific angular speed gradient
  17856. * @param gradient defines the gradient to remove
  17857. * @returns the current particle system
  17858. */
  17859. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17860. /**
  17861. * Adds a new velocity gradient
  17862. * @param gradient defines the gradient to use (between 0 and 1)
  17863. * @param factor defines the velocity to affect to the specified gradient
  17864. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17865. * @returns the current particle system
  17866. */
  17867. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17868. /**
  17869. * Remove a specific velocity gradient
  17870. * @param gradient defines the gradient to remove
  17871. * @returns the current particle system
  17872. */
  17873. removeVelocityGradient(gradient: number): IParticleSystem;
  17874. /**
  17875. * Adds a new limit velocity gradient
  17876. * @param gradient defines the gradient to use (between 0 and 1)
  17877. * @param factor defines the limit velocity value to affect to the specified gradient
  17878. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17879. * @returns the current particle system
  17880. */
  17881. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17882. /**
  17883. * Remove a specific limit velocity gradient
  17884. * @param gradient defines the gradient to remove
  17885. * @returns the current particle system
  17886. */
  17887. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17888. /**
  17889. * Adds a new drag gradient
  17890. * @param gradient defines the gradient to use (between 0 and 1)
  17891. * @param factor defines the drag value to affect to the specified gradient
  17892. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17893. * @returns the current particle system
  17894. */
  17895. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17896. /**
  17897. * Remove a specific drag gradient
  17898. * @param gradient defines the gradient to remove
  17899. * @returns the current particle system
  17900. */
  17901. removeDragGradient(gradient: number): IParticleSystem;
  17902. /**
  17903. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17904. * @param gradient defines the gradient to use (between 0 and 1)
  17905. * @param factor defines the emit rate value to affect to the specified gradient
  17906. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17907. * @returns the current particle system
  17908. */
  17909. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17910. /**
  17911. * Remove a specific emit rate gradient
  17912. * @param gradient defines the gradient to remove
  17913. * @returns the current particle system
  17914. */
  17915. removeEmitRateGradient(gradient: number): IParticleSystem;
  17916. /**
  17917. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17918. * @param gradient defines the gradient to use (between 0 and 1)
  17919. * @param factor defines the start size value to affect to the specified gradient
  17920. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17921. * @returns the current particle system
  17922. */
  17923. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17924. /**
  17925. * Remove a specific start size gradient
  17926. * @param gradient defines the gradient to remove
  17927. * @returns the current particle system
  17928. */
  17929. removeStartSizeGradient(gradient: number): IParticleSystem;
  17930. private _createRampGradientTexture;
  17931. /**
  17932. * Gets the current list of ramp gradients.
  17933. * You must use addRampGradient and removeRampGradient to udpate this list
  17934. * @returns the list of ramp gradients
  17935. */
  17936. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17937. /**
  17938. * Adds a new ramp gradient used to remap particle colors
  17939. * @param gradient defines the gradient to use (between 0 and 1)
  17940. * @param color defines the color to affect to the specified gradient
  17941. * @returns the current particle system
  17942. */
  17943. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17944. /**
  17945. * Remove a specific ramp gradient
  17946. * @param gradient defines the gradient to remove
  17947. * @returns the current particle system
  17948. */
  17949. removeRampGradient(gradient: number): ParticleSystem;
  17950. /**
  17951. * Adds a new color gradient
  17952. * @param gradient defines the gradient to use (between 0 and 1)
  17953. * @param color1 defines the color to affect to the specified gradient
  17954. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17955. * @returns this particle system
  17956. */
  17957. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17958. /**
  17959. * Remove a specific color gradient
  17960. * @param gradient defines the gradient to remove
  17961. * @returns this particle system
  17962. */
  17963. removeColorGradient(gradient: number): IParticleSystem;
  17964. private _fetchR;
  17965. protected _reset(): void;
  17966. private _resetEffect;
  17967. private _createVertexBuffers;
  17968. private _createIndexBuffer;
  17969. /**
  17970. * Gets the maximum number of particles active at the same time.
  17971. * @returns The max number of active particles.
  17972. */
  17973. getCapacity(): number;
  17974. /**
  17975. * Gets whether there are still active particles in the system.
  17976. * @returns True if it is alive, otherwise false.
  17977. */
  17978. isAlive(): boolean;
  17979. /**
  17980. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17981. * @returns True if it has been started, otherwise false.
  17982. */
  17983. isStarted(): boolean;
  17984. private _prepareSubEmitterInternalArray;
  17985. /**
  17986. * Starts the particle system and begins to emit
  17987. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17988. */
  17989. start(delay?: number): void;
  17990. /**
  17991. * Stops the particle system.
  17992. * @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.
  17993. */
  17994. stop(stopSubEmitters?: boolean): void;
  17995. /**
  17996. * Remove all active particles
  17997. */
  17998. reset(): void;
  17999. /**
  18000. * @hidden (for internal use only)
  18001. */
  18002. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  18003. /**
  18004. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  18005. * Its lifetime will start back at 0.
  18006. */
  18007. recycleParticle: (particle: Particle) => void;
  18008. private _stopSubEmitters;
  18009. private _createParticle;
  18010. private _removeFromRoot;
  18011. private _emitFromParticle;
  18012. private _update;
  18013. /** @hidden */
  18014. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  18015. /** @hidden */
  18016. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  18017. /** @hidden */
  18018. private _getEffect;
  18019. /**
  18020. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  18021. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  18022. */
  18023. animate(preWarmOnly?: boolean): void;
  18024. private _appendParticleVertices;
  18025. /**
  18026. * Rebuilds the particle system.
  18027. */
  18028. rebuild(): void;
  18029. /**
  18030. * Is this system ready to be used/rendered
  18031. * @return true if the system is ready
  18032. */
  18033. isReady(): boolean;
  18034. private _render;
  18035. /**
  18036. * Renders the particle system in its current state.
  18037. * @returns the current number of particles
  18038. */
  18039. render(): number;
  18040. /**
  18041. * Disposes the particle system and free the associated resources
  18042. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18043. */
  18044. dispose(disposeTexture?: boolean): void;
  18045. /**
  18046. * Clones the particle system.
  18047. * @param name The name of the cloned object
  18048. * @param newEmitter The new emitter to use
  18049. * @returns the cloned particle system
  18050. */
  18051. clone(name: string, newEmitter: any): ParticleSystem;
  18052. /**
  18053. * Serializes the particle system to a JSON object.
  18054. * @returns the JSON object
  18055. */
  18056. serialize(): any;
  18057. /** @hidden */
  18058. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  18059. /** @hidden */
  18060. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  18061. /**
  18062. * Parses a JSON object to create a particle system.
  18063. * @param parsedParticleSystem The JSON object to parse
  18064. * @param scene The scene to create the particle system in
  18065. * @param rootUrl The root url to use to load external dependencies like texture
  18066. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  18067. * @returns the Parsed particle system
  18068. */
  18069. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  18070. }
  18071. }
  18072. declare module "babylonjs/Particles/particle" {
  18073. import { Nullable } from "babylonjs/types";
  18074. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  18075. import { Color4 } from "babylonjs/Maths/math.color";
  18076. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  18077. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  18078. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  18079. /**
  18080. * A particle represents one of the element emitted by a particle system.
  18081. * This is mainly define by its coordinates, direction, velocity and age.
  18082. */
  18083. export class Particle {
  18084. /**
  18085. * The particle system the particle belongs to.
  18086. */
  18087. particleSystem: ParticleSystem;
  18088. private static _Count;
  18089. /**
  18090. * Unique ID of the particle
  18091. */
  18092. id: number;
  18093. /**
  18094. * The world position of the particle in the scene.
  18095. */
  18096. position: Vector3;
  18097. /**
  18098. * The world direction of the particle in the scene.
  18099. */
  18100. direction: Vector3;
  18101. /**
  18102. * The color of the particle.
  18103. */
  18104. color: Color4;
  18105. /**
  18106. * The color change of the particle per step.
  18107. */
  18108. colorStep: Color4;
  18109. /**
  18110. * Defines how long will the life of the particle be.
  18111. */
  18112. lifeTime: number;
  18113. /**
  18114. * The current age of the particle.
  18115. */
  18116. age: number;
  18117. /**
  18118. * The current size of the particle.
  18119. */
  18120. size: number;
  18121. /**
  18122. * The current scale of the particle.
  18123. */
  18124. scale: Vector2;
  18125. /**
  18126. * The current angle of the particle.
  18127. */
  18128. angle: number;
  18129. /**
  18130. * Defines how fast is the angle changing.
  18131. */
  18132. angularSpeed: number;
  18133. /**
  18134. * Defines the cell index used by the particle to be rendered from a sprite.
  18135. */
  18136. cellIndex: number;
  18137. /**
  18138. * The information required to support color remapping
  18139. */
  18140. remapData: Vector4;
  18141. /** @hidden */
  18142. _randomCellOffset?: number;
  18143. /** @hidden */
  18144. _initialDirection: Nullable<Vector3>;
  18145. /** @hidden */
  18146. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18147. /** @hidden */
  18148. _initialStartSpriteCellID: number;
  18149. /** @hidden */
  18150. _initialEndSpriteCellID: number;
  18151. /** @hidden */
  18152. _currentColorGradient: Nullable<ColorGradient>;
  18153. /** @hidden */
  18154. _currentColor1: Color4;
  18155. /** @hidden */
  18156. _currentColor2: Color4;
  18157. /** @hidden */
  18158. _currentSizeGradient: Nullable<FactorGradient>;
  18159. /** @hidden */
  18160. _currentSize1: number;
  18161. /** @hidden */
  18162. _currentSize2: number;
  18163. /** @hidden */
  18164. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18165. /** @hidden */
  18166. _currentAngularSpeed1: number;
  18167. /** @hidden */
  18168. _currentAngularSpeed2: number;
  18169. /** @hidden */
  18170. _currentVelocityGradient: Nullable<FactorGradient>;
  18171. /** @hidden */
  18172. _currentVelocity1: number;
  18173. /** @hidden */
  18174. _currentVelocity2: number;
  18175. /** @hidden */
  18176. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18177. /** @hidden */
  18178. _currentLimitVelocity1: number;
  18179. /** @hidden */
  18180. _currentLimitVelocity2: number;
  18181. /** @hidden */
  18182. _currentDragGradient: Nullable<FactorGradient>;
  18183. /** @hidden */
  18184. _currentDrag1: number;
  18185. /** @hidden */
  18186. _currentDrag2: number;
  18187. /** @hidden */
  18188. _randomNoiseCoordinates1: Vector3;
  18189. /** @hidden */
  18190. _randomNoiseCoordinates2: Vector3;
  18191. /**
  18192. * Creates a new instance Particle
  18193. * @param particleSystem the particle system the particle belongs to
  18194. */
  18195. constructor(
  18196. /**
  18197. * The particle system the particle belongs to.
  18198. */
  18199. particleSystem: ParticleSystem);
  18200. private updateCellInfoFromSystem;
  18201. /**
  18202. * Defines how the sprite cell index is updated for the particle
  18203. */
  18204. updateCellIndex(): void;
  18205. /** @hidden */
  18206. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18207. /** @hidden */
  18208. _inheritParticleInfoToSubEmitters(): void;
  18209. /** @hidden */
  18210. _reset(): void;
  18211. /**
  18212. * Copy the properties of particle to another one.
  18213. * @param other the particle to copy the information to.
  18214. */
  18215. copyTo(other: Particle): void;
  18216. }
  18217. }
  18218. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18219. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18220. import { Effect } from "babylonjs/Materials/effect";
  18221. import { Particle } from "babylonjs/Particles/particle";
  18222. /**
  18223. * Particle emitter represents a volume emitting particles.
  18224. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18225. */
  18226. export interface IParticleEmitterType {
  18227. /**
  18228. * Called by the particle System when the direction is computed for the created particle.
  18229. * @param worldMatrix is the world matrix of the particle system
  18230. * @param directionToUpdate is the direction vector to update with the result
  18231. * @param particle is the particle we are computed the direction for
  18232. */
  18233. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18234. /**
  18235. * Called by the particle System when the position is computed for the created particle.
  18236. * @param worldMatrix is the world matrix of the particle system
  18237. * @param positionToUpdate is the position vector to update with the result
  18238. * @param particle is the particle we are computed the position for
  18239. */
  18240. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18241. /**
  18242. * Clones the current emitter and returns a copy of it
  18243. * @returns the new emitter
  18244. */
  18245. clone(): IParticleEmitterType;
  18246. /**
  18247. * Called by the GPUParticleSystem to setup the update shader
  18248. * @param effect defines the update shader
  18249. */
  18250. applyToShader(effect: Effect): void;
  18251. /**
  18252. * Returns a string to use to update the GPU particles update shader
  18253. * @returns the effect defines string
  18254. */
  18255. getEffectDefines(): string;
  18256. /**
  18257. * Returns a string representing the class name
  18258. * @returns a string containing the class name
  18259. */
  18260. getClassName(): string;
  18261. /**
  18262. * Serializes the particle system to a JSON object.
  18263. * @returns the JSON object
  18264. */
  18265. serialize(): any;
  18266. /**
  18267. * Parse properties from a JSON object
  18268. * @param serializationObject defines the JSON object
  18269. */
  18270. parse(serializationObject: any): void;
  18271. }
  18272. }
  18273. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18274. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18275. import { Effect } from "babylonjs/Materials/effect";
  18276. import { Particle } from "babylonjs/Particles/particle";
  18277. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18278. /**
  18279. * Particle emitter emitting particles from the inside of a box.
  18280. * It emits the particles randomly between 2 given directions.
  18281. */
  18282. export class BoxParticleEmitter implements IParticleEmitterType {
  18283. /**
  18284. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18285. */
  18286. direction1: Vector3;
  18287. /**
  18288. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18289. */
  18290. direction2: Vector3;
  18291. /**
  18292. * 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.
  18293. */
  18294. minEmitBox: Vector3;
  18295. /**
  18296. * 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.
  18297. */
  18298. maxEmitBox: Vector3;
  18299. /**
  18300. * Creates a new instance BoxParticleEmitter
  18301. */
  18302. constructor();
  18303. /**
  18304. * Called by the particle System when the direction is computed for the created particle.
  18305. * @param worldMatrix is the world matrix of the particle system
  18306. * @param directionToUpdate is the direction vector to update with the result
  18307. * @param particle is the particle we are computed the direction for
  18308. */
  18309. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18310. /**
  18311. * Called by the particle System when the position is computed for the created particle.
  18312. * @param worldMatrix is the world matrix of the particle system
  18313. * @param positionToUpdate is the position vector to update with the result
  18314. * @param particle is the particle we are computed the position for
  18315. */
  18316. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18317. /**
  18318. * Clones the current emitter and returns a copy of it
  18319. * @returns the new emitter
  18320. */
  18321. clone(): BoxParticleEmitter;
  18322. /**
  18323. * Called by the GPUParticleSystem to setup the update shader
  18324. * @param effect defines the update shader
  18325. */
  18326. applyToShader(effect: Effect): void;
  18327. /**
  18328. * Returns a string to use to update the GPU particles update shader
  18329. * @returns a string containng the defines string
  18330. */
  18331. getEffectDefines(): string;
  18332. /**
  18333. * Returns the string "BoxParticleEmitter"
  18334. * @returns a string containing the class name
  18335. */
  18336. getClassName(): string;
  18337. /**
  18338. * Serializes the particle system to a JSON object.
  18339. * @returns the JSON object
  18340. */
  18341. serialize(): any;
  18342. /**
  18343. * Parse properties from a JSON object
  18344. * @param serializationObject defines the JSON object
  18345. */
  18346. parse(serializationObject: any): void;
  18347. }
  18348. }
  18349. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18350. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18351. import { Effect } from "babylonjs/Materials/effect";
  18352. import { Particle } from "babylonjs/Particles/particle";
  18353. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18354. /**
  18355. * Particle emitter emitting particles from the inside of a cone.
  18356. * It emits the particles alongside the cone volume from the base to the particle.
  18357. * The emission direction might be randomized.
  18358. */
  18359. export class ConeParticleEmitter implements IParticleEmitterType {
  18360. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18361. directionRandomizer: number;
  18362. private _radius;
  18363. private _angle;
  18364. private _height;
  18365. /**
  18366. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18367. */
  18368. radiusRange: number;
  18369. /**
  18370. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18371. */
  18372. heightRange: number;
  18373. /**
  18374. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18375. */
  18376. emitFromSpawnPointOnly: boolean;
  18377. /**
  18378. * Gets or sets the radius of the emission cone
  18379. */
  18380. radius: number;
  18381. /**
  18382. * Gets or sets the angle of the emission cone
  18383. */
  18384. angle: number;
  18385. private _buildHeight;
  18386. /**
  18387. * Creates a new instance ConeParticleEmitter
  18388. * @param radius the radius of the emission cone (1 by default)
  18389. * @param angle the cone base angle (PI by default)
  18390. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18391. */
  18392. constructor(radius?: number, angle?: number,
  18393. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18394. directionRandomizer?: number);
  18395. /**
  18396. * Called by the particle System when the direction is computed for the created particle.
  18397. * @param worldMatrix is the world matrix of the particle system
  18398. * @param directionToUpdate is the direction vector to update with the result
  18399. * @param particle is the particle we are computed the direction for
  18400. */
  18401. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18402. /**
  18403. * Called by the particle System when the position is computed for the created particle.
  18404. * @param worldMatrix is the world matrix of the particle system
  18405. * @param positionToUpdate is the position vector to update with the result
  18406. * @param particle is the particle we are computed the position for
  18407. */
  18408. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18409. /**
  18410. * Clones the current emitter and returns a copy of it
  18411. * @returns the new emitter
  18412. */
  18413. clone(): ConeParticleEmitter;
  18414. /**
  18415. * Called by the GPUParticleSystem to setup the update shader
  18416. * @param effect defines the update shader
  18417. */
  18418. applyToShader(effect: Effect): void;
  18419. /**
  18420. * Returns a string to use to update the GPU particles update shader
  18421. * @returns a string containng the defines string
  18422. */
  18423. getEffectDefines(): string;
  18424. /**
  18425. * Returns the string "ConeParticleEmitter"
  18426. * @returns a string containing the class name
  18427. */
  18428. getClassName(): string;
  18429. /**
  18430. * Serializes the particle system to a JSON object.
  18431. * @returns the JSON object
  18432. */
  18433. serialize(): any;
  18434. /**
  18435. * Parse properties from a JSON object
  18436. * @param serializationObject defines the JSON object
  18437. */
  18438. parse(serializationObject: any): void;
  18439. }
  18440. }
  18441. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18442. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18443. import { Effect } from "babylonjs/Materials/effect";
  18444. import { Particle } from "babylonjs/Particles/particle";
  18445. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18446. /**
  18447. * Particle emitter emitting particles from the inside of a cylinder.
  18448. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18449. */
  18450. export class CylinderParticleEmitter implements IParticleEmitterType {
  18451. /**
  18452. * The radius of the emission cylinder.
  18453. */
  18454. radius: number;
  18455. /**
  18456. * The height of the emission cylinder.
  18457. */
  18458. height: number;
  18459. /**
  18460. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18461. */
  18462. radiusRange: number;
  18463. /**
  18464. * How much to randomize the particle direction [0-1].
  18465. */
  18466. directionRandomizer: number;
  18467. /**
  18468. * Creates a new instance CylinderParticleEmitter
  18469. * @param radius the radius of the emission cylinder (1 by default)
  18470. * @param height the height of the emission cylinder (1 by default)
  18471. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18472. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18473. */
  18474. constructor(
  18475. /**
  18476. * The radius of the emission cylinder.
  18477. */
  18478. radius?: number,
  18479. /**
  18480. * The height of the emission cylinder.
  18481. */
  18482. height?: number,
  18483. /**
  18484. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18485. */
  18486. radiusRange?: number,
  18487. /**
  18488. * How much to randomize the particle direction [0-1].
  18489. */
  18490. directionRandomizer?: number);
  18491. /**
  18492. * Called by the particle System when the direction is computed for the created particle.
  18493. * @param worldMatrix is the world matrix of the particle system
  18494. * @param directionToUpdate is the direction vector to update with the result
  18495. * @param particle is the particle we are computed the direction for
  18496. */
  18497. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18498. /**
  18499. * Called by the particle System when the position is computed for the created particle.
  18500. * @param worldMatrix is the world matrix of the particle system
  18501. * @param positionToUpdate is the position vector to update with the result
  18502. * @param particle is the particle we are computed the position for
  18503. */
  18504. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18505. /**
  18506. * Clones the current emitter and returns a copy of it
  18507. * @returns the new emitter
  18508. */
  18509. clone(): CylinderParticleEmitter;
  18510. /**
  18511. * Called by the GPUParticleSystem to setup the update shader
  18512. * @param effect defines the update shader
  18513. */
  18514. applyToShader(effect: Effect): void;
  18515. /**
  18516. * Returns a string to use to update the GPU particles update shader
  18517. * @returns a string containng the defines string
  18518. */
  18519. getEffectDefines(): string;
  18520. /**
  18521. * Returns the string "CylinderParticleEmitter"
  18522. * @returns a string containing the class name
  18523. */
  18524. getClassName(): string;
  18525. /**
  18526. * Serializes the particle system to a JSON object.
  18527. * @returns the JSON object
  18528. */
  18529. serialize(): any;
  18530. /**
  18531. * Parse properties from a JSON object
  18532. * @param serializationObject defines the JSON object
  18533. */
  18534. parse(serializationObject: any): void;
  18535. }
  18536. /**
  18537. * Particle emitter emitting particles from the inside of a cylinder.
  18538. * It emits the particles randomly between two vectors.
  18539. */
  18540. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18541. /**
  18542. * The min limit of the emission direction.
  18543. */
  18544. direction1: Vector3;
  18545. /**
  18546. * The max limit of the emission direction.
  18547. */
  18548. direction2: Vector3;
  18549. /**
  18550. * Creates a new instance CylinderDirectedParticleEmitter
  18551. * @param radius the radius of the emission cylinder (1 by default)
  18552. * @param height the height of the emission cylinder (1 by default)
  18553. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18554. * @param direction1 the min limit of the emission direction (up vector by default)
  18555. * @param direction2 the max limit of the emission direction (up vector by default)
  18556. */
  18557. constructor(radius?: number, height?: number, radiusRange?: number,
  18558. /**
  18559. * The min limit of the emission direction.
  18560. */
  18561. direction1?: Vector3,
  18562. /**
  18563. * The max limit of the emission direction.
  18564. */
  18565. direction2?: Vector3);
  18566. /**
  18567. * Called by the particle System when the direction is computed for the created particle.
  18568. * @param worldMatrix is the world matrix of the particle system
  18569. * @param directionToUpdate is the direction vector to update with the result
  18570. * @param particle is the particle we are computed the direction for
  18571. */
  18572. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18573. /**
  18574. * Clones the current emitter and returns a copy of it
  18575. * @returns the new emitter
  18576. */
  18577. clone(): CylinderDirectedParticleEmitter;
  18578. /**
  18579. * Called by the GPUParticleSystem to setup the update shader
  18580. * @param effect defines the update shader
  18581. */
  18582. applyToShader(effect: Effect): void;
  18583. /**
  18584. * Returns a string to use to update the GPU particles update shader
  18585. * @returns a string containng the defines string
  18586. */
  18587. getEffectDefines(): string;
  18588. /**
  18589. * Returns the string "CylinderDirectedParticleEmitter"
  18590. * @returns a string containing the class name
  18591. */
  18592. getClassName(): string;
  18593. /**
  18594. * Serializes the particle system to a JSON object.
  18595. * @returns the JSON object
  18596. */
  18597. serialize(): any;
  18598. /**
  18599. * Parse properties from a JSON object
  18600. * @param serializationObject defines the JSON object
  18601. */
  18602. parse(serializationObject: any): void;
  18603. }
  18604. }
  18605. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18606. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18607. import { Effect } from "babylonjs/Materials/effect";
  18608. import { Particle } from "babylonjs/Particles/particle";
  18609. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18610. /**
  18611. * Particle emitter emitting particles from the inside of a hemisphere.
  18612. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18613. */
  18614. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18615. /**
  18616. * The radius of the emission hemisphere.
  18617. */
  18618. radius: number;
  18619. /**
  18620. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18621. */
  18622. radiusRange: number;
  18623. /**
  18624. * How much to randomize the particle direction [0-1].
  18625. */
  18626. directionRandomizer: number;
  18627. /**
  18628. * Creates a new instance HemisphericParticleEmitter
  18629. * @param radius the radius of the emission hemisphere (1 by default)
  18630. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18631. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18632. */
  18633. constructor(
  18634. /**
  18635. * The radius of the emission hemisphere.
  18636. */
  18637. radius?: number,
  18638. /**
  18639. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18640. */
  18641. radiusRange?: number,
  18642. /**
  18643. * How much to randomize the particle direction [0-1].
  18644. */
  18645. directionRandomizer?: number);
  18646. /**
  18647. * Called by the particle System when the direction is computed for the created particle.
  18648. * @param worldMatrix is the world matrix of the particle system
  18649. * @param directionToUpdate is the direction vector to update with the result
  18650. * @param particle is the particle we are computed the direction for
  18651. */
  18652. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18653. /**
  18654. * Called by the particle System when the position is computed for the created particle.
  18655. * @param worldMatrix is the world matrix of the particle system
  18656. * @param positionToUpdate is the position vector to update with the result
  18657. * @param particle is the particle we are computed the position for
  18658. */
  18659. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18660. /**
  18661. * Clones the current emitter and returns a copy of it
  18662. * @returns the new emitter
  18663. */
  18664. clone(): HemisphericParticleEmitter;
  18665. /**
  18666. * Called by the GPUParticleSystem to setup the update shader
  18667. * @param effect defines the update shader
  18668. */
  18669. applyToShader(effect: Effect): void;
  18670. /**
  18671. * Returns a string to use to update the GPU particles update shader
  18672. * @returns a string containng the defines string
  18673. */
  18674. getEffectDefines(): string;
  18675. /**
  18676. * Returns the string "HemisphericParticleEmitter"
  18677. * @returns a string containing the class name
  18678. */
  18679. getClassName(): string;
  18680. /**
  18681. * Serializes the particle system to a JSON object.
  18682. * @returns the JSON object
  18683. */
  18684. serialize(): any;
  18685. /**
  18686. * Parse properties from a JSON object
  18687. * @param serializationObject defines the JSON object
  18688. */
  18689. parse(serializationObject: any): void;
  18690. }
  18691. }
  18692. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18693. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18694. import { Effect } from "babylonjs/Materials/effect";
  18695. import { Particle } from "babylonjs/Particles/particle";
  18696. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18697. /**
  18698. * Particle emitter emitting particles from a point.
  18699. * It emits the particles randomly between 2 given directions.
  18700. */
  18701. export class PointParticleEmitter implements IParticleEmitterType {
  18702. /**
  18703. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18704. */
  18705. direction1: Vector3;
  18706. /**
  18707. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18708. */
  18709. direction2: Vector3;
  18710. /**
  18711. * Creates a new instance PointParticleEmitter
  18712. */
  18713. constructor();
  18714. /**
  18715. * Called by the particle System when the direction is computed for the created particle.
  18716. * @param worldMatrix is the world matrix of the particle system
  18717. * @param directionToUpdate is the direction vector to update with the result
  18718. * @param particle is the particle we are computed the direction for
  18719. */
  18720. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18721. /**
  18722. * Called by the particle System when the position is computed for the created particle.
  18723. * @param worldMatrix is the world matrix of the particle system
  18724. * @param positionToUpdate is the position vector to update with the result
  18725. * @param particle is the particle we are computed the position for
  18726. */
  18727. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18728. /**
  18729. * Clones the current emitter and returns a copy of it
  18730. * @returns the new emitter
  18731. */
  18732. clone(): PointParticleEmitter;
  18733. /**
  18734. * Called by the GPUParticleSystem to setup the update shader
  18735. * @param effect defines the update shader
  18736. */
  18737. applyToShader(effect: Effect): void;
  18738. /**
  18739. * Returns a string to use to update the GPU particles update shader
  18740. * @returns a string containng the defines string
  18741. */
  18742. getEffectDefines(): string;
  18743. /**
  18744. * Returns the string "PointParticleEmitter"
  18745. * @returns a string containing the class name
  18746. */
  18747. getClassName(): string;
  18748. /**
  18749. * Serializes the particle system to a JSON object.
  18750. * @returns the JSON object
  18751. */
  18752. serialize(): any;
  18753. /**
  18754. * Parse properties from a JSON object
  18755. * @param serializationObject defines the JSON object
  18756. */
  18757. parse(serializationObject: any): void;
  18758. }
  18759. }
  18760. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18761. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18762. import { Effect } from "babylonjs/Materials/effect";
  18763. import { Particle } from "babylonjs/Particles/particle";
  18764. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18765. /**
  18766. * Particle emitter emitting particles from the inside of a sphere.
  18767. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18768. */
  18769. export class SphereParticleEmitter implements IParticleEmitterType {
  18770. /**
  18771. * The radius of the emission sphere.
  18772. */
  18773. radius: number;
  18774. /**
  18775. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18776. */
  18777. radiusRange: number;
  18778. /**
  18779. * How much to randomize the particle direction [0-1].
  18780. */
  18781. directionRandomizer: number;
  18782. /**
  18783. * Creates a new instance SphereParticleEmitter
  18784. * @param radius the radius of the emission sphere (1 by default)
  18785. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18786. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18787. */
  18788. constructor(
  18789. /**
  18790. * The radius of the emission sphere.
  18791. */
  18792. radius?: number,
  18793. /**
  18794. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18795. */
  18796. radiusRange?: number,
  18797. /**
  18798. * How much to randomize the particle direction [0-1].
  18799. */
  18800. directionRandomizer?: number);
  18801. /**
  18802. * Called by the particle System when the direction is computed for the created particle.
  18803. * @param worldMatrix is the world matrix of the particle system
  18804. * @param directionToUpdate is the direction vector to update with the result
  18805. * @param particle is the particle we are computed the direction for
  18806. */
  18807. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18808. /**
  18809. * Called by the particle System when the position is computed for the created particle.
  18810. * @param worldMatrix is the world matrix of the particle system
  18811. * @param positionToUpdate is the position vector to update with the result
  18812. * @param particle is the particle we are computed the position for
  18813. */
  18814. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18815. /**
  18816. * Clones the current emitter and returns a copy of it
  18817. * @returns the new emitter
  18818. */
  18819. clone(): SphereParticleEmitter;
  18820. /**
  18821. * Called by the GPUParticleSystem to setup the update shader
  18822. * @param effect defines the update shader
  18823. */
  18824. applyToShader(effect: Effect): void;
  18825. /**
  18826. * Returns a string to use to update the GPU particles update shader
  18827. * @returns a string containng the defines string
  18828. */
  18829. getEffectDefines(): string;
  18830. /**
  18831. * Returns the string "SphereParticleEmitter"
  18832. * @returns a string containing the class name
  18833. */
  18834. getClassName(): string;
  18835. /**
  18836. * Serializes the particle system to a JSON object.
  18837. * @returns the JSON object
  18838. */
  18839. serialize(): any;
  18840. /**
  18841. * Parse properties from a JSON object
  18842. * @param serializationObject defines the JSON object
  18843. */
  18844. parse(serializationObject: any): void;
  18845. }
  18846. /**
  18847. * Particle emitter emitting particles from the inside of a sphere.
  18848. * It emits the particles randomly between two vectors.
  18849. */
  18850. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18851. /**
  18852. * The min limit of the emission direction.
  18853. */
  18854. direction1: Vector3;
  18855. /**
  18856. * The max limit of the emission direction.
  18857. */
  18858. direction2: Vector3;
  18859. /**
  18860. * Creates a new instance SphereDirectedParticleEmitter
  18861. * @param radius the radius of the emission sphere (1 by default)
  18862. * @param direction1 the min limit of the emission direction (up vector by default)
  18863. * @param direction2 the max limit of the emission direction (up vector by default)
  18864. */
  18865. constructor(radius?: number,
  18866. /**
  18867. * The min limit of the emission direction.
  18868. */
  18869. direction1?: Vector3,
  18870. /**
  18871. * The max limit of the emission direction.
  18872. */
  18873. direction2?: Vector3);
  18874. /**
  18875. * Called by the particle System when the direction is computed for the created particle.
  18876. * @param worldMatrix is the world matrix of the particle system
  18877. * @param directionToUpdate is the direction vector to update with the result
  18878. * @param particle is the particle we are computed the direction for
  18879. */
  18880. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18881. /**
  18882. * Clones the current emitter and returns a copy of it
  18883. * @returns the new emitter
  18884. */
  18885. clone(): SphereDirectedParticleEmitter;
  18886. /**
  18887. * Called by the GPUParticleSystem to setup the update shader
  18888. * @param effect defines the update shader
  18889. */
  18890. applyToShader(effect: Effect): void;
  18891. /**
  18892. * Returns a string to use to update the GPU particles update shader
  18893. * @returns a string containng the defines string
  18894. */
  18895. getEffectDefines(): string;
  18896. /**
  18897. * Returns the string "SphereDirectedParticleEmitter"
  18898. * @returns a string containing the class name
  18899. */
  18900. getClassName(): string;
  18901. /**
  18902. * Serializes the particle system to a JSON object.
  18903. * @returns the JSON object
  18904. */
  18905. serialize(): any;
  18906. /**
  18907. * Parse properties from a JSON object
  18908. * @param serializationObject defines the JSON object
  18909. */
  18910. parse(serializationObject: any): void;
  18911. }
  18912. }
  18913. declare module "babylonjs/Particles/EmitterTypes/index" {
  18914. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18915. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18916. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18917. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18918. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18919. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18920. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18921. }
  18922. declare module "babylonjs/Particles/IParticleSystem" {
  18923. import { Nullable } from "babylonjs/types";
  18924. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18925. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18927. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18928. import { Texture } from "babylonjs/Materials/Textures/texture";
  18929. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18930. import { Scene } from "babylonjs/scene";
  18931. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18932. import { Animation } from "babylonjs/Animations/animation";
  18933. /**
  18934. * Interface representing a particle system in Babylon.js.
  18935. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18936. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18937. */
  18938. export interface IParticleSystem {
  18939. /**
  18940. * List of animations used by the particle system.
  18941. */
  18942. animations: Animation[];
  18943. /**
  18944. * The id of the Particle system.
  18945. */
  18946. id: string;
  18947. /**
  18948. * The name of the Particle system.
  18949. */
  18950. name: string;
  18951. /**
  18952. * The emitter represents the Mesh or position we are attaching the particle system to.
  18953. */
  18954. emitter: Nullable<AbstractMesh | Vector3>;
  18955. /**
  18956. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18957. */
  18958. isBillboardBased: boolean;
  18959. /**
  18960. * The rendering group used by the Particle system to chose when to render.
  18961. */
  18962. renderingGroupId: number;
  18963. /**
  18964. * The layer mask we are rendering the particles through.
  18965. */
  18966. layerMask: number;
  18967. /**
  18968. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18969. */
  18970. updateSpeed: number;
  18971. /**
  18972. * The amount of time the particle system is running (depends of the overall update speed).
  18973. */
  18974. targetStopDuration: number;
  18975. /**
  18976. * The texture used to render each particle. (this can be a spritesheet)
  18977. */
  18978. particleTexture: Nullable<Texture>;
  18979. /**
  18980. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18981. */
  18982. blendMode: number;
  18983. /**
  18984. * Minimum life time of emitting particles.
  18985. */
  18986. minLifeTime: number;
  18987. /**
  18988. * Maximum life time of emitting particles.
  18989. */
  18990. maxLifeTime: number;
  18991. /**
  18992. * Minimum Size of emitting particles.
  18993. */
  18994. minSize: number;
  18995. /**
  18996. * Maximum Size of emitting particles.
  18997. */
  18998. maxSize: number;
  18999. /**
  19000. * Minimum scale of emitting particles on X axis.
  19001. */
  19002. minScaleX: number;
  19003. /**
  19004. * Maximum scale of emitting particles on X axis.
  19005. */
  19006. maxScaleX: number;
  19007. /**
  19008. * Minimum scale of emitting particles on Y axis.
  19009. */
  19010. minScaleY: number;
  19011. /**
  19012. * Maximum scale of emitting particles on Y axis.
  19013. */
  19014. maxScaleY: number;
  19015. /**
  19016. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19017. */
  19018. color1: Color4;
  19019. /**
  19020. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19021. */
  19022. color2: Color4;
  19023. /**
  19024. * Color the particle will have at the end of its lifetime.
  19025. */
  19026. colorDead: Color4;
  19027. /**
  19028. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  19029. */
  19030. emitRate: number;
  19031. /**
  19032. * You can use gravity if you want to give an orientation to your particles.
  19033. */
  19034. gravity: Vector3;
  19035. /**
  19036. * Minimum power of emitting particles.
  19037. */
  19038. minEmitPower: number;
  19039. /**
  19040. * Maximum power of emitting particles.
  19041. */
  19042. maxEmitPower: number;
  19043. /**
  19044. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  19045. */
  19046. minAngularSpeed: number;
  19047. /**
  19048. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  19049. */
  19050. maxAngularSpeed: number;
  19051. /**
  19052. * Gets or sets the minimal initial rotation in radians.
  19053. */
  19054. minInitialRotation: number;
  19055. /**
  19056. * Gets or sets the maximal initial rotation in radians.
  19057. */
  19058. maxInitialRotation: number;
  19059. /**
  19060. * The particle emitter type defines the emitter used by the particle system.
  19061. * It can be for example box, sphere, or cone...
  19062. */
  19063. particleEmitterType: Nullable<IParticleEmitterType>;
  19064. /**
  19065. * Defines the delay in milliseconds before starting the system (0 by default)
  19066. */
  19067. startDelay: number;
  19068. /**
  19069. * 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
  19070. */
  19071. preWarmCycles: number;
  19072. /**
  19073. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  19074. */
  19075. preWarmStepOffset: number;
  19076. /**
  19077. * 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)
  19078. */
  19079. spriteCellChangeSpeed: number;
  19080. /**
  19081. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  19082. */
  19083. startSpriteCellID: number;
  19084. /**
  19085. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  19086. */
  19087. endSpriteCellID: number;
  19088. /**
  19089. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  19090. */
  19091. spriteCellWidth: number;
  19092. /**
  19093. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  19094. */
  19095. spriteCellHeight: number;
  19096. /**
  19097. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  19098. */
  19099. spriteRandomStartCell: boolean;
  19100. /**
  19101. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  19102. */
  19103. isAnimationSheetEnabled: boolean;
  19104. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  19105. translationPivot: Vector2;
  19106. /**
  19107. * Gets or sets a texture used to add random noise to particle positions
  19108. */
  19109. noiseTexture: Nullable<BaseTexture>;
  19110. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  19111. noiseStrength: Vector3;
  19112. /**
  19113. * Gets or sets the billboard mode to use when isBillboardBased = true.
  19114. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  19115. */
  19116. billboardMode: number;
  19117. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  19118. limitVelocityDamping: number;
  19119. /**
  19120. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  19121. */
  19122. beginAnimationOnStart: boolean;
  19123. /**
  19124. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  19125. */
  19126. beginAnimationFrom: number;
  19127. /**
  19128. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  19129. */
  19130. beginAnimationTo: number;
  19131. /**
  19132. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  19133. */
  19134. beginAnimationLoop: boolean;
  19135. /**
  19136. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  19137. */
  19138. disposeOnStop: boolean;
  19139. /**
  19140. * Gets the maximum number of particles active at the same time.
  19141. * @returns The max number of active particles.
  19142. */
  19143. getCapacity(): number;
  19144. /**
  19145. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19146. * @returns True if it has been started, otherwise false.
  19147. */
  19148. isStarted(): boolean;
  19149. /**
  19150. * Animates the particle system for this frame.
  19151. */
  19152. animate(): void;
  19153. /**
  19154. * Renders the particle system in its current state.
  19155. * @returns the current number of particles
  19156. */
  19157. render(): number;
  19158. /**
  19159. * Dispose the particle system and frees its associated resources.
  19160. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19161. */
  19162. dispose(disposeTexture?: boolean): void;
  19163. /**
  19164. * Clones the particle system.
  19165. * @param name The name of the cloned object
  19166. * @param newEmitter The new emitter to use
  19167. * @returns the cloned particle system
  19168. */
  19169. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19170. /**
  19171. * Serializes the particle system to a JSON object.
  19172. * @returns the JSON object
  19173. */
  19174. serialize(): any;
  19175. /**
  19176. * Rebuild the particle system
  19177. */
  19178. rebuild(): void;
  19179. /**
  19180. * Starts the particle system and begins to emit
  19181. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19182. */
  19183. start(delay?: number): void;
  19184. /**
  19185. * Stops the particle system.
  19186. */
  19187. stop(): void;
  19188. /**
  19189. * Remove all active particles
  19190. */
  19191. reset(): void;
  19192. /**
  19193. * Is this system ready to be used/rendered
  19194. * @return true if the system is ready
  19195. */
  19196. isReady(): boolean;
  19197. /**
  19198. * Adds a new color gradient
  19199. * @param gradient defines the gradient to use (between 0 and 1)
  19200. * @param color1 defines the color to affect to the specified gradient
  19201. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19202. * @returns the current particle system
  19203. */
  19204. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19205. /**
  19206. * Remove a specific color gradient
  19207. * @param gradient defines the gradient to remove
  19208. * @returns the current particle system
  19209. */
  19210. removeColorGradient(gradient: number): IParticleSystem;
  19211. /**
  19212. * Adds a new size gradient
  19213. * @param gradient defines the gradient to use (between 0 and 1)
  19214. * @param factor defines the size factor to affect to the specified gradient
  19215. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19216. * @returns the current particle system
  19217. */
  19218. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19219. /**
  19220. * Remove a specific size gradient
  19221. * @param gradient defines the gradient to remove
  19222. * @returns the current particle system
  19223. */
  19224. removeSizeGradient(gradient: number): IParticleSystem;
  19225. /**
  19226. * Gets the current list of color gradients.
  19227. * You must use addColorGradient and removeColorGradient to udpate this list
  19228. * @returns the list of color gradients
  19229. */
  19230. getColorGradients(): Nullable<Array<ColorGradient>>;
  19231. /**
  19232. * Gets the current list of size gradients.
  19233. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19234. * @returns the list of size gradients
  19235. */
  19236. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19237. /**
  19238. * Gets the current list of angular speed gradients.
  19239. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19240. * @returns the list of angular speed gradients
  19241. */
  19242. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19243. /**
  19244. * Adds a new angular speed gradient
  19245. * @param gradient defines the gradient to use (between 0 and 1)
  19246. * @param factor defines the angular speed to affect to the specified gradient
  19247. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19248. * @returns the current particle system
  19249. */
  19250. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19251. /**
  19252. * Remove a specific angular speed gradient
  19253. * @param gradient defines the gradient to remove
  19254. * @returns the current particle system
  19255. */
  19256. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19257. /**
  19258. * Gets the current list of velocity gradients.
  19259. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19260. * @returns the list of velocity gradients
  19261. */
  19262. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19263. /**
  19264. * Adds a new velocity gradient
  19265. * @param gradient defines the gradient to use (between 0 and 1)
  19266. * @param factor defines the velocity to affect to the specified gradient
  19267. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19268. * @returns the current particle system
  19269. */
  19270. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19271. /**
  19272. * Remove a specific velocity gradient
  19273. * @param gradient defines the gradient to remove
  19274. * @returns the current particle system
  19275. */
  19276. removeVelocityGradient(gradient: number): IParticleSystem;
  19277. /**
  19278. * Gets the current list of limit velocity gradients.
  19279. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19280. * @returns the list of limit velocity gradients
  19281. */
  19282. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19283. /**
  19284. * Adds a new limit velocity gradient
  19285. * @param gradient defines the gradient to use (between 0 and 1)
  19286. * @param factor defines the limit velocity to affect to the specified gradient
  19287. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19288. * @returns the current particle system
  19289. */
  19290. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19291. /**
  19292. * Remove a specific limit velocity gradient
  19293. * @param gradient defines the gradient to remove
  19294. * @returns the current particle system
  19295. */
  19296. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19297. /**
  19298. * Adds a new drag gradient
  19299. * @param gradient defines the gradient to use (between 0 and 1)
  19300. * @param factor defines the drag to affect to the specified gradient
  19301. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19302. * @returns the current particle system
  19303. */
  19304. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19305. /**
  19306. * Remove a specific drag gradient
  19307. * @param gradient defines the gradient to remove
  19308. * @returns the current particle system
  19309. */
  19310. removeDragGradient(gradient: number): IParticleSystem;
  19311. /**
  19312. * Gets the current list of drag gradients.
  19313. * You must use addDragGradient and removeDragGradient to udpate this list
  19314. * @returns the list of drag gradients
  19315. */
  19316. getDragGradients(): Nullable<Array<FactorGradient>>;
  19317. /**
  19318. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19319. * @param gradient defines the gradient to use (between 0 and 1)
  19320. * @param factor defines the emit rate to affect to the specified gradient
  19321. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19322. * @returns the current particle system
  19323. */
  19324. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19325. /**
  19326. * Remove a specific emit rate gradient
  19327. * @param gradient defines the gradient to remove
  19328. * @returns the current particle system
  19329. */
  19330. removeEmitRateGradient(gradient: number): IParticleSystem;
  19331. /**
  19332. * Gets the current list of emit rate gradients.
  19333. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19334. * @returns the list of emit rate gradients
  19335. */
  19336. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19337. /**
  19338. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19339. * @param gradient defines the gradient to use (between 0 and 1)
  19340. * @param factor defines the start size to affect to the specified gradient
  19341. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19342. * @returns the current particle system
  19343. */
  19344. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19345. /**
  19346. * Remove a specific start size gradient
  19347. * @param gradient defines the gradient to remove
  19348. * @returns the current particle system
  19349. */
  19350. removeStartSizeGradient(gradient: number): IParticleSystem;
  19351. /**
  19352. * Gets the current list of start size gradients.
  19353. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19354. * @returns the list of start size gradients
  19355. */
  19356. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19357. /**
  19358. * Adds a new life time gradient
  19359. * @param gradient defines the gradient to use (between 0 and 1)
  19360. * @param factor defines the life time factor to affect to the specified gradient
  19361. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19362. * @returns the current particle system
  19363. */
  19364. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19365. /**
  19366. * Remove a specific life time gradient
  19367. * @param gradient defines the gradient to remove
  19368. * @returns the current particle system
  19369. */
  19370. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19371. /**
  19372. * Gets the current list of life time gradients.
  19373. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19374. * @returns the list of life time gradients
  19375. */
  19376. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19377. /**
  19378. * Gets the current list of color gradients.
  19379. * You must use addColorGradient and removeColorGradient to udpate this list
  19380. * @returns the list of color gradients
  19381. */
  19382. getColorGradients(): Nullable<Array<ColorGradient>>;
  19383. /**
  19384. * Adds a new ramp gradient used to remap particle colors
  19385. * @param gradient defines the gradient to use (between 0 and 1)
  19386. * @param color defines the color to affect to the specified gradient
  19387. * @returns the current particle system
  19388. */
  19389. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19390. /**
  19391. * Gets the current list of ramp gradients.
  19392. * You must use addRampGradient and removeRampGradient to udpate this list
  19393. * @returns the list of ramp gradients
  19394. */
  19395. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19396. /** Gets or sets a boolean indicating that ramp gradients must be used
  19397. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19398. */
  19399. useRampGradients: boolean;
  19400. /**
  19401. * Adds a new color remap gradient
  19402. * @param gradient defines the gradient to use (between 0 and 1)
  19403. * @param min defines the color remap minimal range
  19404. * @param max defines the color remap maximal range
  19405. * @returns the current particle system
  19406. */
  19407. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19408. /**
  19409. * Gets the current list of color remap gradients.
  19410. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19411. * @returns the list of color remap gradients
  19412. */
  19413. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19414. /**
  19415. * Adds a new alpha remap gradient
  19416. * @param gradient defines the gradient to use (between 0 and 1)
  19417. * @param min defines the alpha remap minimal range
  19418. * @param max defines the alpha remap maximal range
  19419. * @returns the current particle system
  19420. */
  19421. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19422. /**
  19423. * Gets the current list of alpha remap gradients.
  19424. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19425. * @returns the list of alpha remap gradients
  19426. */
  19427. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19428. /**
  19429. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19430. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19431. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19432. * @returns the emitter
  19433. */
  19434. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19435. /**
  19436. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19437. * @param radius The radius of the hemisphere to emit from
  19438. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19439. * @returns the emitter
  19440. */
  19441. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19442. /**
  19443. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19444. * @param radius The radius of the sphere to emit from
  19445. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19446. * @returns the emitter
  19447. */
  19448. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19449. /**
  19450. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19451. * @param radius The radius of the sphere to emit from
  19452. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19453. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19454. * @returns the emitter
  19455. */
  19456. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19457. /**
  19458. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19459. * @param radius The radius of the emission cylinder
  19460. * @param height The height of the emission cylinder
  19461. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19462. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19463. * @returns the emitter
  19464. */
  19465. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19466. /**
  19467. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19468. * @param radius The radius of the cylinder to emit from
  19469. * @param height The height of the emission cylinder
  19470. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19471. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19472. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19473. * @returns the emitter
  19474. */
  19475. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19476. /**
  19477. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19478. * @param radius The radius of the cone to emit from
  19479. * @param angle The base angle of the cone
  19480. * @returns the emitter
  19481. */
  19482. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19483. /**
  19484. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19485. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19486. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19487. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19488. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19489. * @returns the emitter
  19490. */
  19491. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19492. /**
  19493. * Get hosting scene
  19494. * @returns the scene
  19495. */
  19496. getScene(): Scene;
  19497. }
  19498. }
  19499. declare module "babylonjs/Meshes/instancedMesh" {
  19500. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19501. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19502. import { Camera } from "babylonjs/Cameras/camera";
  19503. import { Node } from "babylonjs/node";
  19504. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19505. import { Mesh } from "babylonjs/Meshes/mesh";
  19506. import { Material } from "babylonjs/Materials/material";
  19507. import { Skeleton } from "babylonjs/Bones/skeleton";
  19508. import { Light } from "babylonjs/Lights/light";
  19509. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19510. /**
  19511. * Creates an instance based on a source mesh.
  19512. */
  19513. export class InstancedMesh extends AbstractMesh {
  19514. private _sourceMesh;
  19515. private _currentLOD;
  19516. /** @hidden */
  19517. _indexInSourceMeshInstanceArray: number;
  19518. constructor(name: string, source: Mesh);
  19519. /**
  19520. * Returns the string "InstancedMesh".
  19521. */
  19522. getClassName(): string;
  19523. /** Gets the list of lights affecting that mesh */
  19524. readonly lightSources: Light[];
  19525. _resyncLightSources(): void;
  19526. _resyncLighSource(light: Light): void;
  19527. _removeLightSource(light: Light, dispose: boolean): void;
  19528. /**
  19529. * If the source mesh receives shadows
  19530. */
  19531. readonly receiveShadows: boolean;
  19532. /**
  19533. * The material of the source mesh
  19534. */
  19535. readonly material: Nullable<Material>;
  19536. /**
  19537. * Visibility of the source mesh
  19538. */
  19539. readonly visibility: number;
  19540. /**
  19541. * Skeleton of the source mesh
  19542. */
  19543. readonly skeleton: Nullable<Skeleton>;
  19544. /**
  19545. * Rendering ground id of the source mesh
  19546. */
  19547. renderingGroupId: number;
  19548. /**
  19549. * Returns the total number of vertices (integer).
  19550. */
  19551. getTotalVertices(): number;
  19552. /**
  19553. * Returns a positive integer : the total number of indices in this mesh geometry.
  19554. * @returns the numner of indices or zero if the mesh has no geometry.
  19555. */
  19556. getTotalIndices(): number;
  19557. /**
  19558. * The source mesh of the instance
  19559. */
  19560. readonly sourceMesh: Mesh;
  19561. /**
  19562. * Is this node ready to be used/rendered
  19563. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19564. * @return {boolean} is it ready
  19565. */
  19566. isReady(completeCheck?: boolean): boolean;
  19567. /**
  19568. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19569. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19570. * @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.
  19571. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19572. */
  19573. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19574. /**
  19575. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19576. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19577. * The `data` are either a numeric array either a Float32Array.
  19578. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19579. * 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).
  19580. * Note that a new underlying VertexBuffer object is created each call.
  19581. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19582. *
  19583. * Possible `kind` values :
  19584. * - VertexBuffer.PositionKind
  19585. * - VertexBuffer.UVKind
  19586. * - VertexBuffer.UV2Kind
  19587. * - VertexBuffer.UV3Kind
  19588. * - VertexBuffer.UV4Kind
  19589. * - VertexBuffer.UV5Kind
  19590. * - VertexBuffer.UV6Kind
  19591. * - VertexBuffer.ColorKind
  19592. * - VertexBuffer.MatricesIndicesKind
  19593. * - VertexBuffer.MatricesIndicesExtraKind
  19594. * - VertexBuffer.MatricesWeightsKind
  19595. * - VertexBuffer.MatricesWeightsExtraKind
  19596. *
  19597. * Returns the Mesh.
  19598. */
  19599. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19600. /**
  19601. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19602. * If the mesh has no geometry, it is simply returned as it is.
  19603. * The `data` are either a numeric array either a Float32Array.
  19604. * No new underlying VertexBuffer object is created.
  19605. * 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.
  19606. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19607. *
  19608. * Possible `kind` values :
  19609. * - VertexBuffer.PositionKind
  19610. * - VertexBuffer.UVKind
  19611. * - VertexBuffer.UV2Kind
  19612. * - VertexBuffer.UV3Kind
  19613. * - VertexBuffer.UV4Kind
  19614. * - VertexBuffer.UV5Kind
  19615. * - VertexBuffer.UV6Kind
  19616. * - VertexBuffer.ColorKind
  19617. * - VertexBuffer.MatricesIndicesKind
  19618. * - VertexBuffer.MatricesIndicesExtraKind
  19619. * - VertexBuffer.MatricesWeightsKind
  19620. * - VertexBuffer.MatricesWeightsExtraKind
  19621. *
  19622. * Returns the Mesh.
  19623. */
  19624. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19625. /**
  19626. * Sets the mesh indices.
  19627. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19628. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19629. * This method creates a new index buffer each call.
  19630. * Returns the Mesh.
  19631. */
  19632. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19633. /**
  19634. * Boolean : True if the mesh owns the requested kind of data.
  19635. */
  19636. isVerticesDataPresent(kind: string): boolean;
  19637. /**
  19638. * Returns an array of indices (IndicesArray).
  19639. */
  19640. getIndices(): Nullable<IndicesArray>;
  19641. readonly _positions: Nullable<Vector3[]>;
  19642. /**
  19643. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19644. * This means the mesh underlying bounding box and sphere are recomputed.
  19645. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19646. * @returns the current mesh
  19647. */
  19648. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19649. /** @hidden */
  19650. _preActivate(): InstancedMesh;
  19651. /** @hidden */
  19652. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19653. /** @hidden */
  19654. _postActivate(): void;
  19655. getWorldMatrix(): Matrix;
  19656. readonly isAnInstance: boolean;
  19657. /**
  19658. * Returns the current associated LOD AbstractMesh.
  19659. */
  19660. getLOD(camera: Camera): AbstractMesh;
  19661. /** @hidden */
  19662. _syncSubMeshes(): InstancedMesh;
  19663. /** @hidden */
  19664. _generatePointsArray(): boolean;
  19665. /**
  19666. * Creates a new InstancedMesh from the current mesh.
  19667. * - name (string) : the cloned mesh name
  19668. * - newParent (optional Node) : the optional Node to parent the clone to.
  19669. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19670. *
  19671. * Returns the clone.
  19672. */
  19673. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19674. /**
  19675. * Disposes the InstancedMesh.
  19676. * Returns nothing.
  19677. */
  19678. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19679. }
  19680. module "babylonjs/Meshes/mesh" {
  19681. interface Mesh {
  19682. /**
  19683. * Register a custom buffer that will be instanced
  19684. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19685. * @param kind defines the buffer kind
  19686. * @param stride defines the stride in floats
  19687. */
  19688. registerInstancedBuffer(kind: string, stride: number): void;
  19689. /** @hidden */
  19690. _userInstancedBuffersStorage: {
  19691. data: {
  19692. [key: string]: Float32Array;
  19693. };
  19694. sizes: {
  19695. [key: string]: number;
  19696. };
  19697. vertexBuffers: {
  19698. [key: string]: Nullable<VertexBuffer>;
  19699. };
  19700. strides: {
  19701. [key: string]: number;
  19702. };
  19703. };
  19704. }
  19705. }
  19706. module "babylonjs/Meshes/abstractMesh" {
  19707. interface AbstractMesh {
  19708. /**
  19709. * Object used to store instanced buffers defined by user
  19710. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19711. */
  19712. instancedBuffers: {
  19713. [key: string]: any;
  19714. };
  19715. }
  19716. }
  19717. }
  19718. declare module "babylonjs/Materials/shaderMaterial" {
  19719. import { Scene } from "babylonjs/scene";
  19720. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19721. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19722. import { Mesh } from "babylonjs/Meshes/mesh";
  19723. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19724. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19725. import { Texture } from "babylonjs/Materials/Textures/texture";
  19726. import { Material } from "babylonjs/Materials/material";
  19727. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19728. /**
  19729. * Defines the options associated with the creation of a shader material.
  19730. */
  19731. export interface IShaderMaterialOptions {
  19732. /**
  19733. * Does the material work in alpha blend mode
  19734. */
  19735. needAlphaBlending: boolean;
  19736. /**
  19737. * Does the material work in alpha test mode
  19738. */
  19739. needAlphaTesting: boolean;
  19740. /**
  19741. * The list of attribute names used in the shader
  19742. */
  19743. attributes: string[];
  19744. /**
  19745. * The list of unifrom names used in the shader
  19746. */
  19747. uniforms: string[];
  19748. /**
  19749. * The list of UBO names used in the shader
  19750. */
  19751. uniformBuffers: string[];
  19752. /**
  19753. * The list of sampler names used in the shader
  19754. */
  19755. samplers: string[];
  19756. /**
  19757. * The list of defines used in the shader
  19758. */
  19759. defines: string[];
  19760. }
  19761. /**
  19762. * 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.
  19763. *
  19764. * This returned material effects how the mesh will look based on the code in the shaders.
  19765. *
  19766. * @see http://doc.babylonjs.com/how_to/shader_material
  19767. */
  19768. export class ShaderMaterial extends Material {
  19769. private _shaderPath;
  19770. private _options;
  19771. private _textures;
  19772. private _textureArrays;
  19773. private _floats;
  19774. private _ints;
  19775. private _floatsArrays;
  19776. private _colors3;
  19777. private _colors3Arrays;
  19778. private _colors4;
  19779. private _colors4Arrays;
  19780. private _vectors2;
  19781. private _vectors3;
  19782. private _vectors4;
  19783. private _matrices;
  19784. private _matrixArrays;
  19785. private _matrices3x3;
  19786. private _matrices2x2;
  19787. private _vectors2Arrays;
  19788. private _vectors3Arrays;
  19789. private _vectors4Arrays;
  19790. private _cachedWorldViewMatrix;
  19791. private _cachedWorldViewProjectionMatrix;
  19792. private _renderId;
  19793. private _multiview;
  19794. /**
  19795. * Instantiate a new shader material.
  19796. * 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.
  19797. * This returned material effects how the mesh will look based on the code in the shaders.
  19798. * @see http://doc.babylonjs.com/how_to/shader_material
  19799. * @param name Define the name of the material in the scene
  19800. * @param scene Define the scene the material belongs to
  19801. * @param shaderPath Defines the route to the shader code in one of three ways:
  19802. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19803. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19804. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19805. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19806. * @param options Define the options used to create the shader
  19807. */
  19808. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19809. /**
  19810. * Gets the shader path used to define the shader code
  19811. * It can be modified to trigger a new compilation
  19812. */
  19813. /**
  19814. * Sets the shader path used to define the shader code
  19815. * It can be modified to trigger a new compilation
  19816. */
  19817. shaderPath: any;
  19818. /**
  19819. * Gets the options used to compile the shader.
  19820. * They can be modified to trigger a new compilation
  19821. */
  19822. readonly options: IShaderMaterialOptions;
  19823. /**
  19824. * Gets the current class name of the material e.g. "ShaderMaterial"
  19825. * Mainly use in serialization.
  19826. * @returns the class name
  19827. */
  19828. getClassName(): string;
  19829. /**
  19830. * Specifies if the material will require alpha blending
  19831. * @returns a boolean specifying if alpha blending is needed
  19832. */
  19833. needAlphaBlending(): boolean;
  19834. /**
  19835. * Specifies if this material should be rendered in alpha test mode
  19836. * @returns a boolean specifying if an alpha test is needed.
  19837. */
  19838. needAlphaTesting(): boolean;
  19839. private _checkUniform;
  19840. /**
  19841. * Set a texture in the shader.
  19842. * @param name Define the name of the uniform samplers as defined in the shader
  19843. * @param texture Define the texture to bind to this sampler
  19844. * @return the material itself allowing "fluent" like uniform updates
  19845. */
  19846. setTexture(name: string, texture: Texture): ShaderMaterial;
  19847. /**
  19848. * Set a texture array in the shader.
  19849. * @param name Define the name of the uniform sampler array as defined in the shader
  19850. * @param textures Define the list of textures to bind to this sampler
  19851. * @return the material itself allowing "fluent" like uniform updates
  19852. */
  19853. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19854. /**
  19855. * Set a float in the shader.
  19856. * @param name Define the name of the uniform as defined in the shader
  19857. * @param value Define the value to give to the uniform
  19858. * @return the material itself allowing "fluent" like uniform updates
  19859. */
  19860. setFloat(name: string, value: number): ShaderMaterial;
  19861. /**
  19862. * Set a int in the shader.
  19863. * @param name Define the name of the uniform as defined in the shader
  19864. * @param value Define the value to give to the uniform
  19865. * @return the material itself allowing "fluent" like uniform updates
  19866. */
  19867. setInt(name: string, value: number): ShaderMaterial;
  19868. /**
  19869. * Set an array of floats in the shader.
  19870. * @param name Define the name of the uniform as defined in the shader
  19871. * @param value Define the value to give to the uniform
  19872. * @return the material itself allowing "fluent" like uniform updates
  19873. */
  19874. setFloats(name: string, value: number[]): ShaderMaterial;
  19875. /**
  19876. * Set a vec3 in the shader from a Color3.
  19877. * @param name Define the name of the uniform as defined in the shader
  19878. * @param value Define the value to give to the uniform
  19879. * @return the material itself allowing "fluent" like uniform updates
  19880. */
  19881. setColor3(name: string, value: Color3): ShaderMaterial;
  19882. /**
  19883. * Set a vec3 array in the shader from a Color3 array.
  19884. * @param name Define the name of the uniform as defined in the shader
  19885. * @param value Define the value to give to the uniform
  19886. * @return the material itself allowing "fluent" like uniform updates
  19887. */
  19888. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19889. /**
  19890. * Set a vec4 in the shader from a Color4.
  19891. * @param name Define the name of the uniform as defined in the shader
  19892. * @param value Define the value to give to the uniform
  19893. * @return the material itself allowing "fluent" like uniform updates
  19894. */
  19895. setColor4(name: string, value: Color4): ShaderMaterial;
  19896. /**
  19897. * Set a vec4 array in the shader from a Color4 array.
  19898. * @param name Define the name of the uniform as defined in the shader
  19899. * @param value Define the value to give to the uniform
  19900. * @return the material itself allowing "fluent" like uniform updates
  19901. */
  19902. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19903. /**
  19904. * Set a vec2 in the shader from a Vector2.
  19905. * @param name Define the name of the uniform as defined in the shader
  19906. * @param value Define the value to give to the uniform
  19907. * @return the material itself allowing "fluent" like uniform updates
  19908. */
  19909. setVector2(name: string, value: Vector2): ShaderMaterial;
  19910. /**
  19911. * Set a vec3 in the shader from a Vector3.
  19912. * @param name Define the name of the uniform as defined in the shader
  19913. * @param value Define the value to give to the uniform
  19914. * @return the material itself allowing "fluent" like uniform updates
  19915. */
  19916. setVector3(name: string, value: Vector3): ShaderMaterial;
  19917. /**
  19918. * Set a vec4 in the shader from a Vector4.
  19919. * @param name Define the name of the uniform as defined in the shader
  19920. * @param value Define the value to give to the uniform
  19921. * @return the material itself allowing "fluent" like uniform updates
  19922. */
  19923. setVector4(name: string, value: Vector4): ShaderMaterial;
  19924. /**
  19925. * Set a mat4 in the shader from a Matrix.
  19926. * @param name Define the name of the uniform as defined in the shader
  19927. * @param value Define the value to give to the uniform
  19928. * @return the material itself allowing "fluent" like uniform updates
  19929. */
  19930. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19931. /**
  19932. * Set a float32Array in the shader from a matrix array.
  19933. * @param name Define the name of the uniform as defined in the shader
  19934. * @param value Define the value to give to the uniform
  19935. * @return the material itself allowing "fluent" like uniform updates
  19936. */
  19937. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  19938. /**
  19939. * Set a mat3 in the shader from a Float32Array.
  19940. * @param name Define the name of the uniform as defined in the shader
  19941. * @param value Define the value to give to the uniform
  19942. * @return the material itself allowing "fluent" like uniform updates
  19943. */
  19944. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19945. /**
  19946. * Set a mat2 in the shader from a Float32Array.
  19947. * @param name Define the name of the uniform as defined in the shader
  19948. * @param value Define the value to give to the uniform
  19949. * @return the material itself allowing "fluent" like uniform updates
  19950. */
  19951. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19952. /**
  19953. * Set a vec2 array in the shader from a number array.
  19954. * @param name Define the name of the uniform as defined in the shader
  19955. * @param value Define the value to give to the uniform
  19956. * @return the material itself allowing "fluent" like uniform updates
  19957. */
  19958. setArray2(name: string, value: number[]): ShaderMaterial;
  19959. /**
  19960. * Set a vec3 array in the shader from a number array.
  19961. * @param name Define the name of the uniform as defined in the shader
  19962. * @param value Define the value to give to the uniform
  19963. * @return the material itself allowing "fluent" like uniform updates
  19964. */
  19965. setArray3(name: string, value: number[]): ShaderMaterial;
  19966. /**
  19967. * Set a vec4 array in the shader from a number array.
  19968. * @param name Define the name of the uniform as defined in the shader
  19969. * @param value Define the value to give to the uniform
  19970. * @return the material itself allowing "fluent" like uniform updates
  19971. */
  19972. setArray4(name: string, value: number[]): ShaderMaterial;
  19973. private _checkCache;
  19974. /**
  19975. * Specifies that the submesh is ready to be used
  19976. * @param mesh defines the mesh to check
  19977. * @param subMesh defines which submesh to check
  19978. * @param useInstances specifies that instances should be used
  19979. * @returns a boolean indicating that the submesh is ready or not
  19980. */
  19981. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19982. /**
  19983. * Checks if the material is ready to render the requested mesh
  19984. * @param mesh Define the mesh to render
  19985. * @param useInstances Define whether or not the material is used with instances
  19986. * @returns true if ready, otherwise false
  19987. */
  19988. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19989. /**
  19990. * Binds the world matrix to the material
  19991. * @param world defines the world transformation matrix
  19992. */
  19993. bindOnlyWorldMatrix(world: Matrix): void;
  19994. /**
  19995. * Binds the material to the mesh
  19996. * @param world defines the world transformation matrix
  19997. * @param mesh defines the mesh to bind the material to
  19998. */
  19999. bind(world: Matrix, mesh?: Mesh): void;
  20000. /**
  20001. * Gets the active textures from the material
  20002. * @returns an array of textures
  20003. */
  20004. getActiveTextures(): BaseTexture[];
  20005. /**
  20006. * Specifies if the material uses a texture
  20007. * @param texture defines the texture to check against the material
  20008. * @returns a boolean specifying if the material uses the texture
  20009. */
  20010. hasTexture(texture: BaseTexture): boolean;
  20011. /**
  20012. * Makes a duplicate of the material, and gives it a new name
  20013. * @param name defines the new name for the duplicated material
  20014. * @returns the cloned material
  20015. */
  20016. clone(name: string): ShaderMaterial;
  20017. /**
  20018. * Disposes the material
  20019. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20020. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20021. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20022. */
  20023. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20024. /**
  20025. * Serializes this material in a JSON representation
  20026. * @returns the serialized material object
  20027. */
  20028. serialize(): any;
  20029. /**
  20030. * Creates a shader material from parsed shader material data
  20031. * @param source defines the JSON represnetation of the material
  20032. * @param scene defines the hosting scene
  20033. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  20034. * @returns a new material
  20035. */
  20036. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  20037. }
  20038. }
  20039. declare module "babylonjs/Shaders/color.fragment" {
  20040. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  20041. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  20042. /** @hidden */
  20043. export var colorPixelShader: {
  20044. name: string;
  20045. shader: string;
  20046. };
  20047. }
  20048. declare module "babylonjs/Shaders/color.vertex" {
  20049. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  20050. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  20051. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  20052. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  20053. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  20054. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  20055. /** @hidden */
  20056. export var colorVertexShader: {
  20057. name: string;
  20058. shader: string;
  20059. };
  20060. }
  20061. declare module "babylonjs/Meshes/linesMesh" {
  20062. import { Nullable } from "babylonjs/types";
  20063. import { Scene } from "babylonjs/scene";
  20064. import { Color3 } from "babylonjs/Maths/math.color";
  20065. import { Node } from "babylonjs/node";
  20066. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20067. import { Mesh } from "babylonjs/Meshes/mesh";
  20068. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  20069. import { Effect } from "babylonjs/Materials/effect";
  20070. import { Material } from "babylonjs/Materials/material";
  20071. import "babylonjs/Shaders/color.fragment";
  20072. import "babylonjs/Shaders/color.vertex";
  20073. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20074. /**
  20075. * Line mesh
  20076. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  20077. */
  20078. export class LinesMesh extends Mesh {
  20079. /**
  20080. * If vertex color should be applied to the mesh
  20081. */
  20082. readonly useVertexColor?: boolean | undefined;
  20083. /**
  20084. * If vertex alpha should be applied to the mesh
  20085. */
  20086. readonly useVertexAlpha?: boolean | undefined;
  20087. /**
  20088. * Color of the line (Default: White)
  20089. */
  20090. color: Color3;
  20091. /**
  20092. * Alpha of the line (Default: 1)
  20093. */
  20094. alpha: number;
  20095. /**
  20096. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20097. * This margin is expressed in world space coordinates, so its value may vary.
  20098. * Default value is 0.1
  20099. */
  20100. intersectionThreshold: number;
  20101. private _colorShader;
  20102. private color4;
  20103. /**
  20104. * Creates a new LinesMesh
  20105. * @param name defines the name
  20106. * @param scene defines the hosting scene
  20107. * @param parent defines the parent mesh if any
  20108. * @param source defines the optional source LinesMesh used to clone data from
  20109. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  20110. * When false, achieved by calling a clone(), also passing False.
  20111. * This will make creation of children, recursive.
  20112. * @param useVertexColor defines if this LinesMesh supports vertex color
  20113. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  20114. */
  20115. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  20116. /**
  20117. * If vertex color should be applied to the mesh
  20118. */
  20119. useVertexColor?: boolean | undefined,
  20120. /**
  20121. * If vertex alpha should be applied to the mesh
  20122. */
  20123. useVertexAlpha?: boolean | undefined);
  20124. private _addClipPlaneDefine;
  20125. private _removeClipPlaneDefine;
  20126. isReady(): boolean;
  20127. /**
  20128. * Returns the string "LineMesh"
  20129. */
  20130. getClassName(): string;
  20131. /**
  20132. * @hidden
  20133. */
  20134. /**
  20135. * @hidden
  20136. */
  20137. material: Material;
  20138. /**
  20139. * @hidden
  20140. */
  20141. readonly checkCollisions: boolean;
  20142. /** @hidden */
  20143. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  20144. /** @hidden */
  20145. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  20146. /**
  20147. * Disposes of the line mesh
  20148. * @param doNotRecurse If children should be disposed
  20149. */
  20150. dispose(doNotRecurse?: boolean): void;
  20151. /**
  20152. * Returns a new LineMesh object cloned from the current one.
  20153. */
  20154. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  20155. /**
  20156. * Creates a new InstancedLinesMesh object from the mesh model.
  20157. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  20158. * @param name defines the name of the new instance
  20159. * @returns a new InstancedLinesMesh
  20160. */
  20161. createInstance(name: string): InstancedLinesMesh;
  20162. }
  20163. /**
  20164. * Creates an instance based on a source LinesMesh
  20165. */
  20166. export class InstancedLinesMesh extends InstancedMesh {
  20167. /**
  20168. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20169. * This margin is expressed in world space coordinates, so its value may vary.
  20170. * Initilized with the intersectionThreshold value of the source LinesMesh
  20171. */
  20172. intersectionThreshold: number;
  20173. constructor(name: string, source: LinesMesh);
  20174. /**
  20175. * Returns the string "InstancedLinesMesh".
  20176. */
  20177. getClassName(): string;
  20178. }
  20179. }
  20180. declare module "babylonjs/Shaders/line.fragment" {
  20181. /** @hidden */
  20182. export var linePixelShader: {
  20183. name: string;
  20184. shader: string;
  20185. };
  20186. }
  20187. declare module "babylonjs/Shaders/line.vertex" {
  20188. /** @hidden */
  20189. export var lineVertexShader: {
  20190. name: string;
  20191. shader: string;
  20192. };
  20193. }
  20194. declare module "babylonjs/Rendering/edgesRenderer" {
  20195. import { Nullable } from "babylonjs/types";
  20196. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20197. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20198. import { Vector3 } from "babylonjs/Maths/math.vector";
  20199. import { IDisposable } from "babylonjs/scene";
  20200. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20201. import "babylonjs/Shaders/line.fragment";
  20202. import "babylonjs/Shaders/line.vertex";
  20203. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20204. module "babylonjs/Meshes/abstractMesh" {
  20205. interface AbstractMesh {
  20206. /**
  20207. * Gets the edgesRenderer associated with the mesh
  20208. */
  20209. edgesRenderer: Nullable<EdgesRenderer>;
  20210. }
  20211. }
  20212. module "babylonjs/Meshes/linesMesh" {
  20213. interface LinesMesh {
  20214. /**
  20215. * Enables the edge rendering mode on the mesh.
  20216. * This mode makes the mesh edges visible
  20217. * @param epsilon defines the maximal distance between two angles to detect a face
  20218. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20219. * @returns the currentAbstractMesh
  20220. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20221. */
  20222. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20223. }
  20224. }
  20225. module "babylonjs/Meshes/linesMesh" {
  20226. interface InstancedLinesMesh {
  20227. /**
  20228. * Enables the edge rendering mode on the mesh.
  20229. * This mode makes the mesh edges visible
  20230. * @param epsilon defines the maximal distance between two angles to detect a face
  20231. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20232. * @returns the current InstancedLinesMesh
  20233. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20234. */
  20235. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20236. }
  20237. }
  20238. /**
  20239. * Defines the minimum contract an Edges renderer should follow.
  20240. */
  20241. export interface IEdgesRenderer extends IDisposable {
  20242. /**
  20243. * Gets or sets a boolean indicating if the edgesRenderer is active
  20244. */
  20245. isEnabled: boolean;
  20246. /**
  20247. * Renders the edges of the attached mesh,
  20248. */
  20249. render(): void;
  20250. /**
  20251. * Checks wether or not the edges renderer is ready to render.
  20252. * @return true if ready, otherwise false.
  20253. */
  20254. isReady(): boolean;
  20255. }
  20256. /**
  20257. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20258. */
  20259. export class EdgesRenderer implements IEdgesRenderer {
  20260. /**
  20261. * Define the size of the edges with an orthographic camera
  20262. */
  20263. edgesWidthScalerForOrthographic: number;
  20264. /**
  20265. * Define the size of the edges with a perspective camera
  20266. */
  20267. edgesWidthScalerForPerspective: number;
  20268. protected _source: AbstractMesh;
  20269. protected _linesPositions: number[];
  20270. protected _linesNormals: number[];
  20271. protected _linesIndices: number[];
  20272. protected _epsilon: number;
  20273. protected _indicesCount: number;
  20274. protected _lineShader: ShaderMaterial;
  20275. protected _ib: DataBuffer;
  20276. protected _buffers: {
  20277. [key: string]: Nullable<VertexBuffer>;
  20278. };
  20279. protected _checkVerticesInsteadOfIndices: boolean;
  20280. private _meshRebuildObserver;
  20281. private _meshDisposeObserver;
  20282. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20283. isEnabled: boolean;
  20284. /**
  20285. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20286. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20287. * @param source Mesh used to create edges
  20288. * @param epsilon sum of angles in adjacency to check for edge
  20289. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20290. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20291. */
  20292. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20293. protected _prepareRessources(): void;
  20294. /** @hidden */
  20295. _rebuild(): void;
  20296. /**
  20297. * Releases the required resources for the edges renderer
  20298. */
  20299. dispose(): void;
  20300. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20301. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20302. /**
  20303. * Checks if the pair of p0 and p1 is en edge
  20304. * @param faceIndex
  20305. * @param edge
  20306. * @param faceNormals
  20307. * @param p0
  20308. * @param p1
  20309. * @private
  20310. */
  20311. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20312. /**
  20313. * push line into the position, normal and index buffer
  20314. * @protected
  20315. */
  20316. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20317. /**
  20318. * Generates lines edges from adjacencjes
  20319. * @private
  20320. */
  20321. _generateEdgesLines(): void;
  20322. /**
  20323. * Checks wether or not the edges renderer is ready to render.
  20324. * @return true if ready, otherwise false.
  20325. */
  20326. isReady(): boolean;
  20327. /**
  20328. * Renders the edges of the attached mesh,
  20329. */
  20330. render(): void;
  20331. }
  20332. /**
  20333. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20334. */
  20335. export class LineEdgesRenderer extends EdgesRenderer {
  20336. /**
  20337. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20338. * @param source LineMesh used to generate edges
  20339. * @param epsilon not important (specified angle for edge detection)
  20340. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20341. */
  20342. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20343. /**
  20344. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20345. */
  20346. _generateEdgesLines(): void;
  20347. }
  20348. }
  20349. declare module "babylonjs/Rendering/renderingGroup" {
  20350. import { SmartArray } from "babylonjs/Misc/smartArray";
  20351. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20352. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20353. import { Nullable } from "babylonjs/types";
  20354. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20355. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20356. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20357. import { Material } from "babylonjs/Materials/material";
  20358. import { Scene } from "babylonjs/scene";
  20359. /**
  20360. * This represents the object necessary to create a rendering group.
  20361. * This is exclusively used and created by the rendering manager.
  20362. * To modify the behavior, you use the available helpers in your scene or meshes.
  20363. * @hidden
  20364. */
  20365. export class RenderingGroup {
  20366. index: number;
  20367. private static _zeroVector;
  20368. private _scene;
  20369. private _opaqueSubMeshes;
  20370. private _transparentSubMeshes;
  20371. private _alphaTestSubMeshes;
  20372. private _depthOnlySubMeshes;
  20373. private _particleSystems;
  20374. private _spriteManagers;
  20375. private _opaqueSortCompareFn;
  20376. private _alphaTestSortCompareFn;
  20377. private _transparentSortCompareFn;
  20378. private _renderOpaque;
  20379. private _renderAlphaTest;
  20380. private _renderTransparent;
  20381. /** @hidden */
  20382. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20383. onBeforeTransparentRendering: () => void;
  20384. /**
  20385. * Set the opaque sort comparison function.
  20386. * If null the sub meshes will be render in the order they were created
  20387. */
  20388. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20389. /**
  20390. * Set the alpha test sort comparison function.
  20391. * If null the sub meshes will be render in the order they were created
  20392. */
  20393. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20394. /**
  20395. * Set the transparent sort comparison function.
  20396. * If null the sub meshes will be render in the order they were created
  20397. */
  20398. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20399. /**
  20400. * Creates a new rendering group.
  20401. * @param index The rendering group index
  20402. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20403. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20404. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20405. */
  20406. 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>);
  20407. /**
  20408. * Render all the sub meshes contained in the group.
  20409. * @param customRenderFunction Used to override the default render behaviour of the group.
  20410. * @returns true if rendered some submeshes.
  20411. */
  20412. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20413. /**
  20414. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20415. * @param subMeshes The submeshes to render
  20416. */
  20417. private renderOpaqueSorted;
  20418. /**
  20419. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20420. * @param subMeshes The submeshes to render
  20421. */
  20422. private renderAlphaTestSorted;
  20423. /**
  20424. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20425. * @param subMeshes The submeshes to render
  20426. */
  20427. private renderTransparentSorted;
  20428. /**
  20429. * Renders the submeshes in a specified order.
  20430. * @param subMeshes The submeshes to sort before render
  20431. * @param sortCompareFn The comparison function use to sort
  20432. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20433. * @param transparent Specifies to activate blending if true
  20434. */
  20435. private static renderSorted;
  20436. /**
  20437. * Renders the submeshes in the order they were dispatched (no sort applied).
  20438. * @param subMeshes The submeshes to render
  20439. */
  20440. private static renderUnsorted;
  20441. /**
  20442. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20443. * are rendered back to front if in the same alpha index.
  20444. *
  20445. * @param a The first submesh
  20446. * @param b The second submesh
  20447. * @returns The result of the comparison
  20448. */
  20449. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20450. /**
  20451. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20452. * are rendered back to front.
  20453. *
  20454. * @param a The first submesh
  20455. * @param b The second submesh
  20456. * @returns The result of the comparison
  20457. */
  20458. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20459. /**
  20460. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20461. * are rendered front to back (prevent overdraw).
  20462. *
  20463. * @param a The first submesh
  20464. * @param b The second submesh
  20465. * @returns The result of the comparison
  20466. */
  20467. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20468. /**
  20469. * Resets the different lists of submeshes to prepare a new frame.
  20470. */
  20471. prepare(): void;
  20472. dispose(): void;
  20473. /**
  20474. * Inserts the submesh in its correct queue depending on its material.
  20475. * @param subMesh The submesh to dispatch
  20476. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20477. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20478. */
  20479. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20480. dispatchSprites(spriteManager: ISpriteManager): void;
  20481. dispatchParticles(particleSystem: IParticleSystem): void;
  20482. private _renderParticles;
  20483. private _renderSprites;
  20484. }
  20485. }
  20486. declare module "babylonjs/Rendering/renderingManager" {
  20487. import { Nullable } from "babylonjs/types";
  20488. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20489. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20490. import { SmartArray } from "babylonjs/Misc/smartArray";
  20491. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20492. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20493. import { Material } from "babylonjs/Materials/material";
  20494. import { Scene } from "babylonjs/scene";
  20495. import { Camera } from "babylonjs/Cameras/camera";
  20496. /**
  20497. * Interface describing the different options available in the rendering manager
  20498. * regarding Auto Clear between groups.
  20499. */
  20500. export interface IRenderingManagerAutoClearSetup {
  20501. /**
  20502. * Defines whether or not autoclear is enable.
  20503. */
  20504. autoClear: boolean;
  20505. /**
  20506. * Defines whether or not to autoclear the depth buffer.
  20507. */
  20508. depth: boolean;
  20509. /**
  20510. * Defines whether or not to autoclear the stencil buffer.
  20511. */
  20512. stencil: boolean;
  20513. }
  20514. /**
  20515. * This class is used by the onRenderingGroupObservable
  20516. */
  20517. export class RenderingGroupInfo {
  20518. /**
  20519. * The Scene that being rendered
  20520. */
  20521. scene: Scene;
  20522. /**
  20523. * The camera currently used for the rendering pass
  20524. */
  20525. camera: Nullable<Camera>;
  20526. /**
  20527. * The ID of the renderingGroup being processed
  20528. */
  20529. renderingGroupId: number;
  20530. }
  20531. /**
  20532. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20533. * It is enable to manage the different groups as well as the different necessary sort functions.
  20534. * This should not be used directly aside of the few static configurations
  20535. */
  20536. export class RenderingManager {
  20537. /**
  20538. * The max id used for rendering groups (not included)
  20539. */
  20540. static MAX_RENDERINGGROUPS: number;
  20541. /**
  20542. * The min id used for rendering groups (included)
  20543. */
  20544. static MIN_RENDERINGGROUPS: number;
  20545. /**
  20546. * Used to globally prevent autoclearing scenes.
  20547. */
  20548. static AUTOCLEAR: boolean;
  20549. /**
  20550. * @hidden
  20551. */
  20552. _useSceneAutoClearSetup: boolean;
  20553. private _scene;
  20554. private _renderingGroups;
  20555. private _depthStencilBufferAlreadyCleaned;
  20556. private _autoClearDepthStencil;
  20557. private _customOpaqueSortCompareFn;
  20558. private _customAlphaTestSortCompareFn;
  20559. private _customTransparentSortCompareFn;
  20560. private _renderingGroupInfo;
  20561. /**
  20562. * Instantiates a new rendering group for a particular scene
  20563. * @param scene Defines the scene the groups belongs to
  20564. */
  20565. constructor(scene: Scene);
  20566. private _clearDepthStencilBuffer;
  20567. /**
  20568. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20569. * @hidden
  20570. */
  20571. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20572. /**
  20573. * Resets the different information of the group to prepare a new frame
  20574. * @hidden
  20575. */
  20576. reset(): void;
  20577. /**
  20578. * Dispose and release the group and its associated resources.
  20579. * @hidden
  20580. */
  20581. dispose(): void;
  20582. /**
  20583. * Clear the info related to rendering groups preventing retention points during dispose.
  20584. */
  20585. freeRenderingGroups(): void;
  20586. private _prepareRenderingGroup;
  20587. /**
  20588. * Add a sprite manager to the rendering manager in order to render it this frame.
  20589. * @param spriteManager Define the sprite manager to render
  20590. */
  20591. dispatchSprites(spriteManager: ISpriteManager): void;
  20592. /**
  20593. * Add a particle system to the rendering manager in order to render it this frame.
  20594. * @param particleSystem Define the particle system to render
  20595. */
  20596. dispatchParticles(particleSystem: IParticleSystem): void;
  20597. /**
  20598. * Add a submesh to the manager in order to render it this frame
  20599. * @param subMesh The submesh to dispatch
  20600. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20601. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20602. */
  20603. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20604. /**
  20605. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20606. * This allowed control for front to back rendering or reversly depending of the special needs.
  20607. *
  20608. * @param renderingGroupId The rendering group id corresponding to its index
  20609. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20610. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20611. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20612. */
  20613. 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;
  20614. /**
  20615. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20616. *
  20617. * @param renderingGroupId The rendering group id corresponding to its index
  20618. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20619. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20620. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20621. */
  20622. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20623. /**
  20624. * Gets the current auto clear configuration for one rendering group of the rendering
  20625. * manager.
  20626. * @param index the rendering group index to get the information for
  20627. * @returns The auto clear setup for the requested rendering group
  20628. */
  20629. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20630. }
  20631. }
  20632. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20633. import { Observable } from "babylonjs/Misc/observable";
  20634. import { SmartArray } from "babylonjs/Misc/smartArray";
  20635. import { Nullable } from "babylonjs/types";
  20636. import { Camera } from "babylonjs/Cameras/camera";
  20637. import { Scene } from "babylonjs/scene";
  20638. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20639. import { Color4 } from "babylonjs/Maths/math.color";
  20640. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20641. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20642. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20643. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20644. import { Texture } from "babylonjs/Materials/Textures/texture";
  20645. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20646. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20647. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20648. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20649. import { Engine } from "babylonjs/Engines/engine";
  20650. /**
  20651. * This Helps creating a texture that will be created from a camera in your scene.
  20652. * It is basically a dynamic texture that could be used to create special effects for instance.
  20653. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20654. */
  20655. export class RenderTargetTexture extends Texture {
  20656. isCube: boolean;
  20657. /**
  20658. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20659. */
  20660. static readonly REFRESHRATE_RENDER_ONCE: number;
  20661. /**
  20662. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20663. */
  20664. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20665. /**
  20666. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20667. * the central point of your effect and can save a lot of performances.
  20668. */
  20669. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20670. /**
  20671. * Use this predicate to dynamically define the list of mesh you want to render.
  20672. * If set, the renderList property will be overwritten.
  20673. */
  20674. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20675. private _renderList;
  20676. /**
  20677. * Use this list to define the list of mesh you want to render.
  20678. */
  20679. renderList: Nullable<Array<AbstractMesh>>;
  20680. private _hookArray;
  20681. /**
  20682. * Define if particles should be rendered in your texture.
  20683. */
  20684. renderParticles: boolean;
  20685. /**
  20686. * Define if sprites should be rendered in your texture.
  20687. */
  20688. renderSprites: boolean;
  20689. /**
  20690. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20691. */
  20692. coordinatesMode: number;
  20693. /**
  20694. * Define the camera used to render the texture.
  20695. */
  20696. activeCamera: Nullable<Camera>;
  20697. /**
  20698. * Override the render function of the texture with your own one.
  20699. */
  20700. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20701. /**
  20702. * Define if camera post processes should be use while rendering the texture.
  20703. */
  20704. useCameraPostProcesses: boolean;
  20705. /**
  20706. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20707. */
  20708. ignoreCameraViewport: boolean;
  20709. private _postProcessManager;
  20710. private _postProcesses;
  20711. private _resizeObserver;
  20712. /**
  20713. * An event triggered when the texture is unbind.
  20714. */
  20715. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20716. /**
  20717. * An event triggered when the texture is unbind.
  20718. */
  20719. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20720. private _onAfterUnbindObserver;
  20721. /**
  20722. * Set a after unbind callback in the texture.
  20723. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20724. */
  20725. onAfterUnbind: () => void;
  20726. /**
  20727. * An event triggered before rendering the texture
  20728. */
  20729. onBeforeRenderObservable: Observable<number>;
  20730. private _onBeforeRenderObserver;
  20731. /**
  20732. * Set a before render callback in the texture.
  20733. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20734. */
  20735. onBeforeRender: (faceIndex: number) => void;
  20736. /**
  20737. * An event triggered after rendering the texture
  20738. */
  20739. onAfterRenderObservable: Observable<number>;
  20740. private _onAfterRenderObserver;
  20741. /**
  20742. * Set a after render callback in the texture.
  20743. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20744. */
  20745. onAfterRender: (faceIndex: number) => void;
  20746. /**
  20747. * An event triggered after the texture clear
  20748. */
  20749. onClearObservable: Observable<Engine>;
  20750. private _onClearObserver;
  20751. /**
  20752. * Set a clear callback in the texture.
  20753. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20754. */
  20755. onClear: (Engine: Engine) => void;
  20756. /**
  20757. * An event triggered when the texture is resized.
  20758. */
  20759. onResizeObservable: Observable<RenderTargetTexture>;
  20760. /**
  20761. * Define the clear color of the Render Target if it should be different from the scene.
  20762. */
  20763. clearColor: Color4;
  20764. protected _size: number | {
  20765. width: number;
  20766. height: number;
  20767. };
  20768. protected _initialSizeParameter: number | {
  20769. width: number;
  20770. height: number;
  20771. } | {
  20772. ratio: number;
  20773. };
  20774. protected _sizeRatio: Nullable<number>;
  20775. /** @hidden */
  20776. _generateMipMaps: boolean;
  20777. protected _renderingManager: RenderingManager;
  20778. /** @hidden */
  20779. _waitingRenderList: string[];
  20780. protected _doNotChangeAspectRatio: boolean;
  20781. protected _currentRefreshId: number;
  20782. protected _refreshRate: number;
  20783. protected _textureMatrix: Matrix;
  20784. protected _samples: number;
  20785. protected _renderTargetOptions: RenderTargetCreationOptions;
  20786. /**
  20787. * Gets render target creation options that were used.
  20788. */
  20789. readonly renderTargetOptions: RenderTargetCreationOptions;
  20790. protected _engine: Engine;
  20791. protected _onRatioRescale(): void;
  20792. /**
  20793. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20794. * It must define where the camera used to render the texture is set
  20795. */
  20796. boundingBoxPosition: Vector3;
  20797. private _boundingBoxSize;
  20798. /**
  20799. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20800. * When defined, the cubemap will switch to local mode
  20801. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20802. * @example https://www.babylonjs-playground.com/#RNASML
  20803. */
  20804. boundingBoxSize: Vector3;
  20805. /**
  20806. * In case the RTT has been created with a depth texture, get the associated
  20807. * depth texture.
  20808. * Otherwise, return null.
  20809. */
  20810. depthStencilTexture: Nullable<InternalTexture>;
  20811. /**
  20812. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20813. * or used a shadow, depth texture...
  20814. * @param name The friendly name of the texture
  20815. * @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)
  20816. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20817. * @param generateMipMaps True if mip maps need to be generated after render.
  20818. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20819. * @param type The type of the buffer in the RTT (int, half float, float...)
  20820. * @param isCube True if a cube texture needs to be created
  20821. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20822. * @param generateDepthBuffer True to generate a depth buffer
  20823. * @param generateStencilBuffer True to generate a stencil buffer
  20824. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20825. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20826. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20827. */
  20828. constructor(name: string, size: number | {
  20829. width: number;
  20830. height: number;
  20831. } | {
  20832. ratio: number;
  20833. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20834. /**
  20835. * Creates a depth stencil texture.
  20836. * This is only available in WebGL 2 or with the depth texture extension available.
  20837. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20838. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20839. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20840. */
  20841. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20842. private _processSizeParameter;
  20843. /**
  20844. * Define the number of samples to use in case of MSAA.
  20845. * It defaults to one meaning no MSAA has been enabled.
  20846. */
  20847. samples: number;
  20848. /**
  20849. * Resets the refresh counter of the texture and start bak from scratch.
  20850. * Could be useful to regenerate the texture if it is setup to render only once.
  20851. */
  20852. resetRefreshCounter(): void;
  20853. /**
  20854. * Define the refresh rate of the texture or the rendering frequency.
  20855. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20856. */
  20857. refreshRate: number;
  20858. /**
  20859. * Adds a post process to the render target rendering passes.
  20860. * @param postProcess define the post process to add
  20861. */
  20862. addPostProcess(postProcess: PostProcess): void;
  20863. /**
  20864. * Clear all the post processes attached to the render target
  20865. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20866. */
  20867. clearPostProcesses(dispose?: boolean): void;
  20868. /**
  20869. * Remove one of the post process from the list of attached post processes to the texture
  20870. * @param postProcess define the post process to remove from the list
  20871. */
  20872. removePostProcess(postProcess: PostProcess): void;
  20873. /** @hidden */
  20874. _shouldRender(): boolean;
  20875. /**
  20876. * Gets the actual render size of the texture.
  20877. * @returns the width of the render size
  20878. */
  20879. getRenderSize(): number;
  20880. /**
  20881. * Gets the actual render width of the texture.
  20882. * @returns the width of the render size
  20883. */
  20884. getRenderWidth(): number;
  20885. /**
  20886. * Gets the actual render height of the texture.
  20887. * @returns the height of the render size
  20888. */
  20889. getRenderHeight(): number;
  20890. /**
  20891. * Get if the texture can be rescaled or not.
  20892. */
  20893. readonly canRescale: boolean;
  20894. /**
  20895. * Resize the texture using a ratio.
  20896. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20897. */
  20898. scale(ratio: number): void;
  20899. /**
  20900. * Get the texture reflection matrix used to rotate/transform the reflection.
  20901. * @returns the reflection matrix
  20902. */
  20903. getReflectionTextureMatrix(): Matrix;
  20904. /**
  20905. * Resize the texture to a new desired size.
  20906. * Be carrefull as it will recreate all the data in the new texture.
  20907. * @param size Define the new size. It can be:
  20908. * - a number for squared texture,
  20909. * - an object containing { width: number, height: number }
  20910. * - or an object containing a ratio { ratio: number }
  20911. */
  20912. resize(size: number | {
  20913. width: number;
  20914. height: number;
  20915. } | {
  20916. ratio: number;
  20917. }): void;
  20918. /**
  20919. * Renders all the objects from the render list into the texture.
  20920. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20921. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20922. */
  20923. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20924. private _bestReflectionRenderTargetDimension;
  20925. /**
  20926. * @hidden
  20927. * @param faceIndex face index to bind to if this is a cubetexture
  20928. */
  20929. _bindFrameBuffer(faceIndex?: number): void;
  20930. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20931. private renderToTarget;
  20932. /**
  20933. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20934. * This allowed control for front to back rendering or reversly depending of the special needs.
  20935. *
  20936. * @param renderingGroupId The rendering group id corresponding to its index
  20937. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20938. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20939. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20940. */
  20941. 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;
  20942. /**
  20943. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20944. *
  20945. * @param renderingGroupId The rendering group id corresponding to its index
  20946. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20947. */
  20948. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20949. /**
  20950. * Clones the texture.
  20951. * @returns the cloned texture
  20952. */
  20953. clone(): RenderTargetTexture;
  20954. /**
  20955. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20956. * @returns The JSON representation of the texture
  20957. */
  20958. serialize(): any;
  20959. /**
  20960. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20961. */
  20962. disposeFramebufferObjects(): void;
  20963. /**
  20964. * Dispose the texture and release its associated resources.
  20965. */
  20966. dispose(): void;
  20967. /** @hidden */
  20968. _rebuild(): void;
  20969. /**
  20970. * Clear the info related to rendering groups preventing retention point in material dispose.
  20971. */
  20972. freeRenderingGroups(): void;
  20973. /**
  20974. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20975. * @returns the view count
  20976. */
  20977. getViewCount(): number;
  20978. }
  20979. }
  20980. declare module "babylonjs/Materials/material" {
  20981. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20982. import { SmartArray } from "babylonjs/Misc/smartArray";
  20983. import { Observable } from "babylonjs/Misc/observable";
  20984. import { Nullable } from "babylonjs/types";
  20985. import { Scene } from "babylonjs/scene";
  20986. import { Matrix } from "babylonjs/Maths/math.vector";
  20987. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20989. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20990. import { Effect } from "babylonjs/Materials/effect";
  20991. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20992. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20993. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20994. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20995. import { Mesh } from "babylonjs/Meshes/mesh";
  20996. import { Animation } from "babylonjs/Animations/animation";
  20997. /**
  20998. * Options for compiling materials.
  20999. */
  21000. export interface IMaterialCompilationOptions {
  21001. /**
  21002. * Defines whether clip planes are enabled.
  21003. */
  21004. clipPlane: boolean;
  21005. /**
  21006. * Defines whether instances are enabled.
  21007. */
  21008. useInstances: boolean;
  21009. }
  21010. /**
  21011. * Base class for the main features of a material in Babylon.js
  21012. */
  21013. export class Material implements IAnimatable {
  21014. /**
  21015. * Returns the triangle fill mode
  21016. */
  21017. static readonly TriangleFillMode: number;
  21018. /**
  21019. * Returns the wireframe mode
  21020. */
  21021. static readonly WireFrameFillMode: number;
  21022. /**
  21023. * Returns the point fill mode
  21024. */
  21025. static readonly PointFillMode: number;
  21026. /**
  21027. * Returns the point list draw mode
  21028. */
  21029. static readonly PointListDrawMode: number;
  21030. /**
  21031. * Returns the line list draw mode
  21032. */
  21033. static readonly LineListDrawMode: number;
  21034. /**
  21035. * Returns the line loop draw mode
  21036. */
  21037. static readonly LineLoopDrawMode: number;
  21038. /**
  21039. * Returns the line strip draw mode
  21040. */
  21041. static readonly LineStripDrawMode: number;
  21042. /**
  21043. * Returns the triangle strip draw mode
  21044. */
  21045. static readonly TriangleStripDrawMode: number;
  21046. /**
  21047. * Returns the triangle fan draw mode
  21048. */
  21049. static readonly TriangleFanDrawMode: number;
  21050. /**
  21051. * Stores the clock-wise side orientation
  21052. */
  21053. static readonly ClockWiseSideOrientation: number;
  21054. /**
  21055. * Stores the counter clock-wise side orientation
  21056. */
  21057. static readonly CounterClockWiseSideOrientation: number;
  21058. /**
  21059. * The dirty texture flag value
  21060. */
  21061. static readonly TextureDirtyFlag: number;
  21062. /**
  21063. * The dirty light flag value
  21064. */
  21065. static readonly LightDirtyFlag: number;
  21066. /**
  21067. * The dirty fresnel flag value
  21068. */
  21069. static readonly FresnelDirtyFlag: number;
  21070. /**
  21071. * The dirty attribute flag value
  21072. */
  21073. static readonly AttributesDirtyFlag: number;
  21074. /**
  21075. * The dirty misc flag value
  21076. */
  21077. static readonly MiscDirtyFlag: number;
  21078. /**
  21079. * The all dirty flag value
  21080. */
  21081. static readonly AllDirtyFlag: number;
  21082. /**
  21083. * The ID of the material
  21084. */
  21085. id: string;
  21086. /**
  21087. * Gets or sets the unique id of the material
  21088. */
  21089. uniqueId: number;
  21090. /**
  21091. * The name of the material
  21092. */
  21093. name: string;
  21094. /**
  21095. * Gets or sets user defined metadata
  21096. */
  21097. metadata: any;
  21098. /**
  21099. * For internal use only. Please do not use.
  21100. */
  21101. reservedDataStore: any;
  21102. /**
  21103. * Specifies if the ready state should be checked on each call
  21104. */
  21105. checkReadyOnEveryCall: boolean;
  21106. /**
  21107. * Specifies if the ready state should be checked once
  21108. */
  21109. checkReadyOnlyOnce: boolean;
  21110. /**
  21111. * The state of the material
  21112. */
  21113. state: string;
  21114. /**
  21115. * The alpha value of the material
  21116. */
  21117. protected _alpha: number;
  21118. /**
  21119. * List of inspectable custom properties (used by the Inspector)
  21120. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  21121. */
  21122. inspectableCustomProperties: IInspectable[];
  21123. /**
  21124. * Sets the alpha value of the material
  21125. */
  21126. /**
  21127. * Gets the alpha value of the material
  21128. */
  21129. alpha: number;
  21130. /**
  21131. * Specifies if back face culling is enabled
  21132. */
  21133. protected _backFaceCulling: boolean;
  21134. /**
  21135. * Sets the back-face culling state
  21136. */
  21137. /**
  21138. * Gets the back-face culling state
  21139. */
  21140. backFaceCulling: boolean;
  21141. /**
  21142. * Stores the value for side orientation
  21143. */
  21144. sideOrientation: number;
  21145. /**
  21146. * Callback triggered when the material is compiled
  21147. */
  21148. onCompiled: Nullable<(effect: Effect) => void>;
  21149. /**
  21150. * Callback triggered when an error occurs
  21151. */
  21152. onError: Nullable<(effect: Effect, errors: string) => void>;
  21153. /**
  21154. * Callback triggered to get the render target textures
  21155. */
  21156. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  21157. /**
  21158. * Gets a boolean indicating that current material needs to register RTT
  21159. */
  21160. readonly hasRenderTargetTextures: boolean;
  21161. /**
  21162. * Specifies if the material should be serialized
  21163. */
  21164. doNotSerialize: boolean;
  21165. /**
  21166. * @hidden
  21167. */
  21168. _storeEffectOnSubMeshes: boolean;
  21169. /**
  21170. * Stores the animations for the material
  21171. */
  21172. animations: Nullable<Array<Animation>>;
  21173. /**
  21174. * An event triggered when the material is disposed
  21175. */
  21176. onDisposeObservable: Observable<Material>;
  21177. /**
  21178. * An observer which watches for dispose events
  21179. */
  21180. private _onDisposeObserver;
  21181. private _onUnBindObservable;
  21182. /**
  21183. * Called during a dispose event
  21184. */
  21185. onDispose: () => void;
  21186. private _onBindObservable;
  21187. /**
  21188. * An event triggered when the material is bound
  21189. */
  21190. readonly onBindObservable: Observable<AbstractMesh>;
  21191. /**
  21192. * An observer which watches for bind events
  21193. */
  21194. private _onBindObserver;
  21195. /**
  21196. * Called during a bind event
  21197. */
  21198. onBind: (Mesh: AbstractMesh) => void;
  21199. /**
  21200. * An event triggered when the material is unbound
  21201. */
  21202. readonly onUnBindObservable: Observable<Material>;
  21203. /**
  21204. * Stores the value of the alpha mode
  21205. */
  21206. private _alphaMode;
  21207. /**
  21208. * Sets the value of the alpha mode.
  21209. *
  21210. * | Value | Type | Description |
  21211. * | --- | --- | --- |
  21212. * | 0 | ALPHA_DISABLE | |
  21213. * | 1 | ALPHA_ADD | |
  21214. * | 2 | ALPHA_COMBINE | |
  21215. * | 3 | ALPHA_SUBTRACT | |
  21216. * | 4 | ALPHA_MULTIPLY | |
  21217. * | 5 | ALPHA_MAXIMIZED | |
  21218. * | 6 | ALPHA_ONEONE | |
  21219. * | 7 | ALPHA_PREMULTIPLIED | |
  21220. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21221. * | 9 | ALPHA_INTERPOLATE | |
  21222. * | 10 | ALPHA_SCREENMODE | |
  21223. *
  21224. */
  21225. /**
  21226. * Gets the value of the alpha mode
  21227. */
  21228. alphaMode: number;
  21229. /**
  21230. * Stores the state of the need depth pre-pass value
  21231. */
  21232. private _needDepthPrePass;
  21233. /**
  21234. * Sets the need depth pre-pass value
  21235. */
  21236. /**
  21237. * Gets the depth pre-pass value
  21238. */
  21239. needDepthPrePass: boolean;
  21240. /**
  21241. * Specifies if depth writing should be disabled
  21242. */
  21243. disableDepthWrite: boolean;
  21244. /**
  21245. * Specifies if depth writing should be forced
  21246. */
  21247. forceDepthWrite: boolean;
  21248. /**
  21249. * Specifies the depth function that should be used. 0 means the default engine function
  21250. */
  21251. depthFunction: number;
  21252. /**
  21253. * Specifies if there should be a separate pass for culling
  21254. */
  21255. separateCullingPass: boolean;
  21256. /**
  21257. * Stores the state specifing if fog should be enabled
  21258. */
  21259. private _fogEnabled;
  21260. /**
  21261. * Sets the state for enabling fog
  21262. */
  21263. /**
  21264. * Gets the value of the fog enabled state
  21265. */
  21266. fogEnabled: boolean;
  21267. /**
  21268. * Stores the size of points
  21269. */
  21270. pointSize: number;
  21271. /**
  21272. * Stores the z offset value
  21273. */
  21274. zOffset: number;
  21275. /**
  21276. * Gets a value specifying if wireframe mode is enabled
  21277. */
  21278. /**
  21279. * Sets the state of wireframe mode
  21280. */
  21281. wireframe: boolean;
  21282. /**
  21283. * Gets the value specifying if point clouds are enabled
  21284. */
  21285. /**
  21286. * Sets the state of point cloud mode
  21287. */
  21288. pointsCloud: boolean;
  21289. /**
  21290. * Gets the material fill mode
  21291. */
  21292. /**
  21293. * Sets the material fill mode
  21294. */
  21295. fillMode: number;
  21296. /**
  21297. * @hidden
  21298. * Stores the effects for the material
  21299. */
  21300. _effect: Nullable<Effect>;
  21301. /**
  21302. * @hidden
  21303. * Specifies if the material was previously ready
  21304. */
  21305. _wasPreviouslyReady: boolean;
  21306. /**
  21307. * Specifies if uniform buffers should be used
  21308. */
  21309. private _useUBO;
  21310. /**
  21311. * Stores a reference to the scene
  21312. */
  21313. private _scene;
  21314. /**
  21315. * Stores the fill mode state
  21316. */
  21317. private _fillMode;
  21318. /**
  21319. * Specifies if the depth write state should be cached
  21320. */
  21321. private _cachedDepthWriteState;
  21322. /**
  21323. * Specifies if the depth function state should be cached
  21324. */
  21325. private _cachedDepthFunctionState;
  21326. /**
  21327. * Stores the uniform buffer
  21328. */
  21329. protected _uniformBuffer: UniformBuffer;
  21330. /** @hidden */
  21331. _indexInSceneMaterialArray: number;
  21332. /** @hidden */
  21333. meshMap: Nullable<{
  21334. [id: string]: AbstractMesh | undefined;
  21335. }>;
  21336. /**
  21337. * Creates a material instance
  21338. * @param name defines the name of the material
  21339. * @param scene defines the scene to reference
  21340. * @param doNotAdd specifies if the material should be added to the scene
  21341. */
  21342. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21343. /**
  21344. * Returns a string representation of the current material
  21345. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21346. * @returns a string with material information
  21347. */
  21348. toString(fullDetails?: boolean): string;
  21349. /**
  21350. * Gets the class name of the material
  21351. * @returns a string with the class name of the material
  21352. */
  21353. getClassName(): string;
  21354. /**
  21355. * Specifies if updates for the material been locked
  21356. */
  21357. readonly isFrozen: boolean;
  21358. /**
  21359. * Locks updates for the material
  21360. */
  21361. freeze(): void;
  21362. /**
  21363. * Unlocks updates for the material
  21364. */
  21365. unfreeze(): void;
  21366. /**
  21367. * Specifies if the material is ready to be used
  21368. * @param mesh defines the mesh to check
  21369. * @param useInstances specifies if instances should be used
  21370. * @returns a boolean indicating if the material is ready to be used
  21371. */
  21372. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21373. /**
  21374. * Specifies that the submesh is ready to be used
  21375. * @param mesh defines the mesh to check
  21376. * @param subMesh defines which submesh to check
  21377. * @param useInstances specifies that instances should be used
  21378. * @returns a boolean indicating that the submesh is ready or not
  21379. */
  21380. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21381. /**
  21382. * Returns the material effect
  21383. * @returns the effect associated with the material
  21384. */
  21385. getEffect(): Nullable<Effect>;
  21386. /**
  21387. * Returns the current scene
  21388. * @returns a Scene
  21389. */
  21390. getScene(): Scene;
  21391. /**
  21392. * Specifies if the material will require alpha blending
  21393. * @returns a boolean specifying if alpha blending is needed
  21394. */
  21395. needAlphaBlending(): boolean;
  21396. /**
  21397. * Specifies if the mesh will require alpha blending
  21398. * @param mesh defines the mesh to check
  21399. * @returns a boolean specifying if alpha blending is needed for the mesh
  21400. */
  21401. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21402. /**
  21403. * Specifies if this material should be rendered in alpha test mode
  21404. * @returns a boolean specifying if an alpha test is needed.
  21405. */
  21406. needAlphaTesting(): boolean;
  21407. /**
  21408. * Gets the texture used for the alpha test
  21409. * @returns the texture to use for alpha testing
  21410. */
  21411. getAlphaTestTexture(): Nullable<BaseTexture>;
  21412. /**
  21413. * Marks the material to indicate that it needs to be re-calculated
  21414. */
  21415. markDirty(): void;
  21416. /** @hidden */
  21417. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21418. /**
  21419. * Binds the material to the mesh
  21420. * @param world defines the world transformation matrix
  21421. * @param mesh defines the mesh to bind the material to
  21422. */
  21423. bind(world: Matrix, mesh?: Mesh): void;
  21424. /**
  21425. * Binds the submesh to the material
  21426. * @param world defines the world transformation matrix
  21427. * @param mesh defines the mesh containing the submesh
  21428. * @param subMesh defines the submesh to bind the material to
  21429. */
  21430. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21431. /**
  21432. * Binds the world matrix to the material
  21433. * @param world defines the world transformation matrix
  21434. */
  21435. bindOnlyWorldMatrix(world: Matrix): void;
  21436. /**
  21437. * Binds the scene's uniform buffer to the effect.
  21438. * @param effect defines the effect to bind to the scene uniform buffer
  21439. * @param sceneUbo defines the uniform buffer storing scene data
  21440. */
  21441. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21442. /**
  21443. * Binds the view matrix to the effect
  21444. * @param effect defines the effect to bind the view matrix to
  21445. */
  21446. bindView(effect: Effect): void;
  21447. /**
  21448. * Binds the view projection matrix to the effect
  21449. * @param effect defines the effect to bind the view projection matrix to
  21450. */
  21451. bindViewProjection(effect: Effect): void;
  21452. /**
  21453. * Specifies if material alpha testing should be turned on for the mesh
  21454. * @param mesh defines the mesh to check
  21455. */
  21456. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21457. /**
  21458. * Processes to execute after binding the material to a mesh
  21459. * @param mesh defines the rendered mesh
  21460. */
  21461. protected _afterBind(mesh?: Mesh): void;
  21462. /**
  21463. * Unbinds the material from the mesh
  21464. */
  21465. unbind(): void;
  21466. /**
  21467. * Gets the active textures from the material
  21468. * @returns an array of textures
  21469. */
  21470. getActiveTextures(): BaseTexture[];
  21471. /**
  21472. * Specifies if the material uses a texture
  21473. * @param texture defines the texture to check against the material
  21474. * @returns a boolean specifying if the material uses the texture
  21475. */
  21476. hasTexture(texture: BaseTexture): boolean;
  21477. /**
  21478. * Makes a duplicate of the material, and gives it a new name
  21479. * @param name defines the new name for the duplicated material
  21480. * @returns the cloned material
  21481. */
  21482. clone(name: string): Nullable<Material>;
  21483. /**
  21484. * Gets the meshes bound to the material
  21485. * @returns an array of meshes bound to the material
  21486. */
  21487. getBindedMeshes(): AbstractMesh[];
  21488. /**
  21489. * Force shader compilation
  21490. * @param mesh defines the mesh associated with this material
  21491. * @param onCompiled defines a function to execute once the material is compiled
  21492. * @param options defines the options to configure the compilation
  21493. * @param onError defines a function to execute if the material fails compiling
  21494. */
  21495. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21496. /**
  21497. * Force shader compilation
  21498. * @param mesh defines the mesh that will use this material
  21499. * @param options defines additional options for compiling the shaders
  21500. * @returns a promise that resolves when the compilation completes
  21501. */
  21502. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21503. private static readonly _AllDirtyCallBack;
  21504. private static readonly _ImageProcessingDirtyCallBack;
  21505. private static readonly _TextureDirtyCallBack;
  21506. private static readonly _FresnelDirtyCallBack;
  21507. private static readonly _MiscDirtyCallBack;
  21508. private static readonly _LightsDirtyCallBack;
  21509. private static readonly _AttributeDirtyCallBack;
  21510. private static _FresnelAndMiscDirtyCallBack;
  21511. private static _TextureAndMiscDirtyCallBack;
  21512. private static readonly _DirtyCallbackArray;
  21513. private static readonly _RunDirtyCallBacks;
  21514. /**
  21515. * Marks a define in the material to indicate that it needs to be re-computed
  21516. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21517. */
  21518. markAsDirty(flag: number): void;
  21519. /**
  21520. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21521. * @param func defines a function which checks material defines against the submeshes
  21522. */
  21523. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21524. /**
  21525. * Indicates that we need to re-calculated for all submeshes
  21526. */
  21527. protected _markAllSubMeshesAsAllDirty(): void;
  21528. /**
  21529. * Indicates that image processing needs to be re-calculated for all submeshes
  21530. */
  21531. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21532. /**
  21533. * Indicates that textures need to be re-calculated for all submeshes
  21534. */
  21535. protected _markAllSubMeshesAsTexturesDirty(): void;
  21536. /**
  21537. * Indicates that fresnel needs to be re-calculated for all submeshes
  21538. */
  21539. protected _markAllSubMeshesAsFresnelDirty(): void;
  21540. /**
  21541. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21542. */
  21543. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21544. /**
  21545. * Indicates that lights need to be re-calculated for all submeshes
  21546. */
  21547. protected _markAllSubMeshesAsLightsDirty(): void;
  21548. /**
  21549. * Indicates that attributes need to be re-calculated for all submeshes
  21550. */
  21551. protected _markAllSubMeshesAsAttributesDirty(): void;
  21552. /**
  21553. * Indicates that misc needs to be re-calculated for all submeshes
  21554. */
  21555. protected _markAllSubMeshesAsMiscDirty(): void;
  21556. /**
  21557. * Indicates that textures and misc need to be re-calculated for all submeshes
  21558. */
  21559. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21560. /**
  21561. * Disposes the material
  21562. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21563. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21564. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21565. */
  21566. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21567. /** @hidden */
  21568. private releaseVertexArrayObject;
  21569. /**
  21570. * Serializes this material
  21571. * @returns the serialized material object
  21572. */
  21573. serialize(): any;
  21574. /**
  21575. * Creates a material from parsed material data
  21576. * @param parsedMaterial defines parsed material data
  21577. * @param scene defines the hosting scene
  21578. * @param rootUrl defines the root URL to use to load textures
  21579. * @returns a new material
  21580. */
  21581. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21582. }
  21583. }
  21584. declare module "babylonjs/Materials/multiMaterial" {
  21585. import { Nullable } from "babylonjs/types";
  21586. import { Scene } from "babylonjs/scene";
  21587. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21588. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21589. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21590. import { Material } from "babylonjs/Materials/material";
  21591. /**
  21592. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21593. * separate meshes. This can be use to improve performances.
  21594. * @see http://doc.babylonjs.com/how_to/multi_materials
  21595. */
  21596. export class MultiMaterial extends Material {
  21597. private _subMaterials;
  21598. /**
  21599. * Gets or Sets the list of Materials used within the multi material.
  21600. * They need to be ordered according to the submeshes order in the associated mesh
  21601. */
  21602. subMaterials: Nullable<Material>[];
  21603. /**
  21604. * Function used to align with Node.getChildren()
  21605. * @returns the list of Materials used within the multi material
  21606. */
  21607. getChildren(): Nullable<Material>[];
  21608. /**
  21609. * Instantiates a new Multi Material
  21610. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21611. * separate meshes. This can be use to improve performances.
  21612. * @see http://doc.babylonjs.com/how_to/multi_materials
  21613. * @param name Define the name in the scene
  21614. * @param scene Define the scene the material belongs to
  21615. */
  21616. constructor(name: string, scene: Scene);
  21617. private _hookArray;
  21618. /**
  21619. * Get one of the submaterial by its index in the submaterials array
  21620. * @param index The index to look the sub material at
  21621. * @returns The Material if the index has been defined
  21622. */
  21623. getSubMaterial(index: number): Nullable<Material>;
  21624. /**
  21625. * Get the list of active textures for the whole sub materials list.
  21626. * @returns All the textures that will be used during the rendering
  21627. */
  21628. getActiveTextures(): BaseTexture[];
  21629. /**
  21630. * Gets the current class name of the material e.g. "MultiMaterial"
  21631. * Mainly use in serialization.
  21632. * @returns the class name
  21633. */
  21634. getClassName(): string;
  21635. /**
  21636. * Checks if the material is ready to render the requested sub mesh
  21637. * @param mesh Define the mesh the submesh belongs to
  21638. * @param subMesh Define the sub mesh to look readyness for
  21639. * @param useInstances Define whether or not the material is used with instances
  21640. * @returns true if ready, otherwise false
  21641. */
  21642. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21643. /**
  21644. * Clones the current material and its related sub materials
  21645. * @param name Define the name of the newly cloned material
  21646. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21647. * @returns the cloned material
  21648. */
  21649. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21650. /**
  21651. * Serializes the materials into a JSON representation.
  21652. * @returns the JSON representation
  21653. */
  21654. serialize(): any;
  21655. /**
  21656. * Dispose the material and release its associated resources
  21657. * @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)
  21658. * @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)
  21659. * @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)
  21660. */
  21661. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21662. /**
  21663. * Creates a MultiMaterial from parsed MultiMaterial data.
  21664. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21665. * @param scene defines the hosting scene
  21666. * @returns a new MultiMaterial
  21667. */
  21668. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21669. }
  21670. }
  21671. declare module "babylonjs/Meshes/subMesh" {
  21672. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21673. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21674. import { Engine } from "babylonjs/Engines/engine";
  21675. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21676. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21677. import { Effect } from "babylonjs/Materials/effect";
  21678. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21679. import { Plane } from "babylonjs/Maths/math.plane";
  21680. import { Collider } from "babylonjs/Collisions/collider";
  21681. import { Material } from "babylonjs/Materials/material";
  21682. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21683. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21684. import { Mesh } from "babylonjs/Meshes/mesh";
  21685. import { Ray } from "babylonjs/Culling/ray";
  21686. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21687. /**
  21688. * Base class for submeshes
  21689. */
  21690. export class BaseSubMesh {
  21691. /** @hidden */
  21692. _materialDefines: Nullable<MaterialDefines>;
  21693. /** @hidden */
  21694. _materialEffect: Nullable<Effect>;
  21695. /**
  21696. * Gets associated effect
  21697. */
  21698. readonly effect: Nullable<Effect>;
  21699. /**
  21700. * Sets associated effect (effect used to render this submesh)
  21701. * @param effect defines the effect to associate with
  21702. * @param defines defines the set of defines used to compile this effect
  21703. */
  21704. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21705. }
  21706. /**
  21707. * Defines a subdivision inside a mesh
  21708. */
  21709. export class SubMesh extends BaseSubMesh implements ICullable {
  21710. /** the material index to use */
  21711. materialIndex: number;
  21712. /** vertex index start */
  21713. verticesStart: number;
  21714. /** vertices count */
  21715. verticesCount: number;
  21716. /** index start */
  21717. indexStart: number;
  21718. /** indices count */
  21719. indexCount: number;
  21720. /** @hidden */
  21721. _linesIndexCount: number;
  21722. private _mesh;
  21723. private _renderingMesh;
  21724. private _boundingInfo;
  21725. private _linesIndexBuffer;
  21726. /** @hidden */
  21727. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21728. /** @hidden */
  21729. _trianglePlanes: Plane[];
  21730. /** @hidden */
  21731. _lastColliderTransformMatrix: Nullable<Matrix>;
  21732. /** @hidden */
  21733. _renderId: number;
  21734. /** @hidden */
  21735. _alphaIndex: number;
  21736. /** @hidden */
  21737. _distanceToCamera: number;
  21738. /** @hidden */
  21739. _id: number;
  21740. private _currentMaterial;
  21741. /**
  21742. * Add a new submesh to a mesh
  21743. * @param materialIndex defines the material index to use
  21744. * @param verticesStart defines vertex index start
  21745. * @param verticesCount defines vertices count
  21746. * @param indexStart defines index start
  21747. * @param indexCount defines indices count
  21748. * @param mesh defines the parent mesh
  21749. * @param renderingMesh defines an optional rendering mesh
  21750. * @param createBoundingBox defines if bounding box should be created for this submesh
  21751. * @returns the new submesh
  21752. */
  21753. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21754. /**
  21755. * Creates a new submesh
  21756. * @param materialIndex defines the material index to use
  21757. * @param verticesStart defines vertex index start
  21758. * @param verticesCount defines vertices count
  21759. * @param indexStart defines index start
  21760. * @param indexCount defines indices count
  21761. * @param mesh defines the parent mesh
  21762. * @param renderingMesh defines an optional rendering mesh
  21763. * @param createBoundingBox defines if bounding box should be created for this submesh
  21764. */
  21765. constructor(
  21766. /** the material index to use */
  21767. materialIndex: number,
  21768. /** vertex index start */
  21769. verticesStart: number,
  21770. /** vertices count */
  21771. verticesCount: number,
  21772. /** index start */
  21773. indexStart: number,
  21774. /** indices count */
  21775. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21776. /**
  21777. * Returns true if this submesh covers the entire parent mesh
  21778. * @ignorenaming
  21779. */
  21780. readonly IsGlobal: boolean;
  21781. /**
  21782. * Returns the submesh BoudingInfo object
  21783. * @returns current bounding info (or mesh's one if the submesh is global)
  21784. */
  21785. getBoundingInfo(): BoundingInfo;
  21786. /**
  21787. * Sets the submesh BoundingInfo
  21788. * @param boundingInfo defines the new bounding info to use
  21789. * @returns the SubMesh
  21790. */
  21791. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21792. /**
  21793. * Returns the mesh of the current submesh
  21794. * @return the parent mesh
  21795. */
  21796. getMesh(): AbstractMesh;
  21797. /**
  21798. * Returns the rendering mesh of the submesh
  21799. * @returns the rendering mesh (could be different from parent mesh)
  21800. */
  21801. getRenderingMesh(): Mesh;
  21802. /**
  21803. * Returns the submesh material
  21804. * @returns null or the current material
  21805. */
  21806. getMaterial(): Nullable<Material>;
  21807. /**
  21808. * Sets a new updated BoundingInfo object to the submesh
  21809. * @param data defines an optional position array to use to determine the bounding info
  21810. * @returns the SubMesh
  21811. */
  21812. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21813. /** @hidden */
  21814. _checkCollision(collider: Collider): boolean;
  21815. /**
  21816. * Updates the submesh BoundingInfo
  21817. * @param world defines the world matrix to use to update the bounding info
  21818. * @returns the submesh
  21819. */
  21820. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21821. /**
  21822. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21823. * @param frustumPlanes defines the frustum planes
  21824. * @returns true if the submesh is intersecting with the frustum
  21825. */
  21826. isInFrustum(frustumPlanes: Plane[]): boolean;
  21827. /**
  21828. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21829. * @param frustumPlanes defines the frustum planes
  21830. * @returns true if the submesh is inside the frustum
  21831. */
  21832. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21833. /**
  21834. * Renders the submesh
  21835. * @param enableAlphaMode defines if alpha needs to be used
  21836. * @returns the submesh
  21837. */
  21838. render(enableAlphaMode: boolean): SubMesh;
  21839. /**
  21840. * @hidden
  21841. */
  21842. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21843. /**
  21844. * Checks if the submesh intersects with a ray
  21845. * @param ray defines the ray to test
  21846. * @returns true is the passed ray intersects the submesh bounding box
  21847. */
  21848. canIntersects(ray: Ray): boolean;
  21849. /**
  21850. * Intersects current submesh with a ray
  21851. * @param ray defines the ray to test
  21852. * @param positions defines mesh's positions array
  21853. * @param indices defines mesh's indices array
  21854. * @param fastCheck defines if only bounding info should be used
  21855. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21856. * @returns intersection info or null if no intersection
  21857. */
  21858. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21859. /** @hidden */
  21860. private _intersectLines;
  21861. /** @hidden */
  21862. private _intersectUnIndexedLines;
  21863. /** @hidden */
  21864. private _intersectTriangles;
  21865. /** @hidden */
  21866. private _intersectUnIndexedTriangles;
  21867. /** @hidden */
  21868. _rebuild(): void;
  21869. /**
  21870. * Creates a new submesh from the passed mesh
  21871. * @param newMesh defines the new hosting mesh
  21872. * @param newRenderingMesh defines an optional rendering mesh
  21873. * @returns the new submesh
  21874. */
  21875. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21876. /**
  21877. * Release associated resources
  21878. */
  21879. dispose(): void;
  21880. /**
  21881. * Gets the class name
  21882. * @returns the string "SubMesh".
  21883. */
  21884. getClassName(): string;
  21885. /**
  21886. * Creates a new submesh from indices data
  21887. * @param materialIndex the index of the main mesh material
  21888. * @param startIndex the index where to start the copy in the mesh indices array
  21889. * @param indexCount the number of indices to copy then from the startIndex
  21890. * @param mesh the main mesh to create the submesh from
  21891. * @param renderingMesh the optional rendering mesh
  21892. * @returns a new submesh
  21893. */
  21894. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21895. }
  21896. }
  21897. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21898. /**
  21899. * Class used to represent data loading progression
  21900. */
  21901. export class SceneLoaderFlags {
  21902. private static _ForceFullSceneLoadingForIncremental;
  21903. private static _ShowLoadingScreen;
  21904. private static _CleanBoneMatrixWeights;
  21905. private static _loggingLevel;
  21906. /**
  21907. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21908. */
  21909. static ForceFullSceneLoadingForIncremental: boolean;
  21910. /**
  21911. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21912. */
  21913. static ShowLoadingScreen: boolean;
  21914. /**
  21915. * Defines the current logging level (while loading the scene)
  21916. * @ignorenaming
  21917. */
  21918. static loggingLevel: number;
  21919. /**
  21920. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21921. */
  21922. static CleanBoneMatrixWeights: boolean;
  21923. }
  21924. }
  21925. declare module "babylonjs/Meshes/geometry" {
  21926. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21927. import { Scene } from "babylonjs/scene";
  21928. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21929. import { Engine } from "babylonjs/Engines/engine";
  21930. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21931. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21932. import { Effect } from "babylonjs/Materials/effect";
  21933. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21934. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21935. import { Mesh } from "babylonjs/Meshes/mesh";
  21936. /**
  21937. * Class used to store geometry data (vertex buffers + index buffer)
  21938. */
  21939. export class Geometry implements IGetSetVerticesData {
  21940. /**
  21941. * Gets or sets the ID of the geometry
  21942. */
  21943. id: string;
  21944. /**
  21945. * Gets or sets the unique ID of the geometry
  21946. */
  21947. uniqueId: number;
  21948. /**
  21949. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21950. */
  21951. delayLoadState: number;
  21952. /**
  21953. * Gets the file containing the data to load when running in delay load state
  21954. */
  21955. delayLoadingFile: Nullable<string>;
  21956. /**
  21957. * Callback called when the geometry is updated
  21958. */
  21959. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21960. private _scene;
  21961. private _engine;
  21962. private _meshes;
  21963. private _totalVertices;
  21964. /** @hidden */
  21965. _indices: IndicesArray;
  21966. /** @hidden */
  21967. _vertexBuffers: {
  21968. [key: string]: VertexBuffer;
  21969. };
  21970. private _isDisposed;
  21971. private _extend;
  21972. private _boundingBias;
  21973. /** @hidden */
  21974. _delayInfo: Array<string>;
  21975. private _indexBuffer;
  21976. private _indexBufferIsUpdatable;
  21977. /** @hidden */
  21978. _boundingInfo: Nullable<BoundingInfo>;
  21979. /** @hidden */
  21980. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21981. /** @hidden */
  21982. _softwareSkinningFrameId: number;
  21983. private _vertexArrayObjects;
  21984. private _updatable;
  21985. /** @hidden */
  21986. _positions: Nullable<Vector3[]>;
  21987. /**
  21988. * 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
  21989. */
  21990. /**
  21991. * 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
  21992. */
  21993. boundingBias: Vector2;
  21994. /**
  21995. * Static function used to attach a new empty geometry to a mesh
  21996. * @param mesh defines the mesh to attach the geometry to
  21997. * @returns the new Geometry
  21998. */
  21999. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  22000. /**
  22001. * Creates a new geometry
  22002. * @param id defines the unique ID
  22003. * @param scene defines the hosting scene
  22004. * @param vertexData defines the VertexData used to get geometry data
  22005. * @param updatable defines if geometry must be updatable (false by default)
  22006. * @param mesh defines the mesh that will be associated with the geometry
  22007. */
  22008. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  22009. /**
  22010. * Gets the current extend of the geometry
  22011. */
  22012. readonly extend: {
  22013. minimum: Vector3;
  22014. maximum: Vector3;
  22015. };
  22016. /**
  22017. * Gets the hosting scene
  22018. * @returns the hosting Scene
  22019. */
  22020. getScene(): Scene;
  22021. /**
  22022. * Gets the hosting engine
  22023. * @returns the hosting Engine
  22024. */
  22025. getEngine(): Engine;
  22026. /**
  22027. * Defines if the geometry is ready to use
  22028. * @returns true if the geometry is ready to be used
  22029. */
  22030. isReady(): boolean;
  22031. /**
  22032. * Gets a value indicating that the geometry should not be serialized
  22033. */
  22034. readonly doNotSerialize: boolean;
  22035. /** @hidden */
  22036. _rebuild(): void;
  22037. /**
  22038. * Affects all geometry data in one call
  22039. * @param vertexData defines the geometry data
  22040. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  22041. */
  22042. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  22043. /**
  22044. * Set specific vertex data
  22045. * @param kind defines the data kind (Position, normal, etc...)
  22046. * @param data defines the vertex data to use
  22047. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22048. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22049. */
  22050. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  22051. /**
  22052. * Removes a specific vertex data
  22053. * @param kind defines the data kind (Position, normal, etc...)
  22054. */
  22055. removeVerticesData(kind: string): void;
  22056. /**
  22057. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  22058. * @param buffer defines the vertex buffer to use
  22059. * @param totalVertices defines the total number of vertices for position kind (could be null)
  22060. */
  22061. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  22062. /**
  22063. * Update a specific vertex buffer
  22064. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  22065. * It will do nothing if the buffer is not updatable
  22066. * @param kind defines the data kind (Position, normal, etc...)
  22067. * @param data defines the data to use
  22068. * @param offset defines the offset in the target buffer where to store the data
  22069. * @param useBytes set to true if the offset is in bytes
  22070. */
  22071. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  22072. /**
  22073. * Update a specific vertex buffer
  22074. * This function will create a new buffer if the current one is not updatable
  22075. * @param kind defines the data kind (Position, normal, etc...)
  22076. * @param data defines the data to use
  22077. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  22078. */
  22079. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  22080. private _updateBoundingInfo;
  22081. /** @hidden */
  22082. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  22083. /**
  22084. * Gets total number of vertices
  22085. * @returns the total number of vertices
  22086. */
  22087. getTotalVertices(): number;
  22088. /**
  22089. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22090. * @param kind defines the data kind (Position, normal, etc...)
  22091. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22092. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22093. * @returns a float array containing vertex data
  22094. */
  22095. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22096. /**
  22097. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  22098. * @param kind defines the data kind (Position, normal, etc...)
  22099. * @returns true if the vertex buffer with the specified kind is updatable
  22100. */
  22101. isVertexBufferUpdatable(kind: string): boolean;
  22102. /**
  22103. * Gets a specific vertex buffer
  22104. * @param kind defines the data kind (Position, normal, etc...)
  22105. * @returns a VertexBuffer
  22106. */
  22107. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  22108. /**
  22109. * Returns all vertex buffers
  22110. * @return an object holding all vertex buffers indexed by kind
  22111. */
  22112. getVertexBuffers(): Nullable<{
  22113. [key: string]: VertexBuffer;
  22114. }>;
  22115. /**
  22116. * Gets a boolean indicating if specific vertex buffer is present
  22117. * @param kind defines the data kind (Position, normal, etc...)
  22118. * @returns true if data is present
  22119. */
  22120. isVerticesDataPresent(kind: string): boolean;
  22121. /**
  22122. * Gets a list of all attached data kinds (Position, normal, etc...)
  22123. * @returns a list of string containing all kinds
  22124. */
  22125. getVerticesDataKinds(): string[];
  22126. /**
  22127. * Update index buffer
  22128. * @param indices defines the indices to store in the index buffer
  22129. * @param offset defines the offset in the target buffer where to store the data
  22130. * @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)
  22131. */
  22132. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  22133. /**
  22134. * Creates a new index buffer
  22135. * @param indices defines the indices to store in the index buffer
  22136. * @param totalVertices defines the total number of vertices (could be null)
  22137. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22138. */
  22139. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  22140. /**
  22141. * Return the total number of indices
  22142. * @returns the total number of indices
  22143. */
  22144. getTotalIndices(): number;
  22145. /**
  22146. * Gets the index buffer array
  22147. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22148. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22149. * @returns the index buffer array
  22150. */
  22151. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22152. /**
  22153. * Gets the index buffer
  22154. * @return the index buffer
  22155. */
  22156. getIndexBuffer(): Nullable<DataBuffer>;
  22157. /** @hidden */
  22158. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  22159. /**
  22160. * Release the associated resources for a specific mesh
  22161. * @param mesh defines the source mesh
  22162. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  22163. */
  22164. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  22165. /**
  22166. * Apply current geometry to a given mesh
  22167. * @param mesh defines the mesh to apply geometry to
  22168. */
  22169. applyToMesh(mesh: Mesh): void;
  22170. private _updateExtend;
  22171. private _applyToMesh;
  22172. private notifyUpdate;
  22173. /**
  22174. * Load the geometry if it was flagged as delay loaded
  22175. * @param scene defines the hosting scene
  22176. * @param onLoaded defines a callback called when the geometry is loaded
  22177. */
  22178. load(scene: Scene, onLoaded?: () => void): void;
  22179. private _queueLoad;
  22180. /**
  22181. * Invert the geometry to move from a right handed system to a left handed one.
  22182. */
  22183. toLeftHanded(): void;
  22184. /** @hidden */
  22185. _resetPointsArrayCache(): void;
  22186. /** @hidden */
  22187. _generatePointsArray(): boolean;
  22188. /**
  22189. * Gets a value indicating if the geometry is disposed
  22190. * @returns true if the geometry was disposed
  22191. */
  22192. isDisposed(): boolean;
  22193. private _disposeVertexArrayObjects;
  22194. /**
  22195. * Free all associated resources
  22196. */
  22197. dispose(): void;
  22198. /**
  22199. * Clone the current geometry into a new geometry
  22200. * @param id defines the unique ID of the new geometry
  22201. * @returns a new geometry object
  22202. */
  22203. copy(id: string): Geometry;
  22204. /**
  22205. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22206. * @return a JSON representation of the current geometry data (without the vertices data)
  22207. */
  22208. serialize(): any;
  22209. private toNumberArray;
  22210. /**
  22211. * Serialize all vertices data into a JSON oject
  22212. * @returns a JSON representation of the current geometry data
  22213. */
  22214. serializeVerticeData(): any;
  22215. /**
  22216. * Extracts a clone of a mesh geometry
  22217. * @param mesh defines the source mesh
  22218. * @param id defines the unique ID of the new geometry object
  22219. * @returns the new geometry object
  22220. */
  22221. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22222. /**
  22223. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22224. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22225. * Be aware Math.random() could cause collisions, but:
  22226. * "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"
  22227. * @returns a string containing a new GUID
  22228. */
  22229. static RandomId(): string;
  22230. /** @hidden */
  22231. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22232. private static _CleanMatricesWeights;
  22233. /**
  22234. * Create a new geometry from persisted data (Using .babylon file format)
  22235. * @param parsedVertexData defines the persisted data
  22236. * @param scene defines the hosting scene
  22237. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22238. * @returns the new geometry object
  22239. */
  22240. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22241. }
  22242. }
  22243. declare module "babylonjs/Meshes/mesh.vertexData" {
  22244. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22245. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22246. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22247. import { Geometry } from "babylonjs/Meshes/geometry";
  22248. import { Mesh } from "babylonjs/Meshes/mesh";
  22249. /**
  22250. * Define an interface for all classes that will get and set the data on vertices
  22251. */
  22252. export interface IGetSetVerticesData {
  22253. /**
  22254. * Gets a boolean indicating if specific vertex data is present
  22255. * @param kind defines the vertex data kind to use
  22256. * @returns true is data kind is present
  22257. */
  22258. isVerticesDataPresent(kind: string): boolean;
  22259. /**
  22260. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22261. * @param kind defines the data kind (Position, normal, etc...)
  22262. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22263. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22264. * @returns a float array containing vertex data
  22265. */
  22266. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22267. /**
  22268. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22269. * @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.
  22270. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22271. * @returns the indices array or an empty array if the mesh has no geometry
  22272. */
  22273. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22274. /**
  22275. * Set specific vertex data
  22276. * @param kind defines the data kind (Position, normal, etc...)
  22277. * @param data defines the vertex data to use
  22278. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22279. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22280. */
  22281. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22282. /**
  22283. * Update a specific associated vertex buffer
  22284. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22285. * - VertexBuffer.PositionKind
  22286. * - VertexBuffer.UVKind
  22287. * - VertexBuffer.UV2Kind
  22288. * - VertexBuffer.UV3Kind
  22289. * - VertexBuffer.UV4Kind
  22290. * - VertexBuffer.UV5Kind
  22291. * - VertexBuffer.UV6Kind
  22292. * - VertexBuffer.ColorKind
  22293. * - VertexBuffer.MatricesIndicesKind
  22294. * - VertexBuffer.MatricesIndicesExtraKind
  22295. * - VertexBuffer.MatricesWeightsKind
  22296. * - VertexBuffer.MatricesWeightsExtraKind
  22297. * @param data defines the data source
  22298. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22299. * @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)
  22300. */
  22301. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22302. /**
  22303. * Creates a new index buffer
  22304. * @param indices defines the indices to store in the index buffer
  22305. * @param totalVertices defines the total number of vertices (could be null)
  22306. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22307. */
  22308. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22309. }
  22310. /**
  22311. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22312. */
  22313. export class VertexData {
  22314. /**
  22315. * Mesh side orientation : usually the external or front surface
  22316. */
  22317. static readonly FRONTSIDE: number;
  22318. /**
  22319. * Mesh side orientation : usually the internal or back surface
  22320. */
  22321. static readonly BACKSIDE: number;
  22322. /**
  22323. * Mesh side orientation : both internal and external or front and back surfaces
  22324. */
  22325. static readonly DOUBLESIDE: number;
  22326. /**
  22327. * Mesh side orientation : by default, `FRONTSIDE`
  22328. */
  22329. static readonly DEFAULTSIDE: number;
  22330. /**
  22331. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22332. */
  22333. positions: Nullable<FloatArray>;
  22334. /**
  22335. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22336. */
  22337. normals: Nullable<FloatArray>;
  22338. /**
  22339. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22340. */
  22341. tangents: Nullable<FloatArray>;
  22342. /**
  22343. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22344. */
  22345. uvs: Nullable<FloatArray>;
  22346. /**
  22347. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22348. */
  22349. uvs2: Nullable<FloatArray>;
  22350. /**
  22351. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22352. */
  22353. uvs3: Nullable<FloatArray>;
  22354. /**
  22355. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22356. */
  22357. uvs4: Nullable<FloatArray>;
  22358. /**
  22359. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22360. */
  22361. uvs5: Nullable<FloatArray>;
  22362. /**
  22363. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22364. */
  22365. uvs6: Nullable<FloatArray>;
  22366. /**
  22367. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22368. */
  22369. colors: Nullable<FloatArray>;
  22370. /**
  22371. * 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).
  22372. */
  22373. matricesIndices: Nullable<FloatArray>;
  22374. /**
  22375. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22376. */
  22377. matricesWeights: Nullable<FloatArray>;
  22378. /**
  22379. * An array extending the number of possible indices
  22380. */
  22381. matricesIndicesExtra: Nullable<FloatArray>;
  22382. /**
  22383. * An array extending the number of possible weights when the number of indices is extended
  22384. */
  22385. matricesWeightsExtra: Nullable<FloatArray>;
  22386. /**
  22387. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22388. */
  22389. indices: Nullable<IndicesArray>;
  22390. /**
  22391. * Uses the passed data array to set the set the values for the specified kind of data
  22392. * @param data a linear array of floating numbers
  22393. * @param kind the type of data that is being set, eg positions, colors etc
  22394. */
  22395. set(data: FloatArray, kind: string): void;
  22396. /**
  22397. * Associates the vertexData to the passed Mesh.
  22398. * Sets it as updatable or not (default `false`)
  22399. * @param mesh the mesh the vertexData is applied to
  22400. * @param updatable when used and having the value true allows new data to update the vertexData
  22401. * @returns the VertexData
  22402. */
  22403. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22404. /**
  22405. * Associates the vertexData to the passed Geometry.
  22406. * Sets it as updatable or not (default `false`)
  22407. * @param geometry the geometry the vertexData is applied to
  22408. * @param updatable when used and having the value true allows new data to update the vertexData
  22409. * @returns VertexData
  22410. */
  22411. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22412. /**
  22413. * Updates the associated mesh
  22414. * @param mesh the mesh to be updated
  22415. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22416. * @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
  22417. * @returns VertexData
  22418. */
  22419. updateMesh(mesh: Mesh): VertexData;
  22420. /**
  22421. * Updates the associated geometry
  22422. * @param geometry the geometry to be updated
  22423. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22424. * @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
  22425. * @returns VertexData.
  22426. */
  22427. updateGeometry(geometry: Geometry): VertexData;
  22428. private _applyTo;
  22429. private _update;
  22430. /**
  22431. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22432. * @param matrix the transforming matrix
  22433. * @returns the VertexData
  22434. */
  22435. transform(matrix: Matrix): VertexData;
  22436. /**
  22437. * Merges the passed VertexData into the current one
  22438. * @param other the VertexData to be merged into the current one
  22439. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22440. * @returns the modified VertexData
  22441. */
  22442. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22443. private _mergeElement;
  22444. private _validate;
  22445. /**
  22446. * Serializes the VertexData
  22447. * @returns a serialized object
  22448. */
  22449. serialize(): any;
  22450. /**
  22451. * Extracts the vertexData from a mesh
  22452. * @param mesh the mesh from which to extract the VertexData
  22453. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22454. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22455. * @returns the object VertexData associated to the passed mesh
  22456. */
  22457. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22458. /**
  22459. * Extracts the vertexData from the geometry
  22460. * @param geometry the geometry from which to extract the VertexData
  22461. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22462. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22463. * @returns the object VertexData associated to the passed mesh
  22464. */
  22465. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22466. private static _ExtractFrom;
  22467. /**
  22468. * Creates the VertexData for a Ribbon
  22469. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22470. * * pathArray array of paths, each of which an array of successive Vector3
  22471. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22472. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22473. * * 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
  22474. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22475. * * 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)
  22476. * * 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)
  22477. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22478. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22479. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22480. * @returns the VertexData of the ribbon
  22481. */
  22482. static CreateRibbon(options: {
  22483. pathArray: Vector3[][];
  22484. closeArray?: boolean;
  22485. closePath?: boolean;
  22486. offset?: number;
  22487. sideOrientation?: number;
  22488. frontUVs?: Vector4;
  22489. backUVs?: Vector4;
  22490. invertUV?: boolean;
  22491. uvs?: Vector2[];
  22492. colors?: Color4[];
  22493. }): VertexData;
  22494. /**
  22495. * Creates the VertexData for a box
  22496. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22497. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22498. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22499. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22500. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22501. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22502. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22503. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22504. * * 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)
  22505. * * 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)
  22506. * @returns the VertexData of the box
  22507. */
  22508. static CreateBox(options: {
  22509. size?: number;
  22510. width?: number;
  22511. height?: number;
  22512. depth?: number;
  22513. faceUV?: Vector4[];
  22514. faceColors?: Color4[];
  22515. sideOrientation?: number;
  22516. frontUVs?: Vector4;
  22517. backUVs?: Vector4;
  22518. }): VertexData;
  22519. /**
  22520. * Creates the VertexData for a tiled box
  22521. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22522. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22523. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22524. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22525. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22526. * @returns the VertexData of the box
  22527. */
  22528. static CreateTiledBox(options: {
  22529. pattern?: number;
  22530. width?: number;
  22531. height?: number;
  22532. depth?: number;
  22533. tileSize?: number;
  22534. tileWidth?: number;
  22535. tileHeight?: number;
  22536. alignHorizontal?: number;
  22537. alignVertical?: number;
  22538. faceUV?: Vector4[];
  22539. faceColors?: Color4[];
  22540. sideOrientation?: number;
  22541. }): VertexData;
  22542. /**
  22543. * Creates the VertexData for a tiled plane
  22544. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22545. * * pattern a limited pattern arrangement depending on the number
  22546. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22547. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22548. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22549. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22550. * * 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)
  22551. * * 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)
  22552. * @returns the VertexData of the tiled plane
  22553. */
  22554. static CreateTiledPlane(options: {
  22555. pattern?: number;
  22556. tileSize?: number;
  22557. tileWidth?: number;
  22558. tileHeight?: number;
  22559. size?: number;
  22560. width?: number;
  22561. height?: number;
  22562. alignHorizontal?: number;
  22563. alignVertical?: number;
  22564. sideOrientation?: number;
  22565. frontUVs?: Vector4;
  22566. backUVs?: Vector4;
  22567. }): VertexData;
  22568. /**
  22569. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22570. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22571. * * segments sets the number of horizontal strips optional, default 32
  22572. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22573. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22574. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22575. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22576. * * 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
  22577. * * 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
  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 ellipsoid
  22582. */
  22583. static CreateSphere(options: {
  22584. segments?: number;
  22585. diameter?: number;
  22586. diameterX?: number;
  22587. diameterY?: number;
  22588. diameterZ?: number;
  22589. arc?: number;
  22590. slice?: number;
  22591. sideOrientation?: number;
  22592. frontUVs?: Vector4;
  22593. backUVs?: Vector4;
  22594. }): VertexData;
  22595. /**
  22596. * Creates the VertexData for a cylinder, cone or prism
  22597. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22598. * * height sets the height (y direction) of the cylinder, optional, default 2
  22599. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22600. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22601. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22602. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22603. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22604. * * 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
  22605. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22606. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22607. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22608. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22609. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22610. * * 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)
  22611. * * 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)
  22612. * @returns the VertexData of the cylinder, cone or prism
  22613. */
  22614. static CreateCylinder(options: {
  22615. height?: number;
  22616. diameterTop?: number;
  22617. diameterBottom?: number;
  22618. diameter?: number;
  22619. tessellation?: number;
  22620. subdivisions?: number;
  22621. arc?: number;
  22622. faceColors?: Color4[];
  22623. faceUV?: Vector4[];
  22624. hasRings?: boolean;
  22625. enclose?: boolean;
  22626. sideOrientation?: number;
  22627. frontUVs?: Vector4;
  22628. backUVs?: Vector4;
  22629. }): VertexData;
  22630. /**
  22631. * Creates the VertexData for a torus
  22632. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22633. * * diameter the diameter of the torus, optional default 1
  22634. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22635. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22636. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22637. * * 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)
  22638. * * 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)
  22639. * @returns the VertexData of the torus
  22640. */
  22641. static CreateTorus(options: {
  22642. diameter?: number;
  22643. thickness?: number;
  22644. tessellation?: number;
  22645. sideOrientation?: number;
  22646. frontUVs?: Vector4;
  22647. backUVs?: Vector4;
  22648. }): VertexData;
  22649. /**
  22650. * Creates the VertexData of the LineSystem
  22651. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22652. * - lines an array of lines, each line being an array of successive Vector3
  22653. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22654. * @returns the VertexData of the LineSystem
  22655. */
  22656. static CreateLineSystem(options: {
  22657. lines: Vector3[][];
  22658. colors?: Nullable<Color4[][]>;
  22659. }): VertexData;
  22660. /**
  22661. * Create the VertexData for a DashedLines
  22662. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22663. * - points an array successive Vector3
  22664. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22665. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22666. * - dashNb the intended total number of dashes, optional, default 200
  22667. * @returns the VertexData for the DashedLines
  22668. */
  22669. static CreateDashedLines(options: {
  22670. points: Vector3[];
  22671. dashSize?: number;
  22672. gapSize?: number;
  22673. dashNb?: number;
  22674. }): VertexData;
  22675. /**
  22676. * Creates the VertexData for a Ground
  22677. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22678. * - width the width (x direction) of the ground, optional, default 1
  22679. * - height the height (z direction) of the ground, optional, default 1
  22680. * - subdivisions the number of subdivisions per side, optional, default 1
  22681. * @returns the VertexData of the Ground
  22682. */
  22683. static CreateGround(options: {
  22684. width?: number;
  22685. height?: number;
  22686. subdivisions?: number;
  22687. subdivisionsX?: number;
  22688. subdivisionsY?: number;
  22689. }): VertexData;
  22690. /**
  22691. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22692. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22693. * * xmin the ground minimum X coordinate, optional, default -1
  22694. * * zmin the ground minimum Z coordinate, optional, default -1
  22695. * * xmax the ground maximum X coordinate, optional, default 1
  22696. * * zmax the ground maximum Z coordinate, optional, default 1
  22697. * * 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}
  22698. * * 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}
  22699. * @returns the VertexData of the TiledGround
  22700. */
  22701. static CreateTiledGround(options: {
  22702. xmin: number;
  22703. zmin: number;
  22704. xmax: number;
  22705. zmax: number;
  22706. subdivisions?: {
  22707. w: number;
  22708. h: number;
  22709. };
  22710. precision?: {
  22711. w: number;
  22712. h: number;
  22713. };
  22714. }): VertexData;
  22715. /**
  22716. * Creates the VertexData of the Ground designed from a heightmap
  22717. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22718. * * width the width (x direction) of the ground
  22719. * * height the height (z direction) of the ground
  22720. * * subdivisions the number of subdivisions per side
  22721. * * minHeight the minimum altitude on the ground, optional, default 0
  22722. * * maxHeight the maximum altitude on the ground, optional default 1
  22723. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22724. * * buffer the array holding the image color data
  22725. * * bufferWidth the width of image
  22726. * * bufferHeight the height of image
  22727. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22728. * @returns the VertexData of the Ground designed from a heightmap
  22729. */
  22730. static CreateGroundFromHeightMap(options: {
  22731. width: number;
  22732. height: number;
  22733. subdivisions: number;
  22734. minHeight: number;
  22735. maxHeight: number;
  22736. colorFilter: Color3;
  22737. buffer: Uint8Array;
  22738. bufferWidth: number;
  22739. bufferHeight: number;
  22740. alphaFilter: number;
  22741. }): VertexData;
  22742. /**
  22743. * Creates the VertexData for a Plane
  22744. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22745. * * size sets the width and height of the plane to the value of size, optional default 1
  22746. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22747. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22748. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22749. * * 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)
  22750. * * 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)
  22751. * @returns the VertexData of the box
  22752. */
  22753. static CreatePlane(options: {
  22754. size?: number;
  22755. width?: number;
  22756. height?: number;
  22757. sideOrientation?: number;
  22758. frontUVs?: Vector4;
  22759. backUVs?: Vector4;
  22760. }): VertexData;
  22761. /**
  22762. * Creates the VertexData of the Disc or regular Polygon
  22763. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22764. * * radius the radius of the disc, optional default 0.5
  22765. * * tessellation the number of polygon sides, optional, default 64
  22766. * * 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
  22767. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22768. * * 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)
  22769. * * 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)
  22770. * @returns the VertexData of the box
  22771. */
  22772. static CreateDisc(options: {
  22773. radius?: number;
  22774. tessellation?: number;
  22775. arc?: number;
  22776. sideOrientation?: number;
  22777. frontUVs?: Vector4;
  22778. backUVs?: Vector4;
  22779. }): VertexData;
  22780. /**
  22781. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22782. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22783. * @param polygon a mesh built from polygonTriangulation.build()
  22784. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22785. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22786. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22787. * @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)
  22788. * @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)
  22789. * @returns the VertexData of the Polygon
  22790. */
  22791. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22792. /**
  22793. * Creates the VertexData of the IcoSphere
  22794. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22795. * * radius the radius of the IcoSphere, optional default 1
  22796. * * radiusX allows stretching in the x direction, optional, default radius
  22797. * * radiusY allows stretching in the y direction, optional, default radius
  22798. * * radiusZ allows stretching in the z direction, optional, default radius
  22799. * * flat when true creates a flat shaded mesh, optional, default true
  22800. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22801. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22802. * * 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)
  22803. * * 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)
  22804. * @returns the VertexData of the IcoSphere
  22805. */
  22806. static CreateIcoSphere(options: {
  22807. radius?: number;
  22808. radiusX?: number;
  22809. radiusY?: number;
  22810. radiusZ?: number;
  22811. flat?: boolean;
  22812. subdivisions?: number;
  22813. sideOrientation?: number;
  22814. frontUVs?: Vector4;
  22815. backUVs?: Vector4;
  22816. }): VertexData;
  22817. /**
  22818. * Creates the VertexData for a Polyhedron
  22819. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22820. * * type provided types are:
  22821. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22822. * * 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)
  22823. * * size the size of the IcoSphere, optional default 1
  22824. * * sizeX allows stretching in the x direction, optional, default size
  22825. * * sizeY allows stretching in the y direction, optional, default size
  22826. * * sizeZ allows stretching in the z direction, optional, default size
  22827. * * 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
  22828. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22829. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22830. * * flat when true creates a flat shaded mesh, optional, default true
  22831. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22832. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22833. * * 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)
  22834. * * 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)
  22835. * @returns the VertexData of the Polyhedron
  22836. */
  22837. static CreatePolyhedron(options: {
  22838. type?: number;
  22839. size?: number;
  22840. sizeX?: number;
  22841. sizeY?: number;
  22842. sizeZ?: number;
  22843. custom?: any;
  22844. faceUV?: Vector4[];
  22845. faceColors?: Color4[];
  22846. flat?: boolean;
  22847. sideOrientation?: number;
  22848. frontUVs?: Vector4;
  22849. backUVs?: Vector4;
  22850. }): VertexData;
  22851. /**
  22852. * Creates the VertexData for a TorusKnot
  22853. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22854. * * radius the radius of the torus knot, optional, default 2
  22855. * * tube the thickness of the tube, optional, default 0.5
  22856. * * radialSegments the number of sides on each tube segments, optional, default 32
  22857. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22858. * * p the number of windings around the z axis, optional, default 2
  22859. * * q the number of windings around the x axis, optional, default 3
  22860. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22861. * * 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)
  22862. * * 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)
  22863. * @returns the VertexData of the Torus Knot
  22864. */
  22865. static CreateTorusKnot(options: {
  22866. radius?: number;
  22867. tube?: number;
  22868. radialSegments?: number;
  22869. tubularSegments?: number;
  22870. p?: number;
  22871. q?: number;
  22872. sideOrientation?: number;
  22873. frontUVs?: Vector4;
  22874. backUVs?: Vector4;
  22875. }): VertexData;
  22876. /**
  22877. * Compute normals for given positions and indices
  22878. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22879. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22880. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22881. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22882. * * facetNormals : optional array of facet normals (vector3)
  22883. * * facetPositions : optional array of facet positions (vector3)
  22884. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22885. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22886. * * bInfo : optional bounding info, required for facetPartitioning computation
  22887. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22888. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22889. * * useRightHandedSystem: optional boolean to for right handed system computation
  22890. * * depthSort : optional boolean to enable the facet depth sort computation
  22891. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22892. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22893. */
  22894. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22895. facetNormals?: any;
  22896. facetPositions?: any;
  22897. facetPartitioning?: any;
  22898. ratio?: number;
  22899. bInfo?: any;
  22900. bbSize?: Vector3;
  22901. subDiv?: any;
  22902. useRightHandedSystem?: boolean;
  22903. depthSort?: boolean;
  22904. distanceTo?: Vector3;
  22905. depthSortedFacets?: any;
  22906. }): void;
  22907. /** @hidden */
  22908. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22909. /**
  22910. * Applies VertexData created from the imported parameters to the geometry
  22911. * @param parsedVertexData the parsed data from an imported file
  22912. * @param geometry the geometry to apply the VertexData to
  22913. */
  22914. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22915. }
  22916. }
  22917. declare module "babylonjs/Morph/morphTarget" {
  22918. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22919. import { Observable } from "babylonjs/Misc/observable";
  22920. import { Nullable, FloatArray } from "babylonjs/types";
  22921. import { Scene } from "babylonjs/scene";
  22922. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22923. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22924. /**
  22925. * Defines a target to use with MorphTargetManager
  22926. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22927. */
  22928. export class MorphTarget implements IAnimatable {
  22929. /** defines the name of the target */
  22930. name: string;
  22931. /**
  22932. * Gets or sets the list of animations
  22933. */
  22934. animations: import("babylonjs/Animations/animation").Animation[];
  22935. private _scene;
  22936. private _positions;
  22937. private _normals;
  22938. private _tangents;
  22939. private _uvs;
  22940. private _influence;
  22941. private _uniqueId;
  22942. /**
  22943. * Observable raised when the influence changes
  22944. */
  22945. onInfluenceChanged: Observable<boolean>;
  22946. /** @hidden */
  22947. _onDataLayoutChanged: Observable<void>;
  22948. /**
  22949. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22950. */
  22951. influence: number;
  22952. /**
  22953. * Gets or sets the id of the morph Target
  22954. */
  22955. id: string;
  22956. private _animationPropertiesOverride;
  22957. /**
  22958. * Gets or sets the animation properties override
  22959. */
  22960. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22961. /**
  22962. * Creates a new MorphTarget
  22963. * @param name defines the name of the target
  22964. * @param influence defines the influence to use
  22965. * @param scene defines the scene the morphtarget belongs to
  22966. */
  22967. constructor(
  22968. /** defines the name of the target */
  22969. name: string, influence?: number, scene?: Nullable<Scene>);
  22970. /**
  22971. * Gets the unique ID of this manager
  22972. */
  22973. readonly uniqueId: number;
  22974. /**
  22975. * Gets a boolean defining if the target contains position data
  22976. */
  22977. readonly hasPositions: boolean;
  22978. /**
  22979. * Gets a boolean defining if the target contains normal data
  22980. */
  22981. readonly hasNormals: boolean;
  22982. /**
  22983. * Gets a boolean defining if the target contains tangent data
  22984. */
  22985. readonly hasTangents: boolean;
  22986. /**
  22987. * Gets a boolean defining if the target contains texture coordinates data
  22988. */
  22989. readonly hasUVs: boolean;
  22990. /**
  22991. * Affects position data to this target
  22992. * @param data defines the position data to use
  22993. */
  22994. setPositions(data: Nullable<FloatArray>): void;
  22995. /**
  22996. * Gets the position data stored in this target
  22997. * @returns a FloatArray containing the position data (or null if not present)
  22998. */
  22999. getPositions(): Nullable<FloatArray>;
  23000. /**
  23001. * Affects normal data to this target
  23002. * @param data defines the normal data to use
  23003. */
  23004. setNormals(data: Nullable<FloatArray>): void;
  23005. /**
  23006. * Gets the normal data stored in this target
  23007. * @returns a FloatArray containing the normal data (or null if not present)
  23008. */
  23009. getNormals(): Nullable<FloatArray>;
  23010. /**
  23011. * Affects tangent data to this target
  23012. * @param data defines the tangent data to use
  23013. */
  23014. setTangents(data: Nullable<FloatArray>): void;
  23015. /**
  23016. * Gets the tangent data stored in this target
  23017. * @returns a FloatArray containing the tangent data (or null if not present)
  23018. */
  23019. getTangents(): Nullable<FloatArray>;
  23020. /**
  23021. * Affects texture coordinates data to this target
  23022. * @param data defines the texture coordinates data to use
  23023. */
  23024. setUVs(data: Nullable<FloatArray>): void;
  23025. /**
  23026. * Gets the texture coordinates data stored in this target
  23027. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  23028. */
  23029. getUVs(): Nullable<FloatArray>;
  23030. /**
  23031. * Clone the current target
  23032. * @returns a new MorphTarget
  23033. */
  23034. clone(): MorphTarget;
  23035. /**
  23036. * Serializes the current target into a Serialization object
  23037. * @returns the serialized object
  23038. */
  23039. serialize(): any;
  23040. /**
  23041. * Returns the string "MorphTarget"
  23042. * @returns "MorphTarget"
  23043. */
  23044. getClassName(): string;
  23045. /**
  23046. * Creates a new target from serialized data
  23047. * @param serializationObject defines the serialized data to use
  23048. * @returns a new MorphTarget
  23049. */
  23050. static Parse(serializationObject: any): MorphTarget;
  23051. /**
  23052. * Creates a MorphTarget from mesh data
  23053. * @param mesh defines the source mesh
  23054. * @param name defines the name to use for the new target
  23055. * @param influence defines the influence to attach to the target
  23056. * @returns a new MorphTarget
  23057. */
  23058. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  23059. }
  23060. }
  23061. declare module "babylonjs/Morph/morphTargetManager" {
  23062. import { Nullable } from "babylonjs/types";
  23063. import { Scene } from "babylonjs/scene";
  23064. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  23065. /**
  23066. * This class is used to deform meshes using morphing between different targets
  23067. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  23068. */
  23069. export class MorphTargetManager {
  23070. private _targets;
  23071. private _targetInfluenceChangedObservers;
  23072. private _targetDataLayoutChangedObservers;
  23073. private _activeTargets;
  23074. private _scene;
  23075. private _influences;
  23076. private _supportsNormals;
  23077. private _supportsTangents;
  23078. private _supportsUVs;
  23079. private _vertexCount;
  23080. private _uniqueId;
  23081. private _tempInfluences;
  23082. /**
  23083. * Gets or sets a boolean indicating if normals must be morphed
  23084. */
  23085. enableNormalMorphing: boolean;
  23086. /**
  23087. * Gets or sets a boolean indicating if tangents must be morphed
  23088. */
  23089. enableTangentMorphing: boolean;
  23090. /**
  23091. * Gets or sets a boolean indicating if UV must be morphed
  23092. */
  23093. enableUVMorphing: boolean;
  23094. /**
  23095. * Creates a new MorphTargetManager
  23096. * @param scene defines the current scene
  23097. */
  23098. constructor(scene?: Nullable<Scene>);
  23099. /**
  23100. * Gets the unique ID of this manager
  23101. */
  23102. readonly uniqueId: number;
  23103. /**
  23104. * Gets the number of vertices handled by this manager
  23105. */
  23106. readonly vertexCount: number;
  23107. /**
  23108. * Gets a boolean indicating if this manager supports morphing of normals
  23109. */
  23110. readonly supportsNormals: boolean;
  23111. /**
  23112. * Gets a boolean indicating if this manager supports morphing of tangents
  23113. */
  23114. readonly supportsTangents: boolean;
  23115. /**
  23116. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  23117. */
  23118. readonly supportsUVs: boolean;
  23119. /**
  23120. * Gets the number of targets stored in this manager
  23121. */
  23122. readonly numTargets: number;
  23123. /**
  23124. * Gets the number of influencers (ie. the number of targets with influences > 0)
  23125. */
  23126. readonly numInfluencers: number;
  23127. /**
  23128. * Gets the list of influences (one per target)
  23129. */
  23130. readonly influences: Float32Array;
  23131. /**
  23132. * Gets the active target at specified index. An active target is a target with an influence > 0
  23133. * @param index defines the index to check
  23134. * @returns the requested target
  23135. */
  23136. getActiveTarget(index: number): MorphTarget;
  23137. /**
  23138. * Gets the target at specified index
  23139. * @param index defines the index to check
  23140. * @returns the requested target
  23141. */
  23142. getTarget(index: number): MorphTarget;
  23143. /**
  23144. * Add a new target to this manager
  23145. * @param target defines the target to add
  23146. */
  23147. addTarget(target: MorphTarget): void;
  23148. /**
  23149. * Removes a target from the manager
  23150. * @param target defines the target to remove
  23151. */
  23152. removeTarget(target: MorphTarget): void;
  23153. /**
  23154. * Clone the current manager
  23155. * @returns a new MorphTargetManager
  23156. */
  23157. clone(): MorphTargetManager;
  23158. /**
  23159. * Serializes the current manager into a Serialization object
  23160. * @returns the serialized object
  23161. */
  23162. serialize(): any;
  23163. private _syncActiveTargets;
  23164. /**
  23165. * Syncrhonize the targets with all the meshes using this morph target manager
  23166. */
  23167. synchronize(): void;
  23168. /**
  23169. * Creates a new MorphTargetManager from serialized data
  23170. * @param serializationObject defines the serialized data
  23171. * @param scene defines the hosting scene
  23172. * @returns the new MorphTargetManager
  23173. */
  23174. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23175. }
  23176. }
  23177. declare module "babylonjs/Meshes/meshLODLevel" {
  23178. import { Mesh } from "babylonjs/Meshes/mesh";
  23179. import { Nullable } from "babylonjs/types";
  23180. /**
  23181. * Class used to represent a specific level of detail of a mesh
  23182. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23183. */
  23184. export class MeshLODLevel {
  23185. /** Defines the distance where this level should start being displayed */
  23186. distance: number;
  23187. /** Defines the mesh to use to render this level */
  23188. mesh: Nullable<Mesh>;
  23189. /**
  23190. * Creates a new LOD level
  23191. * @param distance defines the distance where this level should star being displayed
  23192. * @param mesh defines the mesh to use to render this level
  23193. */
  23194. constructor(
  23195. /** Defines the distance where this level should start being displayed */
  23196. distance: number,
  23197. /** Defines the mesh to use to render this level */
  23198. mesh: Nullable<Mesh>);
  23199. }
  23200. }
  23201. declare module "babylonjs/Meshes/groundMesh" {
  23202. import { Scene } from "babylonjs/scene";
  23203. import { Vector3 } from "babylonjs/Maths/math.vector";
  23204. import { Mesh } from "babylonjs/Meshes/mesh";
  23205. /**
  23206. * Mesh representing the gorund
  23207. */
  23208. export class GroundMesh extends Mesh {
  23209. /** If octree should be generated */
  23210. generateOctree: boolean;
  23211. private _heightQuads;
  23212. /** @hidden */
  23213. _subdivisionsX: number;
  23214. /** @hidden */
  23215. _subdivisionsY: number;
  23216. /** @hidden */
  23217. _width: number;
  23218. /** @hidden */
  23219. _height: number;
  23220. /** @hidden */
  23221. _minX: number;
  23222. /** @hidden */
  23223. _maxX: number;
  23224. /** @hidden */
  23225. _minZ: number;
  23226. /** @hidden */
  23227. _maxZ: number;
  23228. constructor(name: string, scene: Scene);
  23229. /**
  23230. * "GroundMesh"
  23231. * @returns "GroundMesh"
  23232. */
  23233. getClassName(): string;
  23234. /**
  23235. * The minimum of x and y subdivisions
  23236. */
  23237. readonly subdivisions: number;
  23238. /**
  23239. * X subdivisions
  23240. */
  23241. readonly subdivisionsX: number;
  23242. /**
  23243. * Y subdivisions
  23244. */
  23245. readonly subdivisionsY: number;
  23246. /**
  23247. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23248. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23249. * @param chunksCount the number of subdivisions for x and y
  23250. * @param octreeBlocksSize (Default: 32)
  23251. */
  23252. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23253. /**
  23254. * Returns a height (y) value in the Worl system :
  23255. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23256. * @param x x coordinate
  23257. * @param z z coordinate
  23258. * @returns the ground y position if (x, z) are outside the ground surface.
  23259. */
  23260. getHeightAtCoordinates(x: number, z: number): number;
  23261. /**
  23262. * Returns a normalized vector (Vector3) orthogonal to the ground
  23263. * at the ground coordinates (x, z) expressed in the World system.
  23264. * @param x x coordinate
  23265. * @param z z coordinate
  23266. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23267. */
  23268. getNormalAtCoordinates(x: number, z: number): Vector3;
  23269. /**
  23270. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23271. * at the ground coordinates (x, z) expressed in the World system.
  23272. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23273. * @param x x coordinate
  23274. * @param z z coordinate
  23275. * @param ref vector to store the result
  23276. * @returns the GroundMesh.
  23277. */
  23278. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23279. /**
  23280. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23281. * if the ground has been updated.
  23282. * This can be used in the render loop.
  23283. * @returns the GroundMesh.
  23284. */
  23285. updateCoordinateHeights(): GroundMesh;
  23286. private _getFacetAt;
  23287. private _initHeightQuads;
  23288. private _computeHeightQuads;
  23289. /**
  23290. * Serializes this ground mesh
  23291. * @param serializationObject object to write serialization to
  23292. */
  23293. serialize(serializationObject: any): void;
  23294. /**
  23295. * Parses a serialized ground mesh
  23296. * @param parsedMesh the serialized mesh
  23297. * @param scene the scene to create the ground mesh in
  23298. * @returns the created ground mesh
  23299. */
  23300. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23301. }
  23302. }
  23303. declare module "babylonjs/Physics/physicsJoint" {
  23304. import { Vector3 } from "babylonjs/Maths/math.vector";
  23305. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23306. /**
  23307. * Interface for Physics-Joint data
  23308. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23309. */
  23310. export interface PhysicsJointData {
  23311. /**
  23312. * The main pivot of the joint
  23313. */
  23314. mainPivot?: Vector3;
  23315. /**
  23316. * The connected pivot of the joint
  23317. */
  23318. connectedPivot?: Vector3;
  23319. /**
  23320. * The main axis of the joint
  23321. */
  23322. mainAxis?: Vector3;
  23323. /**
  23324. * The connected axis of the joint
  23325. */
  23326. connectedAxis?: Vector3;
  23327. /**
  23328. * The collision of the joint
  23329. */
  23330. collision?: boolean;
  23331. /**
  23332. * Native Oimo/Cannon/Energy data
  23333. */
  23334. nativeParams?: any;
  23335. }
  23336. /**
  23337. * This is a holder class for the physics joint created by the physics plugin
  23338. * It holds a set of functions to control the underlying joint
  23339. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23340. */
  23341. export class PhysicsJoint {
  23342. /**
  23343. * The type of the physics joint
  23344. */
  23345. type: number;
  23346. /**
  23347. * The data for the physics joint
  23348. */
  23349. jointData: PhysicsJointData;
  23350. private _physicsJoint;
  23351. protected _physicsPlugin: IPhysicsEnginePlugin;
  23352. /**
  23353. * Initializes the physics joint
  23354. * @param type The type of the physics joint
  23355. * @param jointData The data for the physics joint
  23356. */
  23357. constructor(
  23358. /**
  23359. * The type of the physics joint
  23360. */
  23361. type: number,
  23362. /**
  23363. * The data for the physics joint
  23364. */
  23365. jointData: PhysicsJointData);
  23366. /**
  23367. * Gets the physics joint
  23368. */
  23369. /**
  23370. * Sets the physics joint
  23371. */
  23372. physicsJoint: any;
  23373. /**
  23374. * Sets the physics plugin
  23375. */
  23376. physicsPlugin: IPhysicsEnginePlugin;
  23377. /**
  23378. * Execute a function that is physics-plugin specific.
  23379. * @param {Function} func the function that will be executed.
  23380. * It accepts two parameters: the physics world and the physics joint
  23381. */
  23382. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23383. /**
  23384. * Distance-Joint type
  23385. */
  23386. static DistanceJoint: number;
  23387. /**
  23388. * Hinge-Joint type
  23389. */
  23390. static HingeJoint: number;
  23391. /**
  23392. * Ball-and-Socket joint type
  23393. */
  23394. static BallAndSocketJoint: number;
  23395. /**
  23396. * Wheel-Joint type
  23397. */
  23398. static WheelJoint: number;
  23399. /**
  23400. * Slider-Joint type
  23401. */
  23402. static SliderJoint: number;
  23403. /**
  23404. * Prismatic-Joint type
  23405. */
  23406. static PrismaticJoint: number;
  23407. /**
  23408. * Universal-Joint type
  23409. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23410. */
  23411. static UniversalJoint: number;
  23412. /**
  23413. * Hinge-Joint 2 type
  23414. */
  23415. static Hinge2Joint: number;
  23416. /**
  23417. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23418. */
  23419. static PointToPointJoint: number;
  23420. /**
  23421. * Spring-Joint type
  23422. */
  23423. static SpringJoint: number;
  23424. /**
  23425. * Lock-Joint type
  23426. */
  23427. static LockJoint: number;
  23428. }
  23429. /**
  23430. * A class representing a physics distance joint
  23431. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23432. */
  23433. export class DistanceJoint extends PhysicsJoint {
  23434. /**
  23435. *
  23436. * @param jointData The data for the Distance-Joint
  23437. */
  23438. constructor(jointData: DistanceJointData);
  23439. /**
  23440. * Update the predefined distance.
  23441. * @param maxDistance The maximum preferred distance
  23442. * @param minDistance The minimum preferred distance
  23443. */
  23444. updateDistance(maxDistance: number, minDistance?: number): void;
  23445. }
  23446. /**
  23447. * Represents a Motor-Enabled Joint
  23448. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23449. */
  23450. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23451. /**
  23452. * Initializes the Motor-Enabled Joint
  23453. * @param type The type of the joint
  23454. * @param jointData The physica joint data for the joint
  23455. */
  23456. constructor(type: number, jointData: PhysicsJointData);
  23457. /**
  23458. * Set the motor values.
  23459. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23460. * @param force the force to apply
  23461. * @param maxForce max force for this motor.
  23462. */
  23463. setMotor(force?: number, maxForce?: number): void;
  23464. /**
  23465. * Set the motor's limits.
  23466. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23467. * @param upperLimit The upper limit of the motor
  23468. * @param lowerLimit The lower limit of the motor
  23469. */
  23470. setLimit(upperLimit: number, lowerLimit?: number): void;
  23471. }
  23472. /**
  23473. * This class represents a single physics Hinge-Joint
  23474. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23475. */
  23476. export class HingeJoint extends MotorEnabledJoint {
  23477. /**
  23478. * Initializes the Hinge-Joint
  23479. * @param jointData The joint data for the Hinge-Joint
  23480. */
  23481. constructor(jointData: PhysicsJointData);
  23482. /**
  23483. * Set the motor values.
  23484. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23485. * @param {number} force the force to apply
  23486. * @param {number} maxForce max force for this motor.
  23487. */
  23488. setMotor(force?: number, maxForce?: number): void;
  23489. /**
  23490. * Set the motor's limits.
  23491. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23492. * @param upperLimit The upper limit of the motor
  23493. * @param lowerLimit The lower limit of the motor
  23494. */
  23495. setLimit(upperLimit: number, lowerLimit?: number): void;
  23496. }
  23497. /**
  23498. * This class represents a dual hinge physics joint (same as wheel joint)
  23499. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23500. */
  23501. export class Hinge2Joint extends MotorEnabledJoint {
  23502. /**
  23503. * Initializes the Hinge2-Joint
  23504. * @param jointData The joint data for the Hinge2-Joint
  23505. */
  23506. constructor(jointData: PhysicsJointData);
  23507. /**
  23508. * Set the motor values.
  23509. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23510. * @param {number} targetSpeed the speed the motor is to reach
  23511. * @param {number} maxForce max force for this motor.
  23512. * @param {motorIndex} the motor's index, 0 or 1.
  23513. */
  23514. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23515. /**
  23516. * Set the motor limits.
  23517. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23518. * @param {number} upperLimit the upper limit
  23519. * @param {number} lowerLimit lower limit
  23520. * @param {motorIndex} the motor's index, 0 or 1.
  23521. */
  23522. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23523. }
  23524. /**
  23525. * Interface for a motor enabled joint
  23526. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23527. */
  23528. export interface IMotorEnabledJoint {
  23529. /**
  23530. * Physics joint
  23531. */
  23532. physicsJoint: any;
  23533. /**
  23534. * Sets the motor of the motor-enabled joint
  23535. * @param force The force of the motor
  23536. * @param maxForce The maximum force of the motor
  23537. * @param motorIndex The index of the motor
  23538. */
  23539. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23540. /**
  23541. * Sets the limit of the motor
  23542. * @param upperLimit The upper limit of the motor
  23543. * @param lowerLimit The lower limit of the motor
  23544. * @param motorIndex The index of the motor
  23545. */
  23546. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23547. }
  23548. /**
  23549. * Joint data for a Distance-Joint
  23550. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23551. */
  23552. export interface DistanceJointData extends PhysicsJointData {
  23553. /**
  23554. * Max distance the 2 joint objects can be apart
  23555. */
  23556. maxDistance: number;
  23557. }
  23558. /**
  23559. * Joint data from a spring joint
  23560. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23561. */
  23562. export interface SpringJointData extends PhysicsJointData {
  23563. /**
  23564. * Length of the spring
  23565. */
  23566. length: number;
  23567. /**
  23568. * Stiffness of the spring
  23569. */
  23570. stiffness: number;
  23571. /**
  23572. * Damping of the spring
  23573. */
  23574. damping: number;
  23575. /** this callback will be called when applying the force to the impostors. */
  23576. forceApplicationCallback: () => void;
  23577. }
  23578. }
  23579. declare module "babylonjs/Physics/physicsRaycastResult" {
  23580. import { Vector3 } from "babylonjs/Maths/math.vector";
  23581. /**
  23582. * Holds the data for the raycast result
  23583. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23584. */
  23585. export class PhysicsRaycastResult {
  23586. private _hasHit;
  23587. private _hitDistance;
  23588. private _hitNormalWorld;
  23589. private _hitPointWorld;
  23590. private _rayFromWorld;
  23591. private _rayToWorld;
  23592. /**
  23593. * Gets if there was a hit
  23594. */
  23595. readonly hasHit: boolean;
  23596. /**
  23597. * Gets the distance from the hit
  23598. */
  23599. readonly hitDistance: number;
  23600. /**
  23601. * Gets the hit normal/direction in the world
  23602. */
  23603. readonly hitNormalWorld: Vector3;
  23604. /**
  23605. * Gets the hit point in the world
  23606. */
  23607. readonly hitPointWorld: Vector3;
  23608. /**
  23609. * Gets the ray "start point" of the ray in the world
  23610. */
  23611. readonly rayFromWorld: Vector3;
  23612. /**
  23613. * Gets the ray "end point" of the ray in the world
  23614. */
  23615. readonly rayToWorld: Vector3;
  23616. /**
  23617. * Sets the hit data (normal & point in world space)
  23618. * @param hitNormalWorld defines the normal in world space
  23619. * @param hitPointWorld defines the point in world space
  23620. */
  23621. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23622. /**
  23623. * Sets the distance from the start point to the hit point
  23624. * @param distance
  23625. */
  23626. setHitDistance(distance: number): void;
  23627. /**
  23628. * Calculates the distance manually
  23629. */
  23630. calculateHitDistance(): void;
  23631. /**
  23632. * Resets all the values to default
  23633. * @param from The from point on world space
  23634. * @param to The to point on world space
  23635. */
  23636. reset(from?: Vector3, to?: Vector3): void;
  23637. }
  23638. /**
  23639. * Interface for the size containing width and height
  23640. */
  23641. interface IXYZ {
  23642. /**
  23643. * X
  23644. */
  23645. x: number;
  23646. /**
  23647. * Y
  23648. */
  23649. y: number;
  23650. /**
  23651. * Z
  23652. */
  23653. z: number;
  23654. }
  23655. }
  23656. declare module "babylonjs/Physics/IPhysicsEngine" {
  23657. import { Nullable } from "babylonjs/types";
  23658. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23659. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23660. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23661. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23662. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23663. /**
  23664. * Interface used to describe a physics joint
  23665. */
  23666. export interface PhysicsImpostorJoint {
  23667. /** Defines the main impostor to which the joint is linked */
  23668. mainImpostor: PhysicsImpostor;
  23669. /** Defines the impostor that is connected to the main impostor using this joint */
  23670. connectedImpostor: PhysicsImpostor;
  23671. /** Defines the joint itself */
  23672. joint: PhysicsJoint;
  23673. }
  23674. /** @hidden */
  23675. export interface IPhysicsEnginePlugin {
  23676. world: any;
  23677. name: string;
  23678. setGravity(gravity: Vector3): void;
  23679. setTimeStep(timeStep: number): void;
  23680. getTimeStep(): number;
  23681. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23682. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23683. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23684. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23685. removePhysicsBody(impostor: PhysicsImpostor): void;
  23686. generateJoint(joint: PhysicsImpostorJoint): void;
  23687. removeJoint(joint: PhysicsImpostorJoint): void;
  23688. isSupported(): boolean;
  23689. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23690. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23691. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23692. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23693. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23694. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23695. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23696. getBodyMass(impostor: PhysicsImpostor): number;
  23697. getBodyFriction(impostor: PhysicsImpostor): number;
  23698. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23699. getBodyRestitution(impostor: PhysicsImpostor): number;
  23700. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23701. getBodyPressure?(impostor: PhysicsImpostor): number;
  23702. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23703. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23704. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23705. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23706. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23707. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23708. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23709. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23710. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23711. sleepBody(impostor: PhysicsImpostor): void;
  23712. wakeUpBody(impostor: PhysicsImpostor): void;
  23713. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23714. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23715. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23716. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23717. getRadius(impostor: PhysicsImpostor): number;
  23718. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23719. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23720. dispose(): void;
  23721. }
  23722. /**
  23723. * Interface used to define a physics engine
  23724. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23725. */
  23726. export interface IPhysicsEngine {
  23727. /**
  23728. * Gets the gravity vector used by the simulation
  23729. */
  23730. gravity: Vector3;
  23731. /**
  23732. * Sets the gravity vector used by the simulation
  23733. * @param gravity defines the gravity vector to use
  23734. */
  23735. setGravity(gravity: Vector3): void;
  23736. /**
  23737. * Set the time step of the physics engine.
  23738. * Default is 1/60.
  23739. * To slow it down, enter 1/600 for example.
  23740. * To speed it up, 1/30
  23741. * @param newTimeStep the new timestep to apply to this world.
  23742. */
  23743. setTimeStep(newTimeStep: number): void;
  23744. /**
  23745. * Get the time step of the physics engine.
  23746. * @returns the current time step
  23747. */
  23748. getTimeStep(): number;
  23749. /**
  23750. * Release all resources
  23751. */
  23752. dispose(): void;
  23753. /**
  23754. * Gets the name of the current physics plugin
  23755. * @returns the name of the plugin
  23756. */
  23757. getPhysicsPluginName(): string;
  23758. /**
  23759. * Adding a new impostor for the impostor tracking.
  23760. * This will be done by the impostor itself.
  23761. * @param impostor the impostor to add
  23762. */
  23763. addImpostor(impostor: PhysicsImpostor): void;
  23764. /**
  23765. * Remove an impostor from the engine.
  23766. * This impostor and its mesh will not longer be updated by the physics engine.
  23767. * @param impostor the impostor to remove
  23768. */
  23769. removeImpostor(impostor: PhysicsImpostor): void;
  23770. /**
  23771. * Add a joint to the physics engine
  23772. * @param mainImpostor defines the main impostor to which the joint is added.
  23773. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23774. * @param joint defines the joint that will connect both impostors.
  23775. */
  23776. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23777. /**
  23778. * Removes a joint from the simulation
  23779. * @param mainImpostor defines the impostor used with the joint
  23780. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23781. * @param joint defines the joint to remove
  23782. */
  23783. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23784. /**
  23785. * Gets the current plugin used to run the simulation
  23786. * @returns current plugin
  23787. */
  23788. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23789. /**
  23790. * Gets the list of physic impostors
  23791. * @returns an array of PhysicsImpostor
  23792. */
  23793. getImpostors(): Array<PhysicsImpostor>;
  23794. /**
  23795. * Gets the impostor for a physics enabled object
  23796. * @param object defines the object impersonated by the impostor
  23797. * @returns the PhysicsImpostor or null if not found
  23798. */
  23799. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23800. /**
  23801. * Gets the impostor for a physics body object
  23802. * @param body defines physics body used by the impostor
  23803. * @returns the PhysicsImpostor or null if not found
  23804. */
  23805. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23806. /**
  23807. * Does a raycast in the physics world
  23808. * @param from when should the ray start?
  23809. * @param to when should the ray end?
  23810. * @returns PhysicsRaycastResult
  23811. */
  23812. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23813. /**
  23814. * Called by the scene. No need to call it.
  23815. * @param delta defines the timespam between frames
  23816. */
  23817. _step(delta: number): void;
  23818. }
  23819. }
  23820. declare module "babylonjs/Physics/physicsImpostor" {
  23821. import { Nullable, IndicesArray } from "babylonjs/types";
  23822. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23823. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23824. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23825. import { Scene } from "babylonjs/scene";
  23826. import { Bone } from "babylonjs/Bones/bone";
  23827. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23828. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23829. import { Space } from "babylonjs/Maths/math.axis";
  23830. /**
  23831. * The interface for the physics imposter parameters
  23832. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23833. */
  23834. export interface PhysicsImpostorParameters {
  23835. /**
  23836. * The mass of the physics imposter
  23837. */
  23838. mass: number;
  23839. /**
  23840. * The friction of the physics imposter
  23841. */
  23842. friction?: number;
  23843. /**
  23844. * The coefficient of restitution of the physics imposter
  23845. */
  23846. restitution?: number;
  23847. /**
  23848. * The native options of the physics imposter
  23849. */
  23850. nativeOptions?: any;
  23851. /**
  23852. * Specifies if the parent should be ignored
  23853. */
  23854. ignoreParent?: boolean;
  23855. /**
  23856. * Specifies if bi-directional transformations should be disabled
  23857. */
  23858. disableBidirectionalTransformation?: boolean;
  23859. /**
  23860. * The pressure inside the physics imposter, soft object only
  23861. */
  23862. pressure?: number;
  23863. /**
  23864. * The stiffness the physics imposter, soft object only
  23865. */
  23866. stiffness?: number;
  23867. /**
  23868. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23869. */
  23870. velocityIterations?: number;
  23871. /**
  23872. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23873. */
  23874. positionIterations?: number;
  23875. /**
  23876. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23877. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23878. * Add to fix multiple points
  23879. */
  23880. fixedPoints?: number;
  23881. /**
  23882. * The collision margin around a soft object
  23883. */
  23884. margin?: number;
  23885. /**
  23886. * The collision margin around a soft object
  23887. */
  23888. damping?: number;
  23889. /**
  23890. * The path for a rope based on an extrusion
  23891. */
  23892. path?: any;
  23893. /**
  23894. * The shape of an extrusion used for a rope based on an extrusion
  23895. */
  23896. shape?: any;
  23897. }
  23898. /**
  23899. * Interface for a physics-enabled object
  23900. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23901. */
  23902. export interface IPhysicsEnabledObject {
  23903. /**
  23904. * The position of the physics-enabled object
  23905. */
  23906. position: Vector3;
  23907. /**
  23908. * The rotation of the physics-enabled object
  23909. */
  23910. rotationQuaternion: Nullable<Quaternion>;
  23911. /**
  23912. * The scale of the physics-enabled object
  23913. */
  23914. scaling: Vector3;
  23915. /**
  23916. * The rotation of the physics-enabled object
  23917. */
  23918. rotation?: Vector3;
  23919. /**
  23920. * The parent of the physics-enabled object
  23921. */
  23922. parent?: any;
  23923. /**
  23924. * The bounding info of the physics-enabled object
  23925. * @returns The bounding info of the physics-enabled object
  23926. */
  23927. getBoundingInfo(): BoundingInfo;
  23928. /**
  23929. * Computes the world matrix
  23930. * @param force Specifies if the world matrix should be computed by force
  23931. * @returns A world matrix
  23932. */
  23933. computeWorldMatrix(force: boolean): Matrix;
  23934. /**
  23935. * Gets the world matrix
  23936. * @returns A world matrix
  23937. */
  23938. getWorldMatrix?(): Matrix;
  23939. /**
  23940. * Gets the child meshes
  23941. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23942. * @returns An array of abstract meshes
  23943. */
  23944. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23945. /**
  23946. * Gets the vertex data
  23947. * @param kind The type of vertex data
  23948. * @returns A nullable array of numbers, or a float32 array
  23949. */
  23950. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23951. /**
  23952. * Gets the indices from the mesh
  23953. * @returns A nullable array of index arrays
  23954. */
  23955. getIndices?(): Nullable<IndicesArray>;
  23956. /**
  23957. * Gets the scene from the mesh
  23958. * @returns the indices array or null
  23959. */
  23960. getScene?(): Scene;
  23961. /**
  23962. * Gets the absolute position from the mesh
  23963. * @returns the absolute position
  23964. */
  23965. getAbsolutePosition(): Vector3;
  23966. /**
  23967. * Gets the absolute pivot point from the mesh
  23968. * @returns the absolute pivot point
  23969. */
  23970. getAbsolutePivotPoint(): Vector3;
  23971. /**
  23972. * Rotates the mesh
  23973. * @param axis The axis of rotation
  23974. * @param amount The amount of rotation
  23975. * @param space The space of the rotation
  23976. * @returns The rotation transform node
  23977. */
  23978. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23979. /**
  23980. * Translates the mesh
  23981. * @param axis The axis of translation
  23982. * @param distance The distance of translation
  23983. * @param space The space of the translation
  23984. * @returns The transform node
  23985. */
  23986. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23987. /**
  23988. * Sets the absolute position of the mesh
  23989. * @param absolutePosition The absolute position of the mesh
  23990. * @returns The transform node
  23991. */
  23992. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23993. /**
  23994. * Gets the class name of the mesh
  23995. * @returns The class name
  23996. */
  23997. getClassName(): string;
  23998. }
  23999. /**
  24000. * Represents a physics imposter
  24001. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  24002. */
  24003. export class PhysicsImpostor {
  24004. /**
  24005. * The physics-enabled object used as the physics imposter
  24006. */
  24007. object: IPhysicsEnabledObject;
  24008. /**
  24009. * The type of the physics imposter
  24010. */
  24011. type: number;
  24012. private _options;
  24013. private _scene?;
  24014. /**
  24015. * The default object size of the imposter
  24016. */
  24017. static DEFAULT_OBJECT_SIZE: Vector3;
  24018. /**
  24019. * The identity quaternion of the imposter
  24020. */
  24021. static IDENTITY_QUATERNION: Quaternion;
  24022. /** @hidden */
  24023. _pluginData: any;
  24024. private _physicsEngine;
  24025. private _physicsBody;
  24026. private _bodyUpdateRequired;
  24027. private _onBeforePhysicsStepCallbacks;
  24028. private _onAfterPhysicsStepCallbacks;
  24029. /** @hidden */
  24030. _onPhysicsCollideCallbacks: Array<{
  24031. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  24032. otherImpostors: Array<PhysicsImpostor>;
  24033. }>;
  24034. private _deltaPosition;
  24035. private _deltaRotation;
  24036. private _deltaRotationConjugated;
  24037. /** @hidden */
  24038. _isFromLine: boolean;
  24039. private _parent;
  24040. private _isDisposed;
  24041. private static _tmpVecs;
  24042. private static _tmpQuat;
  24043. /**
  24044. * Specifies if the physics imposter is disposed
  24045. */
  24046. readonly isDisposed: boolean;
  24047. /**
  24048. * Gets the mass of the physics imposter
  24049. */
  24050. mass: number;
  24051. /**
  24052. * Gets the coefficient of friction
  24053. */
  24054. /**
  24055. * Sets the coefficient of friction
  24056. */
  24057. friction: number;
  24058. /**
  24059. * Gets the coefficient of restitution
  24060. */
  24061. /**
  24062. * Sets the coefficient of restitution
  24063. */
  24064. restitution: number;
  24065. /**
  24066. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  24067. */
  24068. /**
  24069. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  24070. */
  24071. pressure: number;
  24072. /**
  24073. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24074. */
  24075. /**
  24076. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24077. */
  24078. stiffness: number;
  24079. /**
  24080. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24081. */
  24082. /**
  24083. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24084. */
  24085. velocityIterations: number;
  24086. /**
  24087. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24088. */
  24089. /**
  24090. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24091. */
  24092. positionIterations: number;
  24093. /**
  24094. * The unique id of the physics imposter
  24095. * set by the physics engine when adding this impostor to the array
  24096. */
  24097. uniqueId: number;
  24098. /**
  24099. * @hidden
  24100. */
  24101. soft: boolean;
  24102. /**
  24103. * @hidden
  24104. */
  24105. segments: number;
  24106. private _joints;
  24107. /**
  24108. * Initializes the physics imposter
  24109. * @param object The physics-enabled object used as the physics imposter
  24110. * @param type The type of the physics imposter
  24111. * @param _options The options for the physics imposter
  24112. * @param _scene The Babylon scene
  24113. */
  24114. constructor(
  24115. /**
  24116. * The physics-enabled object used as the physics imposter
  24117. */
  24118. object: IPhysicsEnabledObject,
  24119. /**
  24120. * The type of the physics imposter
  24121. */
  24122. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  24123. /**
  24124. * This function will completly initialize this impostor.
  24125. * It will create a new body - but only if this mesh has no parent.
  24126. * If it has, this impostor will not be used other than to define the impostor
  24127. * of the child mesh.
  24128. * @hidden
  24129. */
  24130. _init(): void;
  24131. private _getPhysicsParent;
  24132. /**
  24133. * Should a new body be generated.
  24134. * @returns boolean specifying if body initialization is required
  24135. */
  24136. isBodyInitRequired(): boolean;
  24137. /**
  24138. * Sets the updated scaling
  24139. * @param updated Specifies if the scaling is updated
  24140. */
  24141. setScalingUpdated(): void;
  24142. /**
  24143. * Force a regeneration of this or the parent's impostor's body.
  24144. * Use under cautious - This will remove all joints already implemented.
  24145. */
  24146. forceUpdate(): void;
  24147. /**
  24148. * Gets the body that holds this impostor. Either its own, or its parent.
  24149. */
  24150. /**
  24151. * Set the physics body. Used mainly by the physics engine/plugin
  24152. */
  24153. physicsBody: any;
  24154. /**
  24155. * Get the parent of the physics imposter
  24156. * @returns Physics imposter or null
  24157. */
  24158. /**
  24159. * Sets the parent of the physics imposter
  24160. */
  24161. parent: Nullable<PhysicsImpostor>;
  24162. /**
  24163. * Resets the update flags
  24164. */
  24165. resetUpdateFlags(): void;
  24166. /**
  24167. * Gets the object extend size
  24168. * @returns the object extend size
  24169. */
  24170. getObjectExtendSize(): Vector3;
  24171. /**
  24172. * Gets the object center
  24173. * @returns The object center
  24174. */
  24175. getObjectCenter(): Vector3;
  24176. /**
  24177. * Get a specific parametes from the options parameter
  24178. * @param paramName The object parameter name
  24179. * @returns The object parameter
  24180. */
  24181. getParam(paramName: string): any;
  24182. /**
  24183. * Sets a specific parameter in the options given to the physics plugin
  24184. * @param paramName The parameter name
  24185. * @param value The value of the parameter
  24186. */
  24187. setParam(paramName: string, value: number): void;
  24188. /**
  24189. * Specifically change the body's mass option. Won't recreate the physics body object
  24190. * @param mass The mass of the physics imposter
  24191. */
  24192. setMass(mass: number): void;
  24193. /**
  24194. * Gets the linear velocity
  24195. * @returns linear velocity or null
  24196. */
  24197. getLinearVelocity(): Nullable<Vector3>;
  24198. /**
  24199. * Sets the linear velocity
  24200. * @param velocity linear velocity or null
  24201. */
  24202. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24203. /**
  24204. * Gets the angular velocity
  24205. * @returns angular velocity or null
  24206. */
  24207. getAngularVelocity(): Nullable<Vector3>;
  24208. /**
  24209. * Sets the angular velocity
  24210. * @param velocity The velocity or null
  24211. */
  24212. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24213. /**
  24214. * Execute a function with the physics plugin native code
  24215. * Provide a function the will have two variables - the world object and the physics body object
  24216. * @param func The function to execute with the physics plugin native code
  24217. */
  24218. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24219. /**
  24220. * Register a function that will be executed before the physics world is stepping forward
  24221. * @param func The function to execute before the physics world is stepped forward
  24222. */
  24223. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24224. /**
  24225. * Unregister a function that will be executed before the physics world is stepping forward
  24226. * @param func The function to execute before the physics world is stepped forward
  24227. */
  24228. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24229. /**
  24230. * Register a function that will be executed after the physics step
  24231. * @param func The function to execute after physics step
  24232. */
  24233. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24234. /**
  24235. * Unregisters a function that will be executed after the physics step
  24236. * @param func The function to execute after physics step
  24237. */
  24238. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24239. /**
  24240. * register a function that will be executed when this impostor collides against a different body
  24241. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24242. * @param func Callback that is executed on collision
  24243. */
  24244. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24245. /**
  24246. * Unregisters the physics imposter on contact
  24247. * @param collideAgainst The physics object to collide against
  24248. * @param func Callback to execute on collision
  24249. */
  24250. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24251. private _tmpQuat;
  24252. private _tmpQuat2;
  24253. /**
  24254. * Get the parent rotation
  24255. * @returns The parent rotation
  24256. */
  24257. getParentsRotation(): Quaternion;
  24258. /**
  24259. * this function is executed by the physics engine.
  24260. */
  24261. beforeStep: () => void;
  24262. /**
  24263. * this function is executed by the physics engine
  24264. */
  24265. afterStep: () => void;
  24266. /**
  24267. * Legacy collision detection event support
  24268. */
  24269. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24270. /**
  24271. * event and body object due to cannon's event-based architecture.
  24272. */
  24273. onCollide: (e: {
  24274. body: any;
  24275. }) => void;
  24276. /**
  24277. * Apply a force
  24278. * @param force The force to apply
  24279. * @param contactPoint The contact point for the force
  24280. * @returns The physics imposter
  24281. */
  24282. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24283. /**
  24284. * Apply an impulse
  24285. * @param force The impulse force
  24286. * @param contactPoint The contact point for the impulse force
  24287. * @returns The physics imposter
  24288. */
  24289. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24290. /**
  24291. * A help function to create a joint
  24292. * @param otherImpostor A physics imposter used to create a joint
  24293. * @param jointType The type of joint
  24294. * @param jointData The data for the joint
  24295. * @returns The physics imposter
  24296. */
  24297. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24298. /**
  24299. * Add a joint to this impostor with a different impostor
  24300. * @param otherImpostor A physics imposter used to add a joint
  24301. * @param joint The joint to add
  24302. * @returns The physics imposter
  24303. */
  24304. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24305. /**
  24306. * Add an anchor to a cloth impostor
  24307. * @param otherImpostor rigid impostor to anchor to
  24308. * @param width ratio across width from 0 to 1
  24309. * @param height ratio up height from 0 to 1
  24310. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24311. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24312. * @returns impostor the soft imposter
  24313. */
  24314. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24315. /**
  24316. * Add a hook to a rope impostor
  24317. * @param otherImpostor rigid impostor to anchor to
  24318. * @param length ratio across rope from 0 to 1
  24319. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24320. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24321. * @returns impostor the rope imposter
  24322. */
  24323. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24324. /**
  24325. * Will keep this body still, in a sleep mode.
  24326. * @returns the physics imposter
  24327. */
  24328. sleep(): PhysicsImpostor;
  24329. /**
  24330. * Wake the body up.
  24331. * @returns The physics imposter
  24332. */
  24333. wakeUp(): PhysicsImpostor;
  24334. /**
  24335. * Clones the physics imposter
  24336. * @param newObject The physics imposter clones to this physics-enabled object
  24337. * @returns A nullable physics imposter
  24338. */
  24339. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24340. /**
  24341. * Disposes the physics imposter
  24342. */
  24343. dispose(): void;
  24344. /**
  24345. * Sets the delta position
  24346. * @param position The delta position amount
  24347. */
  24348. setDeltaPosition(position: Vector3): void;
  24349. /**
  24350. * Sets the delta rotation
  24351. * @param rotation The delta rotation amount
  24352. */
  24353. setDeltaRotation(rotation: Quaternion): void;
  24354. /**
  24355. * Gets the box size of the physics imposter and stores the result in the input parameter
  24356. * @param result Stores the box size
  24357. * @returns The physics imposter
  24358. */
  24359. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24360. /**
  24361. * Gets the radius of the physics imposter
  24362. * @returns Radius of the physics imposter
  24363. */
  24364. getRadius(): number;
  24365. /**
  24366. * Sync a bone with this impostor
  24367. * @param bone The bone to sync to the impostor.
  24368. * @param boneMesh The mesh that the bone is influencing.
  24369. * @param jointPivot The pivot of the joint / bone in local space.
  24370. * @param distToJoint Optional distance from the impostor to the joint.
  24371. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24372. */
  24373. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24374. /**
  24375. * Sync impostor to a bone
  24376. * @param bone The bone that the impostor will be synced to.
  24377. * @param boneMesh The mesh that the bone is influencing.
  24378. * @param jointPivot The pivot of the joint / bone in local space.
  24379. * @param distToJoint Optional distance from the impostor to the joint.
  24380. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24381. * @param boneAxis Optional vector3 axis the bone is aligned with
  24382. */
  24383. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24384. /**
  24385. * No-Imposter type
  24386. */
  24387. static NoImpostor: number;
  24388. /**
  24389. * Sphere-Imposter type
  24390. */
  24391. static SphereImpostor: number;
  24392. /**
  24393. * Box-Imposter type
  24394. */
  24395. static BoxImpostor: number;
  24396. /**
  24397. * Plane-Imposter type
  24398. */
  24399. static PlaneImpostor: number;
  24400. /**
  24401. * Mesh-imposter type
  24402. */
  24403. static MeshImpostor: number;
  24404. /**
  24405. * Capsule-Impostor type (Ammo.js plugin only)
  24406. */
  24407. static CapsuleImpostor: number;
  24408. /**
  24409. * Cylinder-Imposter type
  24410. */
  24411. static CylinderImpostor: number;
  24412. /**
  24413. * Particle-Imposter type
  24414. */
  24415. static ParticleImpostor: number;
  24416. /**
  24417. * Heightmap-Imposter type
  24418. */
  24419. static HeightmapImpostor: number;
  24420. /**
  24421. * ConvexHull-Impostor type (Ammo.js plugin only)
  24422. */
  24423. static ConvexHullImpostor: number;
  24424. /**
  24425. * Rope-Imposter type
  24426. */
  24427. static RopeImpostor: number;
  24428. /**
  24429. * Cloth-Imposter type
  24430. */
  24431. static ClothImpostor: number;
  24432. /**
  24433. * Softbody-Imposter type
  24434. */
  24435. static SoftbodyImpostor: number;
  24436. }
  24437. }
  24438. declare module "babylonjs/Meshes/mesh" {
  24439. import { Observable } from "babylonjs/Misc/observable";
  24440. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24441. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24442. import { Camera } from "babylonjs/Cameras/camera";
  24443. import { Scene } from "babylonjs/scene";
  24444. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24445. import { Color4 } from "babylonjs/Maths/math.color";
  24446. import { Engine } from "babylonjs/Engines/engine";
  24447. import { Node } from "babylonjs/node";
  24448. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24449. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24450. import { Buffer } from "babylonjs/Meshes/buffer";
  24451. import { Geometry } from "babylonjs/Meshes/geometry";
  24452. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24453. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24454. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24455. import { Effect } from "babylonjs/Materials/effect";
  24456. import { Material } from "babylonjs/Materials/material";
  24457. import { Skeleton } from "babylonjs/Bones/skeleton";
  24458. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24459. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24460. import { Path3D } from "babylonjs/Maths/math.path";
  24461. import { Plane } from "babylonjs/Maths/math.plane";
  24462. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24463. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24464. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24465. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24466. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24467. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24468. /**
  24469. * @hidden
  24470. **/
  24471. export class _CreationDataStorage {
  24472. closePath?: boolean;
  24473. closeArray?: boolean;
  24474. idx: number[];
  24475. dashSize: number;
  24476. gapSize: number;
  24477. path3D: Path3D;
  24478. pathArray: Vector3[][];
  24479. arc: number;
  24480. radius: number;
  24481. cap: number;
  24482. tessellation: number;
  24483. }
  24484. /**
  24485. * @hidden
  24486. **/
  24487. class _InstanceDataStorage {
  24488. visibleInstances: any;
  24489. batchCache: _InstancesBatch;
  24490. instancesBufferSize: number;
  24491. instancesBuffer: Nullable<Buffer>;
  24492. instancesData: Float32Array;
  24493. overridenInstanceCount: number;
  24494. isFrozen: boolean;
  24495. previousBatch: Nullable<_InstancesBatch>;
  24496. hardwareInstancedRendering: boolean;
  24497. sideOrientation: number;
  24498. manualUpdate: boolean;
  24499. }
  24500. /**
  24501. * @hidden
  24502. **/
  24503. export class _InstancesBatch {
  24504. mustReturn: boolean;
  24505. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24506. renderSelf: boolean[];
  24507. hardwareInstancedRendering: boolean[];
  24508. }
  24509. /**
  24510. * Class used to represent renderable models
  24511. */
  24512. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24513. /**
  24514. * Mesh side orientation : usually the external or front surface
  24515. */
  24516. static readonly FRONTSIDE: number;
  24517. /**
  24518. * Mesh side orientation : usually the internal or back surface
  24519. */
  24520. static readonly BACKSIDE: number;
  24521. /**
  24522. * Mesh side orientation : both internal and external or front and back surfaces
  24523. */
  24524. static readonly DOUBLESIDE: number;
  24525. /**
  24526. * Mesh side orientation : by default, `FRONTSIDE`
  24527. */
  24528. static readonly DEFAULTSIDE: number;
  24529. /**
  24530. * Mesh cap setting : no cap
  24531. */
  24532. static readonly NO_CAP: number;
  24533. /**
  24534. * Mesh cap setting : one cap at the beginning of the mesh
  24535. */
  24536. static readonly CAP_START: number;
  24537. /**
  24538. * Mesh cap setting : one cap at the end of the mesh
  24539. */
  24540. static readonly CAP_END: number;
  24541. /**
  24542. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24543. */
  24544. static readonly CAP_ALL: number;
  24545. /**
  24546. * Mesh pattern setting : no flip or rotate
  24547. */
  24548. static readonly NO_FLIP: number;
  24549. /**
  24550. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24551. */
  24552. static readonly FLIP_TILE: number;
  24553. /**
  24554. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24555. */
  24556. static readonly ROTATE_TILE: number;
  24557. /**
  24558. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24559. */
  24560. static readonly FLIP_ROW: number;
  24561. /**
  24562. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24563. */
  24564. static readonly ROTATE_ROW: number;
  24565. /**
  24566. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24567. */
  24568. static readonly FLIP_N_ROTATE_TILE: number;
  24569. /**
  24570. * Mesh pattern setting : rotate pattern and rotate
  24571. */
  24572. static readonly FLIP_N_ROTATE_ROW: number;
  24573. /**
  24574. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24575. */
  24576. static readonly CENTER: number;
  24577. /**
  24578. * Mesh tile positioning : part tiles on left
  24579. */
  24580. static readonly LEFT: number;
  24581. /**
  24582. * Mesh tile positioning : part tiles on right
  24583. */
  24584. static readonly RIGHT: number;
  24585. /**
  24586. * Mesh tile positioning : part tiles on top
  24587. */
  24588. static readonly TOP: number;
  24589. /**
  24590. * Mesh tile positioning : part tiles on bottom
  24591. */
  24592. static readonly BOTTOM: number;
  24593. /**
  24594. * Gets the default side orientation.
  24595. * @param orientation the orientation to value to attempt to get
  24596. * @returns the default orientation
  24597. * @hidden
  24598. */
  24599. static _GetDefaultSideOrientation(orientation?: number): number;
  24600. private _internalMeshDataInfo;
  24601. /**
  24602. * An event triggered before rendering the mesh
  24603. */
  24604. readonly onBeforeRenderObservable: Observable<Mesh>;
  24605. /**
  24606. * An event triggered before binding the mesh
  24607. */
  24608. readonly onBeforeBindObservable: Observable<Mesh>;
  24609. /**
  24610. * An event triggered after rendering the mesh
  24611. */
  24612. readonly onAfterRenderObservable: Observable<Mesh>;
  24613. /**
  24614. * An event triggered before drawing the mesh
  24615. */
  24616. readonly onBeforeDrawObservable: Observable<Mesh>;
  24617. private _onBeforeDrawObserver;
  24618. /**
  24619. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24620. */
  24621. onBeforeDraw: () => void;
  24622. readonly hasInstances: boolean;
  24623. /**
  24624. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24625. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24626. */
  24627. delayLoadState: number;
  24628. /**
  24629. * Gets the list of instances created from this mesh
  24630. * it is not supposed to be modified manually.
  24631. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24632. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24633. */
  24634. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24635. /**
  24636. * Gets the file containing delay loading data for this mesh
  24637. */
  24638. delayLoadingFile: string;
  24639. /** @hidden */
  24640. _binaryInfo: any;
  24641. /**
  24642. * User defined function used to change how LOD level selection is done
  24643. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24644. */
  24645. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24646. /**
  24647. * Gets or sets the morph target manager
  24648. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24649. */
  24650. morphTargetManager: Nullable<MorphTargetManager>;
  24651. /** @hidden */
  24652. _creationDataStorage: Nullable<_CreationDataStorage>;
  24653. /** @hidden */
  24654. _geometry: Nullable<Geometry>;
  24655. /** @hidden */
  24656. _delayInfo: Array<string>;
  24657. /** @hidden */
  24658. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24659. /** @hidden */
  24660. _instanceDataStorage: _InstanceDataStorage;
  24661. private _effectiveMaterial;
  24662. /** @hidden */
  24663. _shouldGenerateFlatShading: boolean;
  24664. /** @hidden */
  24665. _originalBuilderSideOrientation: number;
  24666. /**
  24667. * Use this property to change the original side orientation defined at construction time
  24668. */
  24669. overrideMaterialSideOrientation: Nullable<number>;
  24670. /**
  24671. * Gets the source mesh (the one used to clone this one from)
  24672. */
  24673. readonly source: Nullable<Mesh>;
  24674. /**
  24675. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24676. */
  24677. isUnIndexed: boolean;
  24678. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  24679. readonly worldMatrixInstancedBuffer: Float32Array;
  24680. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  24681. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  24682. /**
  24683. * @constructor
  24684. * @param name The value used by scene.getMeshByName() to do a lookup.
  24685. * @param scene The scene to add this mesh to.
  24686. * @param parent The parent of this mesh, if it has one
  24687. * @param source An optional Mesh from which geometry is shared, cloned.
  24688. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24689. * When false, achieved by calling a clone(), also passing False.
  24690. * This will make creation of children, recursive.
  24691. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24692. */
  24693. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24694. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24695. doNotInstantiate: boolean;
  24696. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24697. /**
  24698. * Gets the class name
  24699. * @returns the string "Mesh".
  24700. */
  24701. getClassName(): string;
  24702. /** @hidden */
  24703. readonly _isMesh: boolean;
  24704. /**
  24705. * Returns a description of this mesh
  24706. * @param fullDetails define if full details about this mesh must be used
  24707. * @returns a descriptive string representing this mesh
  24708. */
  24709. toString(fullDetails?: boolean): string;
  24710. /** @hidden */
  24711. _unBindEffect(): void;
  24712. /**
  24713. * Gets a boolean indicating if this mesh has LOD
  24714. */
  24715. readonly hasLODLevels: boolean;
  24716. /**
  24717. * Gets the list of MeshLODLevel associated with the current mesh
  24718. * @returns an array of MeshLODLevel
  24719. */
  24720. getLODLevels(): MeshLODLevel[];
  24721. private _sortLODLevels;
  24722. /**
  24723. * Add a mesh as LOD level triggered at the given distance.
  24724. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24725. * @param distance The distance from the center of the object to show this level
  24726. * @param mesh The mesh to be added as LOD level (can be null)
  24727. * @return This mesh (for chaining)
  24728. */
  24729. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24730. /**
  24731. * Returns the LOD level mesh at the passed distance or null if not found.
  24732. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24733. * @param distance The distance from the center of the object to show this level
  24734. * @returns a Mesh or `null`
  24735. */
  24736. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24737. /**
  24738. * Remove a mesh from the LOD array
  24739. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24740. * @param mesh defines the mesh to be removed
  24741. * @return This mesh (for chaining)
  24742. */
  24743. removeLODLevel(mesh: Mesh): Mesh;
  24744. /**
  24745. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24746. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24747. * @param camera defines the camera to use to compute distance
  24748. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24749. * @return This mesh (for chaining)
  24750. */
  24751. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24752. /**
  24753. * Gets the mesh internal Geometry object
  24754. */
  24755. readonly geometry: Nullable<Geometry>;
  24756. /**
  24757. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24758. * @returns the total number of vertices
  24759. */
  24760. getTotalVertices(): number;
  24761. /**
  24762. * Returns the content of an associated vertex buffer
  24763. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24764. * - VertexBuffer.PositionKind
  24765. * - VertexBuffer.UVKind
  24766. * - VertexBuffer.UV2Kind
  24767. * - VertexBuffer.UV3Kind
  24768. * - VertexBuffer.UV4Kind
  24769. * - VertexBuffer.UV5Kind
  24770. * - VertexBuffer.UV6Kind
  24771. * - VertexBuffer.ColorKind
  24772. * - VertexBuffer.MatricesIndicesKind
  24773. * - VertexBuffer.MatricesIndicesExtraKind
  24774. * - VertexBuffer.MatricesWeightsKind
  24775. * - VertexBuffer.MatricesWeightsExtraKind
  24776. * @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
  24777. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24778. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24779. */
  24780. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24781. /**
  24782. * Returns the mesh VertexBuffer object from the requested `kind`
  24783. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24784. * - VertexBuffer.PositionKind
  24785. * - VertexBuffer.NormalKind
  24786. * - VertexBuffer.UVKind
  24787. * - VertexBuffer.UV2Kind
  24788. * - VertexBuffer.UV3Kind
  24789. * - VertexBuffer.UV4Kind
  24790. * - VertexBuffer.UV5Kind
  24791. * - VertexBuffer.UV6Kind
  24792. * - VertexBuffer.ColorKind
  24793. * - VertexBuffer.MatricesIndicesKind
  24794. * - VertexBuffer.MatricesIndicesExtraKind
  24795. * - VertexBuffer.MatricesWeightsKind
  24796. * - VertexBuffer.MatricesWeightsExtraKind
  24797. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24798. */
  24799. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24800. /**
  24801. * Tests if a specific vertex buffer is associated with this mesh
  24802. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24803. * - VertexBuffer.PositionKind
  24804. * - VertexBuffer.NormalKind
  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. * @returns a boolean
  24817. */
  24818. isVerticesDataPresent(kind: string): boolean;
  24819. /**
  24820. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24821. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24822. * - VertexBuffer.PositionKind
  24823. * - VertexBuffer.UVKind
  24824. * - VertexBuffer.UV2Kind
  24825. * - VertexBuffer.UV3Kind
  24826. * - VertexBuffer.UV4Kind
  24827. * - VertexBuffer.UV5Kind
  24828. * - VertexBuffer.UV6Kind
  24829. * - VertexBuffer.ColorKind
  24830. * - VertexBuffer.MatricesIndicesKind
  24831. * - VertexBuffer.MatricesIndicesExtraKind
  24832. * - VertexBuffer.MatricesWeightsKind
  24833. * - VertexBuffer.MatricesWeightsExtraKind
  24834. * @returns a boolean
  24835. */
  24836. isVertexBufferUpdatable(kind: string): boolean;
  24837. /**
  24838. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24839. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24840. * - VertexBuffer.PositionKind
  24841. * - VertexBuffer.NormalKind
  24842. * - VertexBuffer.UVKind
  24843. * - VertexBuffer.UV2Kind
  24844. * - VertexBuffer.UV3Kind
  24845. * - VertexBuffer.UV4Kind
  24846. * - VertexBuffer.UV5Kind
  24847. * - VertexBuffer.UV6Kind
  24848. * - VertexBuffer.ColorKind
  24849. * - VertexBuffer.MatricesIndicesKind
  24850. * - VertexBuffer.MatricesIndicesExtraKind
  24851. * - VertexBuffer.MatricesWeightsKind
  24852. * - VertexBuffer.MatricesWeightsExtraKind
  24853. * @returns an array of strings
  24854. */
  24855. getVerticesDataKinds(): string[];
  24856. /**
  24857. * Returns a positive integer : the total number of indices in this mesh geometry.
  24858. * @returns the numner of indices or zero if the mesh has no geometry.
  24859. */
  24860. getTotalIndices(): number;
  24861. /**
  24862. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24863. * @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.
  24864. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24865. * @returns the indices array or an empty array if the mesh has no geometry
  24866. */
  24867. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24868. readonly isBlocked: boolean;
  24869. /**
  24870. * Determine if the current mesh is ready to be rendered
  24871. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24872. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24873. * @returns true if all associated assets are ready (material, textures, shaders)
  24874. */
  24875. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24876. /**
  24877. * 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.
  24878. */
  24879. readonly areNormalsFrozen: boolean;
  24880. /**
  24881. * 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.
  24882. * @returns the current mesh
  24883. */
  24884. freezeNormals(): Mesh;
  24885. /**
  24886. * 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
  24887. * @returns the current mesh
  24888. */
  24889. unfreezeNormals(): Mesh;
  24890. /**
  24891. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24892. */
  24893. overridenInstanceCount: number;
  24894. /** @hidden */
  24895. _preActivate(): Mesh;
  24896. /** @hidden */
  24897. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24898. /** @hidden */
  24899. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24900. /**
  24901. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24902. * This means the mesh underlying bounding box and sphere are recomputed.
  24903. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24904. * @returns the current mesh
  24905. */
  24906. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24907. /** @hidden */
  24908. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24909. /**
  24910. * This function will subdivide the mesh into multiple submeshes
  24911. * @param count defines the expected number of submeshes
  24912. */
  24913. subdivide(count: number): void;
  24914. /**
  24915. * Copy a FloatArray into a specific associated vertex buffer
  24916. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24917. * - VertexBuffer.PositionKind
  24918. * - VertexBuffer.UVKind
  24919. * - VertexBuffer.UV2Kind
  24920. * - VertexBuffer.UV3Kind
  24921. * - VertexBuffer.UV4Kind
  24922. * - VertexBuffer.UV5Kind
  24923. * - VertexBuffer.UV6Kind
  24924. * - VertexBuffer.ColorKind
  24925. * - VertexBuffer.MatricesIndicesKind
  24926. * - VertexBuffer.MatricesIndicesExtraKind
  24927. * - VertexBuffer.MatricesWeightsKind
  24928. * - VertexBuffer.MatricesWeightsExtraKind
  24929. * @param data defines the data source
  24930. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24931. * @param stride defines the data stride size (can be null)
  24932. * @returns the current mesh
  24933. */
  24934. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24935. /**
  24936. * Delete a vertex buffer associated with this mesh
  24937. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24938. * - VertexBuffer.PositionKind
  24939. * - VertexBuffer.UVKind
  24940. * - VertexBuffer.UV2Kind
  24941. * - VertexBuffer.UV3Kind
  24942. * - VertexBuffer.UV4Kind
  24943. * - VertexBuffer.UV5Kind
  24944. * - VertexBuffer.UV6Kind
  24945. * - VertexBuffer.ColorKind
  24946. * - VertexBuffer.MatricesIndicesKind
  24947. * - VertexBuffer.MatricesIndicesExtraKind
  24948. * - VertexBuffer.MatricesWeightsKind
  24949. * - VertexBuffer.MatricesWeightsExtraKind
  24950. */
  24951. removeVerticesData(kind: string): void;
  24952. /**
  24953. * Flags an associated vertex buffer as updatable
  24954. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24955. * - VertexBuffer.PositionKind
  24956. * - VertexBuffer.UVKind
  24957. * - VertexBuffer.UV2Kind
  24958. * - VertexBuffer.UV3Kind
  24959. * - VertexBuffer.UV4Kind
  24960. * - VertexBuffer.UV5Kind
  24961. * - VertexBuffer.UV6Kind
  24962. * - VertexBuffer.ColorKind
  24963. * - VertexBuffer.MatricesIndicesKind
  24964. * - VertexBuffer.MatricesIndicesExtraKind
  24965. * - VertexBuffer.MatricesWeightsKind
  24966. * - VertexBuffer.MatricesWeightsExtraKind
  24967. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24968. */
  24969. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24970. /**
  24971. * Sets the mesh global Vertex Buffer
  24972. * @param buffer defines the buffer to use
  24973. * @returns the current mesh
  24974. */
  24975. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24976. /**
  24977. * Update a specific associated vertex buffer
  24978. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24979. * - VertexBuffer.PositionKind
  24980. * - VertexBuffer.UVKind
  24981. * - VertexBuffer.UV2Kind
  24982. * - VertexBuffer.UV3Kind
  24983. * - VertexBuffer.UV4Kind
  24984. * - VertexBuffer.UV5Kind
  24985. * - VertexBuffer.UV6Kind
  24986. * - VertexBuffer.ColorKind
  24987. * - VertexBuffer.MatricesIndicesKind
  24988. * - VertexBuffer.MatricesIndicesExtraKind
  24989. * - VertexBuffer.MatricesWeightsKind
  24990. * - VertexBuffer.MatricesWeightsExtraKind
  24991. * @param data defines the data source
  24992. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24993. * @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)
  24994. * @returns the current mesh
  24995. */
  24996. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24997. /**
  24998. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24999. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  25000. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  25001. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  25002. * @returns the current mesh
  25003. */
  25004. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  25005. /**
  25006. * Creates a un-shared specific occurence of the geometry for the mesh.
  25007. * @returns the current mesh
  25008. */
  25009. makeGeometryUnique(): Mesh;
  25010. /**
  25011. * Set the index buffer of this mesh
  25012. * @param indices defines the source data
  25013. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  25014. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  25015. * @returns the current mesh
  25016. */
  25017. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  25018. /**
  25019. * Update the current index buffer
  25020. * @param indices defines the source data
  25021. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  25022. * @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)
  25023. * @returns the current mesh
  25024. */
  25025. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  25026. /**
  25027. * Invert the geometry to move from a right handed system to a left handed one.
  25028. * @returns the current mesh
  25029. */
  25030. toLeftHanded(): Mesh;
  25031. /** @hidden */
  25032. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  25033. /** @hidden */
  25034. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  25035. /**
  25036. * Registers for this mesh a javascript function called just before the rendering process
  25037. * @param func defines the function to call before rendering this mesh
  25038. * @returns the current mesh
  25039. */
  25040. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25041. /**
  25042. * Disposes a previously registered javascript function called before the rendering
  25043. * @param func defines the function to remove
  25044. * @returns the current mesh
  25045. */
  25046. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25047. /**
  25048. * Registers for this mesh a javascript function called just after the rendering is complete
  25049. * @param func defines the function to call after rendering this mesh
  25050. * @returns the current mesh
  25051. */
  25052. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25053. /**
  25054. * Disposes a previously registered javascript function called after the rendering.
  25055. * @param func defines the function to remove
  25056. * @returns the current mesh
  25057. */
  25058. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25059. /** @hidden */
  25060. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  25061. /** @hidden */
  25062. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  25063. /** @hidden */
  25064. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  25065. /** @hidden */
  25066. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  25067. /** @hidden */
  25068. _rebuild(): void;
  25069. /** @hidden */
  25070. _freeze(): void;
  25071. /** @hidden */
  25072. _unFreeze(): void;
  25073. /**
  25074. * 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
  25075. * @param subMesh defines the subMesh to render
  25076. * @param enableAlphaMode defines if alpha mode can be changed
  25077. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  25078. * @returns the current mesh
  25079. */
  25080. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  25081. private _onBeforeDraw;
  25082. /**
  25083. * Renormalize the mesh and patch it up if there are no weights
  25084. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  25085. * However in the case of zero weights then we set just a single influence to 1.
  25086. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  25087. */
  25088. cleanMatrixWeights(): void;
  25089. private normalizeSkinFourWeights;
  25090. private normalizeSkinWeightsAndExtra;
  25091. /**
  25092. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  25093. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  25094. * the user know there was an issue with importing the mesh
  25095. * @returns a validation object with skinned, valid and report string
  25096. */
  25097. validateSkinning(): {
  25098. skinned: boolean;
  25099. valid: boolean;
  25100. report: string;
  25101. };
  25102. /** @hidden */
  25103. _checkDelayState(): Mesh;
  25104. private _queueLoad;
  25105. /**
  25106. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  25107. * A mesh is in the frustum if its bounding box intersects the frustum
  25108. * @param frustumPlanes defines the frustum to test
  25109. * @returns true if the mesh is in the frustum planes
  25110. */
  25111. isInFrustum(frustumPlanes: Plane[]): boolean;
  25112. /**
  25113. * Sets the mesh material by the material or multiMaterial `id` property
  25114. * @param id is a string identifying the material or the multiMaterial
  25115. * @returns the current mesh
  25116. */
  25117. setMaterialByID(id: string): Mesh;
  25118. /**
  25119. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  25120. * @returns an array of IAnimatable
  25121. */
  25122. getAnimatables(): IAnimatable[];
  25123. /**
  25124. * Modifies the mesh geometry according to the passed transformation matrix.
  25125. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  25126. * The mesh normals are modified using the same transformation.
  25127. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25128. * @param transform defines the transform matrix to use
  25129. * @see http://doc.babylonjs.com/resources/baking_transformations
  25130. * @returns the current mesh
  25131. */
  25132. bakeTransformIntoVertices(transform: Matrix): Mesh;
  25133. /**
  25134. * Modifies the mesh geometry according to its own current World Matrix.
  25135. * The mesh World Matrix is then reset.
  25136. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  25137. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25138. * @see http://doc.babylonjs.com/resources/baking_transformations
  25139. * @returns the current mesh
  25140. */
  25141. bakeCurrentTransformIntoVertices(): Mesh;
  25142. /** @hidden */
  25143. readonly _positions: Nullable<Vector3[]>;
  25144. /** @hidden */
  25145. _resetPointsArrayCache(): Mesh;
  25146. /** @hidden */
  25147. _generatePointsArray(): boolean;
  25148. /**
  25149. * Returns a new Mesh object generated from the current mesh properties.
  25150. * This method must not get confused with createInstance()
  25151. * @param name is a string, the name given to the new mesh
  25152. * @param newParent can be any Node object (default `null`)
  25153. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  25154. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  25155. * @returns a new mesh
  25156. */
  25157. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  25158. /**
  25159. * Releases resources associated with this mesh.
  25160. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25161. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25162. */
  25163. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25164. /** @hidden */
  25165. _disposeInstanceSpecificData(): void;
  25166. /**
  25167. * Modifies the mesh geometry according to a displacement map.
  25168. * 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.
  25169. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25170. * @param url is a string, the URL from the image file is to be downloaded.
  25171. * @param minHeight is the lower limit of the displacement.
  25172. * @param maxHeight is the upper limit of the displacement.
  25173. * @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.
  25174. * @param uvOffset is an optional vector2 used to offset UV.
  25175. * @param uvScale is an optional vector2 used to scale UV.
  25176. * @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.
  25177. * @returns the Mesh.
  25178. */
  25179. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25180. /**
  25181. * Modifies the mesh geometry according to a displacementMap buffer.
  25182. * 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.
  25183. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25184. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25185. * @param heightMapWidth is the width of the buffer image.
  25186. * @param heightMapHeight is the height of the buffer image.
  25187. * @param minHeight is the lower limit of the displacement.
  25188. * @param maxHeight is the upper limit of the displacement.
  25189. * @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.
  25190. * @param uvOffset is an optional vector2 used to offset UV.
  25191. * @param uvScale is an optional vector2 used to scale UV.
  25192. * @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.
  25193. * @returns the Mesh.
  25194. */
  25195. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25196. /**
  25197. * Modify the mesh to get a flat shading rendering.
  25198. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25199. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25200. * @returns current mesh
  25201. */
  25202. convertToFlatShadedMesh(): Mesh;
  25203. /**
  25204. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25205. * In other words, more vertices, no more indices and a single bigger VBO.
  25206. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25207. * @returns current mesh
  25208. */
  25209. convertToUnIndexedMesh(): Mesh;
  25210. /**
  25211. * Inverses facet orientations.
  25212. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25213. * @param flipNormals will also inverts the normals
  25214. * @returns current mesh
  25215. */
  25216. flipFaces(flipNormals?: boolean): Mesh;
  25217. /**
  25218. * Increase the number of facets and hence vertices in a mesh
  25219. * Vertex normals are interpolated from existing vertex normals
  25220. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25221. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25222. */
  25223. increaseVertices(numberPerEdge: number): void;
  25224. /**
  25225. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25226. * This will undo any application of covertToFlatShadedMesh
  25227. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25228. */
  25229. forceSharedVertices(): void;
  25230. /** @hidden */
  25231. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25232. /** @hidden */
  25233. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25234. /**
  25235. * Creates a new InstancedMesh object from the mesh model.
  25236. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25237. * @param name defines the name of the new instance
  25238. * @returns a new InstancedMesh
  25239. */
  25240. createInstance(name: string): InstancedMesh;
  25241. /**
  25242. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25243. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25244. * @returns the current mesh
  25245. */
  25246. synchronizeInstances(): Mesh;
  25247. /**
  25248. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25249. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25250. * This should be used together with the simplification to avoid disappearing triangles.
  25251. * @param successCallback an optional success callback to be called after the optimization finished.
  25252. * @returns the current mesh
  25253. */
  25254. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25255. /**
  25256. * Serialize current mesh
  25257. * @param serializationObject defines the object which will receive the serialization data
  25258. */
  25259. serialize(serializationObject: any): void;
  25260. /** @hidden */
  25261. _syncGeometryWithMorphTargetManager(): void;
  25262. /** @hidden */
  25263. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25264. /**
  25265. * Returns a new Mesh object parsed from the source provided.
  25266. * @param parsedMesh is the source
  25267. * @param scene defines the hosting scene
  25268. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25269. * @returns a new Mesh
  25270. */
  25271. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25272. /**
  25273. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25274. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25275. * @param name defines the name of the mesh to create
  25276. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25277. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25278. * @param closePath creates a seam between the first and the last points of each path of the path array
  25279. * @param offset is taken in account only if the `pathArray` is containing a single path
  25280. * @param scene defines the hosting scene
  25281. * @param updatable defines if the mesh must be flagged as updatable
  25282. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25283. * @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)
  25284. * @returns a new Mesh
  25285. */
  25286. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25287. /**
  25288. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25289. * @param name defines the name of the mesh to create
  25290. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25291. * @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
  25292. * @param scene defines the hosting scene
  25293. * @param updatable defines if the mesh must be flagged as updatable
  25294. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25295. * @returns a new Mesh
  25296. */
  25297. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25298. /**
  25299. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25300. * @param name defines the name of the mesh to create
  25301. * @param size sets the size (float) of each box side (default 1)
  25302. * @param scene defines the hosting scene
  25303. * @param updatable defines if the mesh must be flagged as updatable
  25304. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25305. * @returns a new Mesh
  25306. */
  25307. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25308. /**
  25309. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25310. * @param name defines the name of the mesh to create
  25311. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25312. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25313. * @param scene defines the hosting scene
  25314. * @param updatable defines if the mesh must be flagged as updatable
  25315. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25316. * @returns a new Mesh
  25317. */
  25318. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25319. /**
  25320. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25321. * @param name defines the name of the mesh to create
  25322. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25323. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25324. * @param scene defines the hosting scene
  25325. * @returns a new Mesh
  25326. */
  25327. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25328. /**
  25329. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25330. * @param name defines the name of the mesh to create
  25331. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25332. * @param diameterTop set the top cap diameter (floats, default 1)
  25333. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25334. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25335. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25336. * @param scene defines the hosting scene
  25337. * @param updatable defines if the mesh must be flagged as updatable
  25338. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25339. * @returns a new Mesh
  25340. */
  25341. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25342. /**
  25343. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25344. * @param name defines the name of the mesh to create
  25345. * @param diameter sets the diameter size (float) of the torus (default 1)
  25346. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25347. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25348. * @param scene defines the hosting scene
  25349. * @param updatable defines if the mesh must be flagged as updatable
  25350. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25351. * @returns a new Mesh
  25352. */
  25353. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25354. /**
  25355. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25356. * @param name defines the name of the mesh to create
  25357. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25358. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25359. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25360. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25361. * @param p the number of windings on X axis (positive integers, default 2)
  25362. * @param q the number of windings on Y axis (positive integers, default 3)
  25363. * @param scene defines the hosting scene
  25364. * @param updatable defines if the mesh must be flagged as updatable
  25365. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25366. * @returns a new Mesh
  25367. */
  25368. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25369. /**
  25370. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25371. * @param name defines the name of the mesh to create
  25372. * @param points is an array successive Vector3
  25373. * @param scene defines the hosting scene
  25374. * @param updatable defines if the mesh must be flagged as updatable
  25375. * @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).
  25376. * @returns a new Mesh
  25377. */
  25378. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25379. /**
  25380. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25381. * @param name defines the name of the mesh to create
  25382. * @param points is an array successive Vector3
  25383. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25384. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25385. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25386. * @param scene defines the hosting scene
  25387. * @param updatable defines if the mesh must be flagged as updatable
  25388. * @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)
  25389. * @returns a new Mesh
  25390. */
  25391. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25392. /**
  25393. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25394. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25395. * 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.
  25396. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  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. * Remember you can only change the shape positions, not their number when updating a polygon.
  25399. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25400. * @param name defines the name of the mesh to create
  25401. * @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
  25402. * @param scene defines the hosting scene
  25403. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25404. * @param updatable defines if the mesh must be flagged as updatable
  25405. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25406. * @param earcutInjection can be used to inject your own earcut reference
  25407. * @returns a new Mesh
  25408. */
  25409. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25410. /**
  25411. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25412. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25413. * @param name defines the name of the mesh to create
  25414. * @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
  25415. * @param depth defines the height of extrusion
  25416. * @param scene defines the hosting scene
  25417. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25418. * @param updatable defines if the mesh must be flagged as updatable
  25419. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25420. * @param earcutInjection can be used to inject your own earcut reference
  25421. * @returns a new Mesh
  25422. */
  25423. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25424. /**
  25425. * Creates an extruded shape mesh.
  25426. * 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
  25427. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25428. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25429. * @param name defines the name of the mesh to create
  25430. * @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
  25431. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25432. * @param scale is the value to scale the shape
  25433. * @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
  25434. * @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
  25435. * @param scene defines the hosting scene
  25436. * @param updatable defines if the mesh must be flagged as updatable
  25437. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25438. * @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)
  25439. * @returns a new Mesh
  25440. */
  25441. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25442. /**
  25443. * Creates an custom extruded shape mesh.
  25444. * The custom extrusion is a parametric shape.
  25445. * It has no predefined shape. Its final shape will depend on the input parameters.
  25446. * Please consider using the same method from the MeshBuilder class instead
  25447. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25448. * @param name defines the name of the mesh to create
  25449. * @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
  25450. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25451. * @param scaleFunction is a custom Javascript function called on each path point
  25452. * @param rotationFunction is a custom Javascript function called on each path point
  25453. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25454. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25455. * @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
  25456. * @param scene defines the hosting scene
  25457. * @param updatable defines if the mesh must be flagged as updatable
  25458. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25459. * @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)
  25460. * @returns a new Mesh
  25461. */
  25462. 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;
  25463. /**
  25464. * Creates lathe mesh.
  25465. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25466. * Please consider using the same method from the MeshBuilder class instead
  25467. * @param name defines the name of the mesh to create
  25468. * @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
  25469. * @param radius is the radius value of the lathe
  25470. * @param tessellation is the side number of the lathe.
  25471. * @param scene defines the hosting scene
  25472. * @param updatable defines if the mesh must be flagged as updatable
  25473. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25474. * @returns a new Mesh
  25475. */
  25476. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25477. /**
  25478. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25479. * @param name defines the name of the mesh to create
  25480. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25481. * @param scene defines the hosting scene
  25482. * @param updatable defines if the mesh must be flagged as updatable
  25483. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25484. * @returns a new Mesh
  25485. */
  25486. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25487. /**
  25488. * Creates a ground mesh.
  25489. * Please consider using the same method from the MeshBuilder class instead
  25490. * @param name defines the name of the mesh to create
  25491. * @param width set the width of the ground
  25492. * @param height set the height of the ground
  25493. * @param subdivisions sets the number of subdivisions per side
  25494. * @param scene defines the hosting scene
  25495. * @param updatable defines if the mesh must be flagged as updatable
  25496. * @returns a new Mesh
  25497. */
  25498. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25499. /**
  25500. * Creates a tiled ground mesh.
  25501. * Please consider using the same method from the MeshBuilder class instead
  25502. * @param name defines the name of the mesh to create
  25503. * @param xmin set the ground minimum X coordinate
  25504. * @param zmin set the ground minimum Y coordinate
  25505. * @param xmax set the ground maximum X coordinate
  25506. * @param zmax set the ground maximum Z coordinate
  25507. * @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
  25508. * @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
  25509. * @param scene defines the hosting scene
  25510. * @param updatable defines if the mesh must be flagged as updatable
  25511. * @returns a new Mesh
  25512. */
  25513. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25514. w: number;
  25515. h: number;
  25516. }, precision: {
  25517. w: number;
  25518. h: number;
  25519. }, scene: Scene, updatable?: boolean): Mesh;
  25520. /**
  25521. * Creates a ground mesh from a height map.
  25522. * Please consider using the same method from the MeshBuilder class instead
  25523. * @see http://doc.babylonjs.com/babylon101/height_map
  25524. * @param name defines the name of the mesh to create
  25525. * @param url sets the URL of the height map image resource
  25526. * @param width set the ground width size
  25527. * @param height set the ground height size
  25528. * @param subdivisions sets the number of subdivision per side
  25529. * @param minHeight is the minimum altitude on the ground
  25530. * @param maxHeight is the maximum altitude on the ground
  25531. * @param scene defines the hosting scene
  25532. * @param updatable defines if the mesh must be flagged as updatable
  25533. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25534. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25535. * @returns a new Mesh
  25536. */
  25537. 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;
  25538. /**
  25539. * Creates a tube mesh.
  25540. * The tube is a parametric shape.
  25541. * It has no predefined shape. Its final shape will depend on the input parameters.
  25542. * Please consider using the same method from the MeshBuilder class instead
  25543. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25544. * @param name defines the name of the mesh to create
  25545. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25546. * @param radius sets the tube radius size
  25547. * @param tessellation is the number of sides on the tubular surface
  25548. * @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
  25549. * @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
  25550. * @param scene defines the hosting scene
  25551. * @param updatable defines if the mesh must be flagged as updatable
  25552. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25553. * @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)
  25554. * @returns a new Mesh
  25555. */
  25556. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25557. (i: number, distance: number): number;
  25558. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25559. /**
  25560. * Creates a polyhedron mesh.
  25561. * Please consider using the same method from the MeshBuilder class instead.
  25562. * * 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
  25563. * * The parameter `size` (positive float, default 1) sets the polygon size
  25564. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25565. * * 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`
  25566. * * 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
  25567. * * 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)`)
  25568. * * 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
  25569. * * 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
  25570. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25571. * * If you create a double-sided mesh, you can choose what parts of 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
  25572. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25573. * @param name defines the name of the mesh to create
  25574. * @param options defines the options used to create the mesh
  25575. * @param scene defines the hosting scene
  25576. * @returns a new Mesh
  25577. */
  25578. static CreatePolyhedron(name: string, options: {
  25579. type?: number;
  25580. size?: number;
  25581. sizeX?: number;
  25582. sizeY?: number;
  25583. sizeZ?: number;
  25584. custom?: any;
  25585. faceUV?: Vector4[];
  25586. faceColors?: Color4[];
  25587. updatable?: boolean;
  25588. sideOrientation?: number;
  25589. }, scene: Scene): Mesh;
  25590. /**
  25591. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25592. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25593. * * 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`)
  25594. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25595. * * 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
  25596. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25597. * * If you create a double-sided mesh, you can choose what parts of 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
  25598. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25599. * @param name defines the name of the mesh
  25600. * @param options defines the options used to create the mesh
  25601. * @param scene defines the hosting scene
  25602. * @returns a new Mesh
  25603. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25604. */
  25605. static CreateIcoSphere(name: string, options: {
  25606. radius?: number;
  25607. flat?: boolean;
  25608. subdivisions?: number;
  25609. sideOrientation?: number;
  25610. updatable?: boolean;
  25611. }, scene: Scene): Mesh;
  25612. /**
  25613. * Creates a decal mesh.
  25614. * Please consider using the same method from the MeshBuilder class instead.
  25615. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25616. * @param name defines the name of the mesh
  25617. * @param sourceMesh defines the mesh receiving the decal
  25618. * @param position sets the position of the decal in world coordinates
  25619. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25620. * @param size sets the decal scaling
  25621. * @param angle sets the angle to rotate the decal
  25622. * @returns a new Mesh
  25623. */
  25624. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25625. /**
  25626. * Prepare internal position array for software CPU skinning
  25627. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25628. */
  25629. setPositionsForCPUSkinning(): Float32Array;
  25630. /**
  25631. * Prepare internal normal array for software CPU skinning
  25632. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25633. */
  25634. setNormalsForCPUSkinning(): Float32Array;
  25635. /**
  25636. * Updates the vertex buffer by applying transformation from the bones
  25637. * @param skeleton defines the skeleton to apply to current mesh
  25638. * @returns the current mesh
  25639. */
  25640. applySkeleton(skeleton: Skeleton): Mesh;
  25641. /**
  25642. * 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
  25643. * @param meshes defines the list of meshes to scan
  25644. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25645. */
  25646. static MinMax(meshes: AbstractMesh[]): {
  25647. min: Vector3;
  25648. max: Vector3;
  25649. };
  25650. /**
  25651. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25652. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25653. * @returns a vector3
  25654. */
  25655. static Center(meshesOrMinMaxVector: {
  25656. min: Vector3;
  25657. max: Vector3;
  25658. } | AbstractMesh[]): Vector3;
  25659. /**
  25660. * Merge the array of meshes into a single mesh for performance reasons.
  25661. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25662. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25663. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25664. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25665. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25666. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25667. * @returns a new mesh
  25668. */
  25669. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25670. /** @hidden */
  25671. addInstance(instance: InstancedMesh): void;
  25672. /** @hidden */
  25673. removeInstance(instance: InstancedMesh): void;
  25674. }
  25675. }
  25676. declare module "babylonjs/Cameras/camera" {
  25677. import { SmartArray } from "babylonjs/Misc/smartArray";
  25678. import { Observable } from "babylonjs/Misc/observable";
  25679. import { Nullable } from "babylonjs/types";
  25680. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25681. import { Scene } from "babylonjs/scene";
  25682. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25683. import { Node } from "babylonjs/node";
  25684. import { Mesh } from "babylonjs/Meshes/mesh";
  25685. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25686. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25687. import { Viewport } from "babylonjs/Maths/math.viewport";
  25688. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25689. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25690. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25691. import { Ray } from "babylonjs/Culling/ray";
  25692. /**
  25693. * This is the base class of all the camera used in the application.
  25694. * @see http://doc.babylonjs.com/features/cameras
  25695. */
  25696. export class Camera extends Node {
  25697. /** @hidden */
  25698. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25699. /**
  25700. * This is the default projection mode used by the cameras.
  25701. * It helps recreating a feeling of perspective and better appreciate depth.
  25702. * This is the best way to simulate real life cameras.
  25703. */
  25704. static readonly PERSPECTIVE_CAMERA: number;
  25705. /**
  25706. * This helps creating camera with an orthographic mode.
  25707. * 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.
  25708. */
  25709. static readonly ORTHOGRAPHIC_CAMERA: number;
  25710. /**
  25711. * This is the default FOV mode for perspective cameras.
  25712. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25713. */
  25714. static readonly FOVMODE_VERTICAL_FIXED: number;
  25715. /**
  25716. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25717. */
  25718. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25719. /**
  25720. * This specifies ther is no need for a camera rig.
  25721. * Basically only one eye is rendered corresponding to the camera.
  25722. */
  25723. static readonly RIG_MODE_NONE: number;
  25724. /**
  25725. * Simulates a camera Rig with one blue eye and one red eye.
  25726. * This can be use with 3d blue and red glasses.
  25727. */
  25728. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25729. /**
  25730. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25731. */
  25732. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25733. /**
  25734. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25735. */
  25736. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25737. /**
  25738. * Defines that both eyes of the camera will be rendered over under each other.
  25739. */
  25740. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25741. /**
  25742. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25743. */
  25744. static readonly RIG_MODE_VR: number;
  25745. /**
  25746. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25747. */
  25748. static readonly RIG_MODE_WEBVR: number;
  25749. /**
  25750. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25751. */
  25752. static readonly RIG_MODE_CUSTOM: number;
  25753. /**
  25754. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25755. */
  25756. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25757. /**
  25758. * Define the input manager associated with the camera.
  25759. */
  25760. inputs: CameraInputsManager<Camera>;
  25761. /** @hidden */
  25762. _position: Vector3;
  25763. /**
  25764. * Define the current local position of the camera in the scene
  25765. */
  25766. position: Vector3;
  25767. /**
  25768. * The vector the camera should consider as up.
  25769. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25770. */
  25771. upVector: Vector3;
  25772. /**
  25773. * Define the current limit on the left side for an orthographic camera
  25774. * In scene unit
  25775. */
  25776. orthoLeft: Nullable<number>;
  25777. /**
  25778. * Define the current limit on the right side for an orthographic camera
  25779. * In scene unit
  25780. */
  25781. orthoRight: Nullable<number>;
  25782. /**
  25783. * Define the current limit on the bottom side for an orthographic camera
  25784. * In scene unit
  25785. */
  25786. orthoBottom: Nullable<number>;
  25787. /**
  25788. * Define the current limit on the top side for an orthographic camera
  25789. * In scene unit
  25790. */
  25791. orthoTop: Nullable<number>;
  25792. /**
  25793. * Field Of View is set in Radians. (default is 0.8)
  25794. */
  25795. fov: number;
  25796. /**
  25797. * Define the minimum distance the camera can see from.
  25798. * This is important to note that the depth buffer are not infinite and the closer it starts
  25799. * the more your scene might encounter depth fighting issue.
  25800. */
  25801. minZ: number;
  25802. /**
  25803. * Define the maximum distance the camera can see to.
  25804. * This is important to note that the depth buffer are not infinite and the further it end
  25805. * the more your scene might encounter depth fighting issue.
  25806. */
  25807. maxZ: number;
  25808. /**
  25809. * Define the default inertia of the camera.
  25810. * This helps giving a smooth feeling to the camera movement.
  25811. */
  25812. inertia: number;
  25813. /**
  25814. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25815. */
  25816. mode: number;
  25817. /**
  25818. * Define wether the camera is intermediate.
  25819. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25820. */
  25821. isIntermediate: boolean;
  25822. /**
  25823. * Define the viewport of the camera.
  25824. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25825. */
  25826. viewport: Viewport;
  25827. /**
  25828. * Restricts the camera to viewing objects with the same layerMask.
  25829. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25830. */
  25831. layerMask: number;
  25832. /**
  25833. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25834. */
  25835. fovMode: number;
  25836. /**
  25837. * Rig mode of the camera.
  25838. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25839. * This is normally controlled byt the camera themselves as internal use.
  25840. */
  25841. cameraRigMode: number;
  25842. /**
  25843. * Defines the distance between both "eyes" in case of a RIG
  25844. */
  25845. interaxialDistance: number;
  25846. /**
  25847. * Defines if stereoscopic rendering is done side by side or over under.
  25848. */
  25849. isStereoscopicSideBySide: boolean;
  25850. /**
  25851. * 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
  25852. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25853. * else in the scene. (Eg. security camera)
  25854. *
  25855. * 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)
  25856. */
  25857. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25858. /**
  25859. * When set, the camera will render to this render target instead of the default canvas
  25860. *
  25861. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25862. */
  25863. outputRenderTarget: Nullable<RenderTargetTexture>;
  25864. /**
  25865. * Observable triggered when the camera view matrix has changed.
  25866. */
  25867. onViewMatrixChangedObservable: Observable<Camera>;
  25868. /**
  25869. * Observable triggered when the camera Projection matrix has changed.
  25870. */
  25871. onProjectionMatrixChangedObservable: Observable<Camera>;
  25872. /**
  25873. * Observable triggered when the inputs have been processed.
  25874. */
  25875. onAfterCheckInputsObservable: Observable<Camera>;
  25876. /**
  25877. * Observable triggered when reset has been called and applied to the camera.
  25878. */
  25879. onRestoreStateObservable: Observable<Camera>;
  25880. /** @hidden */
  25881. _cameraRigParams: any;
  25882. /** @hidden */
  25883. _rigCameras: Camera[];
  25884. /** @hidden */
  25885. _rigPostProcess: Nullable<PostProcess>;
  25886. protected _webvrViewMatrix: Matrix;
  25887. /** @hidden */
  25888. _skipRendering: boolean;
  25889. /** @hidden */
  25890. _projectionMatrix: Matrix;
  25891. /** @hidden */
  25892. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25893. /** @hidden */
  25894. _activeMeshes: SmartArray<AbstractMesh>;
  25895. protected _globalPosition: Vector3;
  25896. /** @hidden */
  25897. _computedViewMatrix: Matrix;
  25898. private _doNotComputeProjectionMatrix;
  25899. private _transformMatrix;
  25900. private _frustumPlanes;
  25901. private _refreshFrustumPlanes;
  25902. private _storedFov;
  25903. private _stateStored;
  25904. /**
  25905. * Instantiates a new camera object.
  25906. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25907. * @see http://doc.babylonjs.com/features/cameras
  25908. * @param name Defines the name of the camera in the scene
  25909. * @param position Defines the position of the camera
  25910. * @param scene Defines the scene the camera belongs too
  25911. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25912. */
  25913. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25914. /**
  25915. * Store current camera state (fov, position, etc..)
  25916. * @returns the camera
  25917. */
  25918. storeState(): Camera;
  25919. /**
  25920. * Restores the camera state values if it has been stored. You must call storeState() first
  25921. */
  25922. protected _restoreStateValues(): boolean;
  25923. /**
  25924. * Restored camera state. You must call storeState() first.
  25925. * @returns true if restored and false otherwise
  25926. */
  25927. restoreState(): boolean;
  25928. /**
  25929. * Gets the class name of the camera.
  25930. * @returns the class name
  25931. */
  25932. getClassName(): string;
  25933. /** @hidden */
  25934. readonly _isCamera: boolean;
  25935. /**
  25936. * Gets a string representation of the camera useful for debug purpose.
  25937. * @param fullDetails Defines that a more verboe level of logging is required
  25938. * @returns the string representation
  25939. */
  25940. toString(fullDetails?: boolean): string;
  25941. /**
  25942. * Gets the current world space position of the camera.
  25943. */
  25944. readonly globalPosition: Vector3;
  25945. /**
  25946. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25947. * @returns the active meshe list
  25948. */
  25949. getActiveMeshes(): SmartArray<AbstractMesh>;
  25950. /**
  25951. * Check wether a mesh is part of the current active mesh list of the camera
  25952. * @param mesh Defines the mesh to check
  25953. * @returns true if active, false otherwise
  25954. */
  25955. isActiveMesh(mesh: Mesh): boolean;
  25956. /**
  25957. * Is this camera ready to be used/rendered
  25958. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25959. * @return true if the camera is ready
  25960. */
  25961. isReady(completeCheck?: boolean): boolean;
  25962. /** @hidden */
  25963. _initCache(): void;
  25964. /** @hidden */
  25965. _updateCache(ignoreParentClass?: boolean): void;
  25966. /** @hidden */
  25967. _isSynchronized(): boolean;
  25968. /** @hidden */
  25969. _isSynchronizedViewMatrix(): boolean;
  25970. /** @hidden */
  25971. _isSynchronizedProjectionMatrix(): boolean;
  25972. /**
  25973. * Attach the input controls to a specific dom element to get the input from.
  25974. * @param element Defines the element the controls should be listened from
  25975. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25976. */
  25977. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25978. /**
  25979. * Detach the current controls from the specified dom element.
  25980. * @param element Defines the element to stop listening the inputs from
  25981. */
  25982. detachControl(element: HTMLElement): void;
  25983. /**
  25984. * Update the camera state according to the different inputs gathered during the frame.
  25985. */
  25986. update(): void;
  25987. /** @hidden */
  25988. _checkInputs(): void;
  25989. /** @hidden */
  25990. readonly rigCameras: Camera[];
  25991. /**
  25992. * Gets the post process used by the rig cameras
  25993. */
  25994. readonly rigPostProcess: Nullable<PostProcess>;
  25995. /**
  25996. * Internal, gets the first post proces.
  25997. * @returns the first post process to be run on this camera.
  25998. */
  25999. _getFirstPostProcess(): Nullable<PostProcess>;
  26000. private _cascadePostProcessesToRigCams;
  26001. /**
  26002. * Attach a post process to the camera.
  26003. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  26004. * @param postProcess The post process to attach to the camera
  26005. * @param insertAt The position of the post process in case several of them are in use in the scene
  26006. * @returns the position the post process has been inserted at
  26007. */
  26008. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  26009. /**
  26010. * Detach a post process to the camera.
  26011. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  26012. * @param postProcess The post process to detach from the camera
  26013. */
  26014. detachPostProcess(postProcess: PostProcess): void;
  26015. /**
  26016. * Gets the current world matrix of the camera
  26017. */
  26018. getWorldMatrix(): Matrix;
  26019. /** @hidden */
  26020. _getViewMatrix(): Matrix;
  26021. /**
  26022. * Gets the current view matrix of the camera.
  26023. * @param force forces the camera to recompute the matrix without looking at the cached state
  26024. * @returns the view matrix
  26025. */
  26026. getViewMatrix(force?: boolean): Matrix;
  26027. /**
  26028. * Freeze the projection matrix.
  26029. * It will prevent the cache check of the camera projection compute and can speed up perf
  26030. * if no parameter of the camera are meant to change
  26031. * @param projection Defines manually a projection if necessary
  26032. */
  26033. freezeProjectionMatrix(projection?: Matrix): void;
  26034. /**
  26035. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  26036. */
  26037. unfreezeProjectionMatrix(): void;
  26038. /**
  26039. * Gets the current projection matrix of the camera.
  26040. * @param force forces the camera to recompute the matrix without looking at the cached state
  26041. * @returns the projection matrix
  26042. */
  26043. getProjectionMatrix(force?: boolean): Matrix;
  26044. /**
  26045. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  26046. * @returns a Matrix
  26047. */
  26048. getTransformationMatrix(): Matrix;
  26049. private _updateFrustumPlanes;
  26050. /**
  26051. * Checks if a cullable object (mesh...) is in the camera frustum
  26052. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  26053. * @param target The object to check
  26054. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  26055. * @returns true if the object is in frustum otherwise false
  26056. */
  26057. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  26058. /**
  26059. * Checks if a cullable object (mesh...) is in the camera frustum
  26060. * Unlike isInFrustum this cheks the full bounding box
  26061. * @param target The object to check
  26062. * @returns true if the object is in frustum otherwise false
  26063. */
  26064. isCompletelyInFrustum(target: ICullable): boolean;
  26065. /**
  26066. * Gets a ray in the forward direction from the camera.
  26067. * @param length Defines the length of the ray to create
  26068. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  26069. * @param origin Defines the start point of the ray which defaults to the camera position
  26070. * @returns the forward ray
  26071. */
  26072. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  26073. /**
  26074. * Releases resources associated with this node.
  26075. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26076. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26077. */
  26078. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26079. /** @hidden */
  26080. _isLeftCamera: boolean;
  26081. /**
  26082. * Gets the left camera of a rig setup in case of Rigged Camera
  26083. */
  26084. readonly isLeftCamera: boolean;
  26085. /** @hidden */
  26086. _isRightCamera: boolean;
  26087. /**
  26088. * Gets the right camera of a rig setup in case of Rigged Camera
  26089. */
  26090. readonly isRightCamera: boolean;
  26091. /**
  26092. * Gets the left camera of a rig setup in case of Rigged Camera
  26093. */
  26094. readonly leftCamera: Nullable<FreeCamera>;
  26095. /**
  26096. * Gets the right camera of a rig setup in case of Rigged Camera
  26097. */
  26098. readonly rightCamera: Nullable<FreeCamera>;
  26099. /**
  26100. * Gets the left camera target of a rig setup in case of Rigged Camera
  26101. * @returns the target position
  26102. */
  26103. getLeftTarget(): Nullable<Vector3>;
  26104. /**
  26105. * Gets the right camera target of a rig setup in case of Rigged Camera
  26106. * @returns the target position
  26107. */
  26108. getRightTarget(): Nullable<Vector3>;
  26109. /**
  26110. * @hidden
  26111. */
  26112. setCameraRigMode(mode: number, rigParams: any): void;
  26113. /** @hidden */
  26114. static _setStereoscopicRigMode(camera: Camera): void;
  26115. /** @hidden */
  26116. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  26117. /** @hidden */
  26118. static _setVRRigMode(camera: Camera, rigParams: any): void;
  26119. /** @hidden */
  26120. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  26121. /** @hidden */
  26122. _getVRProjectionMatrix(): Matrix;
  26123. protected _updateCameraRotationMatrix(): void;
  26124. protected _updateWebVRCameraRotationMatrix(): void;
  26125. /**
  26126. * This function MUST be overwritten by the different WebVR cameras available.
  26127. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26128. * @hidden
  26129. */
  26130. _getWebVRProjectionMatrix(): Matrix;
  26131. /**
  26132. * This function MUST be overwritten by the different WebVR cameras available.
  26133. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26134. * @hidden
  26135. */
  26136. _getWebVRViewMatrix(): Matrix;
  26137. /** @hidden */
  26138. setCameraRigParameter(name: string, value: any): void;
  26139. /**
  26140. * needs to be overridden by children so sub has required properties to be copied
  26141. * @hidden
  26142. */
  26143. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  26144. /**
  26145. * May need to be overridden by children
  26146. * @hidden
  26147. */
  26148. _updateRigCameras(): void;
  26149. /** @hidden */
  26150. _setupInputs(): void;
  26151. /**
  26152. * Serialiaze the camera setup to a json represention
  26153. * @returns the JSON representation
  26154. */
  26155. serialize(): any;
  26156. /**
  26157. * Clones the current camera.
  26158. * @param name The cloned camera name
  26159. * @returns the cloned camera
  26160. */
  26161. clone(name: string): Camera;
  26162. /**
  26163. * Gets the direction of the camera relative to a given local axis.
  26164. * @param localAxis Defines the reference axis to provide a relative direction.
  26165. * @return the direction
  26166. */
  26167. getDirection(localAxis: Vector3): Vector3;
  26168. /**
  26169. * Returns the current camera absolute rotation
  26170. */
  26171. readonly absoluteRotation: Quaternion;
  26172. /**
  26173. * Gets the direction of the camera relative to a given local axis into a passed vector.
  26174. * @param localAxis Defines the reference axis to provide a relative direction.
  26175. * @param result Defines the vector to store the result in
  26176. */
  26177. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26178. /**
  26179. * Gets a camera constructor for a given camera type
  26180. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26181. * @param name The name of the camera the result will be able to instantiate
  26182. * @param scene The scene the result will construct the camera in
  26183. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26184. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26185. * @returns a factory method to construc the camera
  26186. */
  26187. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26188. /**
  26189. * Compute the world matrix of the camera.
  26190. * @returns the camera world matrix
  26191. */
  26192. computeWorldMatrix(): Matrix;
  26193. /**
  26194. * Parse a JSON and creates the camera from the parsed information
  26195. * @param parsedCamera The JSON to parse
  26196. * @param scene The scene to instantiate the camera in
  26197. * @returns the newly constructed camera
  26198. */
  26199. static Parse(parsedCamera: any, scene: Scene): Camera;
  26200. }
  26201. }
  26202. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26203. import { Nullable } from "babylonjs/types";
  26204. import { Scene } from "babylonjs/scene";
  26205. import { Vector4 } from "babylonjs/Maths/math.vector";
  26206. import { Mesh } from "babylonjs/Meshes/mesh";
  26207. /**
  26208. * Class containing static functions to help procedurally build meshes
  26209. */
  26210. export class DiscBuilder {
  26211. /**
  26212. * Creates a plane polygonal mesh. By default, this is a disc
  26213. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26214. * * 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
  26215. * * 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
  26216. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26217. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  26218. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26219. * @param name defines the name of the mesh
  26220. * @param options defines the options used to create the mesh
  26221. * @param scene defines the hosting scene
  26222. * @returns the plane polygonal mesh
  26223. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26224. */
  26225. static CreateDisc(name: string, options: {
  26226. radius?: number;
  26227. tessellation?: number;
  26228. arc?: number;
  26229. updatable?: boolean;
  26230. sideOrientation?: number;
  26231. frontUVs?: Vector4;
  26232. backUVs?: Vector4;
  26233. }, scene?: Nullable<Scene>): Mesh;
  26234. }
  26235. }
  26236. declare module "babylonjs/Particles/solidParticleSystem" {
  26237. import { Nullable } from "babylonjs/types";
  26238. import { Vector3 } from "babylonjs/Maths/math.vector";
  26239. import { Mesh } from "babylonjs/Meshes/mesh";
  26240. import { Scene, IDisposable } from "babylonjs/scene";
  26241. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26242. /**
  26243. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26244. *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.
  26245. * The SPS is also a particle system. It provides some methods to manage the particles.
  26246. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26247. *
  26248. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26249. */
  26250. export class SolidParticleSystem implements IDisposable {
  26251. /**
  26252. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26253. * Example : var p = SPS.particles[i];
  26254. */
  26255. particles: SolidParticle[];
  26256. /**
  26257. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26258. */
  26259. nbParticles: number;
  26260. /**
  26261. * If the particles must ever face the camera (default false). Useful for planar particles.
  26262. */
  26263. billboard: boolean;
  26264. /**
  26265. * Recompute normals when adding a shape
  26266. */
  26267. recomputeNormals: boolean;
  26268. /**
  26269. * This a counter ofr your own usage. It's not set by any SPS functions.
  26270. */
  26271. counter: number;
  26272. /**
  26273. * The SPS name. This name is also given to the underlying mesh.
  26274. */
  26275. name: string;
  26276. /**
  26277. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26278. */
  26279. mesh: Mesh;
  26280. /**
  26281. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26282. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26283. */
  26284. vars: any;
  26285. /**
  26286. * This array is populated when the SPS is set as 'pickable'.
  26287. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26288. * Each element of this array is an object `{idx: int, faceId: int}`.
  26289. * `idx` is the picked particle index in the `SPS.particles` array
  26290. * `faceId` is the picked face index counted within this particle.
  26291. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26292. */
  26293. pickedParticles: {
  26294. idx: number;
  26295. faceId: number;
  26296. }[];
  26297. /**
  26298. * This array is populated when `enableDepthSort` is set to true.
  26299. * Each element of this array is an instance of the class DepthSortedParticle.
  26300. */
  26301. depthSortedParticles: DepthSortedParticle[];
  26302. /**
  26303. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26304. * @hidden
  26305. */
  26306. _bSphereOnly: boolean;
  26307. /**
  26308. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26309. * @hidden
  26310. */
  26311. _bSphereRadiusFactor: number;
  26312. private _scene;
  26313. private _positions;
  26314. private _indices;
  26315. private _normals;
  26316. private _colors;
  26317. private _uvs;
  26318. private _indices32;
  26319. private _positions32;
  26320. private _normals32;
  26321. private _fixedNormal32;
  26322. private _colors32;
  26323. private _uvs32;
  26324. private _index;
  26325. private _updatable;
  26326. private _pickable;
  26327. private _isVisibilityBoxLocked;
  26328. private _alwaysVisible;
  26329. private _depthSort;
  26330. private _expandable;
  26331. private _shapeCounter;
  26332. private _copy;
  26333. private _color;
  26334. private _computeParticleColor;
  26335. private _computeParticleTexture;
  26336. private _computeParticleRotation;
  26337. private _computeParticleVertex;
  26338. private _computeBoundingBox;
  26339. private _depthSortParticles;
  26340. private _camera;
  26341. private _mustUnrotateFixedNormals;
  26342. private _particlesIntersect;
  26343. private _needs32Bits;
  26344. private _isNotBuilt;
  26345. private _lastParticleId;
  26346. private _idxOfId;
  26347. private _multimaterialEnabled;
  26348. private _indicesByMaterial;
  26349. private _materialIndexes;
  26350. private _depthSortFunction;
  26351. private _materialSortFunction;
  26352. /**
  26353. * Creates a SPS (Solid Particle System) object.
  26354. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26355. * @param scene (Scene) is the scene in which the SPS is added.
  26356. * @param options defines the options of the sps e.g.
  26357. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26358. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26359. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26360. * * enableMultiMaterial (optional boolean, default false) : if the solid particles can be given different materials.
  26361. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26362. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26363. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26364. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26365. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26366. */
  26367. constructor(name: string, scene: Scene, options?: {
  26368. updatable?: boolean;
  26369. isPickable?: boolean;
  26370. enableDepthSort?: boolean;
  26371. particleIntersection?: boolean;
  26372. boundingSphereOnly?: boolean;
  26373. bSphereRadiusFactor?: number;
  26374. expandable?: boolean;
  26375. enableMultiMaterial?: boolean;
  26376. });
  26377. /**
  26378. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26379. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26380. * @returns the created mesh
  26381. */
  26382. buildMesh(): Mesh;
  26383. /**
  26384. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26385. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26386. * Thus the particles generated from `digest()` have their property `position` set yet.
  26387. * @param mesh ( Mesh ) is the mesh to be digested
  26388. * @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
  26389. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26390. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26391. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26392. * @returns the current SPS
  26393. */
  26394. digest(mesh: Mesh, options?: {
  26395. facetNb?: number;
  26396. number?: number;
  26397. delta?: number;
  26398. storage?: [];
  26399. }): SolidParticleSystem;
  26400. /**
  26401. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  26402. * @hidden
  26403. */
  26404. private _unrotateFixedNormals;
  26405. /**
  26406. * Resets the temporary working copy particle
  26407. * @hidden
  26408. */
  26409. private _resetCopy;
  26410. /**
  26411. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  26412. * @param p the current index in the positions array to be updated
  26413. * @param shape a Vector3 array, the shape geometry
  26414. * @param positions the positions array to be updated
  26415. * @param meshInd the shape indices array
  26416. * @param indices the indices array to be updated
  26417. * @param meshUV the shape uv array
  26418. * @param uvs the uv array to be updated
  26419. * @param meshCol the shape color array
  26420. * @param colors the color array to be updated
  26421. * @param meshNor the shape normals array
  26422. * @param normals the normals array to be updated
  26423. * @param idx the particle index
  26424. * @param idxInShape the particle index in its shape
  26425. * @param options the addShape() method passed options
  26426. * @hidden
  26427. */
  26428. private _meshBuilder;
  26429. /**
  26430. * Returns a shape Vector3 array from positions float array
  26431. * @param positions float array
  26432. * @returns a vector3 array
  26433. * @hidden
  26434. */
  26435. private _posToShape;
  26436. /**
  26437. * Returns a shapeUV array from a float uvs (array deep copy)
  26438. * @param uvs as a float array
  26439. * @returns a shapeUV array
  26440. * @hidden
  26441. */
  26442. private _uvsToShapeUV;
  26443. /**
  26444. * Adds a new particle object in the particles array
  26445. * @param idx particle index in particles array
  26446. * @param id particle id
  26447. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  26448. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  26449. * @param model particle ModelShape object
  26450. * @param shapeId model shape identifier
  26451. * @param idxInShape index of the particle in the current model
  26452. * @param bInfo model bounding info object
  26453. * @param storage target storage array, if any
  26454. * @hidden
  26455. */
  26456. private _addParticle;
  26457. /**
  26458. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26459. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26460. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26461. * @param nb (positive integer) the number of particles to be created from this model
  26462. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26463. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26464. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26465. * @returns the number of shapes in the system
  26466. */
  26467. addShape(mesh: Mesh, nb: number, options?: {
  26468. positionFunction?: any;
  26469. vertexFunction?: any;
  26470. storage?: [];
  26471. }): number;
  26472. /**
  26473. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  26474. * @hidden
  26475. */
  26476. private _rebuildParticle;
  26477. /**
  26478. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26479. * @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.
  26480. * @returns the SPS.
  26481. */
  26482. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26483. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26484. * Returns an array with the removed particles.
  26485. * 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.
  26486. * The SPS can't be empty so at least one particle needs to remain in place.
  26487. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26488. * @param start index of the first particle to remove
  26489. * @param end index of the last particle to remove (included)
  26490. * @returns an array populated with the removed particles
  26491. */
  26492. removeParticles(start: number, end: number): SolidParticle[];
  26493. /**
  26494. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  26495. * @param solidParticleArray an array populated with Solid Particles objects
  26496. * @returns the SPS
  26497. */
  26498. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  26499. /**
  26500. * Creates a new particle and modifies the SPS mesh geometry :
  26501. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  26502. * - calls _addParticle() to populate the particle array
  26503. * factorized code from addShape() and insertParticlesFromArray()
  26504. * @param idx particle index in the particles array
  26505. * @param i particle index in its shape
  26506. * @param modelShape particle ModelShape object
  26507. * @param shape shape vertex array
  26508. * @param meshInd shape indices array
  26509. * @param meshUV shape uv array
  26510. * @param meshCol shape color array
  26511. * @param meshNor shape normals array
  26512. * @param bbInfo shape bounding info
  26513. * @param storage target particle storage
  26514. * @options addShape() passed options
  26515. * @hidden
  26516. */
  26517. private _insertNewParticle;
  26518. /**
  26519. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26520. * This method calls `updateParticle()` for each particle of the SPS.
  26521. * For an animated SPS, it is usually called within the render loop.
  26522. * 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.
  26523. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26524. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26525. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26526. * @returns the SPS.
  26527. */
  26528. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26529. /**
  26530. * Disposes the SPS.
  26531. */
  26532. dispose(): void;
  26533. /**
  26534. * Returns a SolidParticle object from its identifier : particle.id
  26535. * @param id (integer) the particle Id
  26536. * @returns the searched particle or null if not found in the SPS.
  26537. */
  26538. getParticleById(id: number): Nullable<SolidParticle>;
  26539. /**
  26540. * Returns a new array populated with the particles having the passed shapeId.
  26541. * @param shapeId (integer) the shape identifier
  26542. * @returns a new solid particle array
  26543. */
  26544. getParticlesByShapeId(shapeId: number): SolidParticle[];
  26545. /**
  26546. * Populates the passed array "ref" with the particles having the passed shapeId.
  26547. * @param shapeId the shape identifier
  26548. * @returns the SPS
  26549. * @param ref
  26550. */
  26551. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  26552. /**
  26553. * Computes the required SubMeshes according the materials assigned to the particles.
  26554. * @returns the solid particle system.
  26555. * Does nothing if called before the SPS mesh is built.
  26556. */
  26557. computeSubMeshes(): SolidParticleSystem;
  26558. /**
  26559. * Sorts the solid particles by material when MultiMaterial is enabled.
  26560. * Updates the indices32 array.
  26561. * Updates the indicesByMaterial array.
  26562. * Updates the mesh indices array.
  26563. * @returns the SPS
  26564. * @hidden
  26565. */
  26566. private _sortParticlesByMaterial;
  26567. /**
  26568. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26569. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26570. * @returns the SPS.
  26571. */
  26572. refreshVisibleSize(): SolidParticleSystem;
  26573. /**
  26574. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26575. * @param size the size (float) of the visibility box
  26576. * note : this doesn't lock the SPS mesh bounding box.
  26577. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26578. */
  26579. setVisibilityBox(size: number): void;
  26580. /**
  26581. * Gets whether the SPS as always visible or not
  26582. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26583. */
  26584. /**
  26585. * Sets the SPS as always visible or not
  26586. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26587. */
  26588. isAlwaysVisible: boolean;
  26589. /**
  26590. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26591. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26592. */
  26593. /**
  26594. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26595. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26596. */
  26597. isVisibilityBoxLocked: boolean;
  26598. /**
  26599. * Tells to `setParticles()` to compute the particle rotations or not.
  26600. * Default value : true. The SPS is faster when it's set to false.
  26601. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26602. */
  26603. /**
  26604. * Gets if `setParticles()` computes the particle rotations or not.
  26605. * Default value : true. The SPS is faster when it's set to false.
  26606. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26607. */
  26608. computeParticleRotation: boolean;
  26609. /**
  26610. * Tells to `setParticles()` to compute the particle colors or not.
  26611. * Default value : true. The SPS is faster when it's set to false.
  26612. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26613. */
  26614. /**
  26615. * Gets if `setParticles()` computes the particle colors or not.
  26616. * Default value : true. The SPS is faster when it's set to false.
  26617. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26618. */
  26619. computeParticleColor: boolean;
  26620. /**
  26621. * Gets if `setParticles()` computes the particle textures or not.
  26622. * Default value : true. The SPS is faster when it's set to false.
  26623. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26624. */
  26625. computeParticleTexture: boolean;
  26626. /**
  26627. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26628. * Default value : false. The SPS is faster when it's set to false.
  26629. * Note : the particle custom vertex positions aren't stored values.
  26630. */
  26631. /**
  26632. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26633. * Default value : false. The SPS is faster when it's set to false.
  26634. * Note : the particle custom vertex positions aren't stored values.
  26635. */
  26636. computeParticleVertex: boolean;
  26637. /**
  26638. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26639. */
  26640. /**
  26641. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26642. */
  26643. computeBoundingBox: boolean;
  26644. /**
  26645. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26646. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26647. * Default : `true`
  26648. */
  26649. /**
  26650. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26651. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26652. * Default : `true`
  26653. */
  26654. depthSortParticles: boolean;
  26655. /**
  26656. * Gets if the SPS is created as expandable at construction time.
  26657. * Default : `false`
  26658. */
  26659. readonly expandable: boolean;
  26660. /**
  26661. * Gets if the SPS supports the Multi Materials
  26662. */
  26663. readonly multimaterialEnabled: boolean;
  26664. /**
  26665. * This function does nothing. It may be overwritten to set all the particle first values.
  26666. * The SPS doesn't call this function, you may have to call it by your own.
  26667. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26668. */
  26669. initParticles(): void;
  26670. /**
  26671. * This function does nothing. It may be overwritten to recycle a particle.
  26672. * The SPS doesn't call this function, you may have to call it by your own.
  26673. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26674. * @param particle The particle to recycle
  26675. * @returns the recycled particle
  26676. */
  26677. recycleParticle(particle: SolidParticle): SolidParticle;
  26678. /**
  26679. * Updates a particle : this function should be overwritten by the user.
  26680. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26681. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26682. * @example : just set a particle position or velocity and recycle conditions
  26683. * @param particle The particle to update
  26684. * @returns the updated particle
  26685. */
  26686. updateParticle(particle: SolidParticle): SolidParticle;
  26687. /**
  26688. * Updates a vertex of a particle : it can be overwritten by the user.
  26689. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26690. * @param particle the current particle
  26691. * @param vertex the current index of the current particle
  26692. * @param pt the index of the current vertex in the particle shape
  26693. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26694. * @example : just set a vertex particle position
  26695. * @returns the updated vertex
  26696. */
  26697. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26698. /**
  26699. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26700. * This does nothing and may be overwritten by the user.
  26701. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26702. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26703. * @param update the boolean update value actually passed to setParticles()
  26704. */
  26705. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26706. /**
  26707. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26708. * This will be passed three parameters.
  26709. * This does nothing and may be overwritten by the user.
  26710. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26711. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26712. * @param update the boolean update value actually passed to setParticles()
  26713. */
  26714. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26715. }
  26716. }
  26717. declare module "babylonjs/Particles/solidParticle" {
  26718. import { Nullable } from "babylonjs/types";
  26719. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26720. import { Color4 } from "babylonjs/Maths/math.color";
  26721. import { Mesh } from "babylonjs/Meshes/mesh";
  26722. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26723. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26724. import { Plane } from "babylonjs/Maths/math.plane";
  26725. /**
  26726. * Represents one particle of a solid particle system.
  26727. */
  26728. export class SolidParticle {
  26729. /**
  26730. * particle global index
  26731. */
  26732. idx: number;
  26733. /**
  26734. * particle identifier
  26735. */
  26736. id: number;
  26737. /**
  26738. * The color of the particle
  26739. */
  26740. color: Nullable<Color4>;
  26741. /**
  26742. * The world space position of the particle.
  26743. */
  26744. position: Vector3;
  26745. /**
  26746. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26747. */
  26748. rotation: Vector3;
  26749. /**
  26750. * The world space rotation quaternion of the particle.
  26751. */
  26752. rotationQuaternion: Nullable<Quaternion>;
  26753. /**
  26754. * The scaling of the particle.
  26755. */
  26756. scaling: Vector3;
  26757. /**
  26758. * The uvs of the particle.
  26759. */
  26760. uvs: Vector4;
  26761. /**
  26762. * The current speed of the particle.
  26763. */
  26764. velocity: Vector3;
  26765. /**
  26766. * The pivot point in the particle local space.
  26767. */
  26768. pivot: Vector3;
  26769. /**
  26770. * Must the particle be translated from its pivot point in its local space ?
  26771. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26772. * Default : false
  26773. */
  26774. translateFromPivot: boolean;
  26775. /**
  26776. * Is the particle active or not ?
  26777. */
  26778. alive: boolean;
  26779. /**
  26780. * Is the particle visible or not ?
  26781. */
  26782. isVisible: boolean;
  26783. /**
  26784. * Index of this particle in the global "positions" array (Internal use)
  26785. * @hidden
  26786. */
  26787. _pos: number;
  26788. /**
  26789. * @hidden Index of this particle in the global "indices" array (Internal use)
  26790. */
  26791. _ind: number;
  26792. /**
  26793. * @hidden ModelShape of this particle (Internal use)
  26794. */
  26795. _model: ModelShape;
  26796. /**
  26797. * ModelShape id of this particle
  26798. */
  26799. shapeId: number;
  26800. /**
  26801. * Index of the particle in its shape id
  26802. */
  26803. idxInShape: number;
  26804. /**
  26805. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26806. */
  26807. _modelBoundingInfo: BoundingInfo;
  26808. /**
  26809. * @hidden Particle BoundingInfo object (Internal use)
  26810. */
  26811. _boundingInfo: BoundingInfo;
  26812. /**
  26813. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26814. */
  26815. _sps: SolidParticleSystem;
  26816. /**
  26817. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26818. */
  26819. _stillInvisible: boolean;
  26820. /**
  26821. * @hidden Last computed particle rotation matrix
  26822. */
  26823. _rotationMatrix: number[];
  26824. /**
  26825. * Parent particle Id, if any.
  26826. * Default null.
  26827. */
  26828. parentId: Nullable<number>;
  26829. /**
  26830. * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.
  26831. */
  26832. materialIndex: Nullable<number>;
  26833. /**
  26834. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26835. * The possible values are :
  26836. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26837. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26838. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26839. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26840. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26841. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26842. * */
  26843. cullingStrategy: number;
  26844. /**
  26845. * @hidden Internal global position in the SPS.
  26846. */
  26847. _globalPosition: Vector3;
  26848. /**
  26849. * Creates a Solid Particle object.
  26850. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26851. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  26852. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  26853. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26854. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26855. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26856. * @param shapeId (integer) is the model shape identifier in the SPS.
  26857. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26858. * @param sps defines the sps it is associated to
  26859. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26860. * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.
  26861. */
  26862. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>, materialIndex?: Nullable<number>);
  26863. /**
  26864. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  26865. * @param target the particle target
  26866. * @returns the current particle
  26867. */
  26868. copyToRef(target: SolidParticle): SolidParticle;
  26869. /**
  26870. * Legacy support, changed scale to scaling
  26871. */
  26872. /**
  26873. * Legacy support, changed scale to scaling
  26874. */
  26875. scale: Vector3;
  26876. /**
  26877. * Legacy support, changed quaternion to rotationQuaternion
  26878. */
  26879. /**
  26880. * Legacy support, changed quaternion to rotationQuaternion
  26881. */
  26882. quaternion: Nullable<Quaternion>;
  26883. /**
  26884. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26885. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26886. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26887. * @returns true if it intersects
  26888. */
  26889. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26890. /**
  26891. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26892. * A particle is in the frustum if its bounding box intersects the frustum
  26893. * @param frustumPlanes defines the frustum to test
  26894. * @returns true if the particle is in the frustum planes
  26895. */
  26896. isInFrustum(frustumPlanes: Plane[]): boolean;
  26897. /**
  26898. * get the rotation matrix of the particle
  26899. * @hidden
  26900. */
  26901. getRotationMatrix(m: Matrix): void;
  26902. }
  26903. /**
  26904. * Represents the shape of the model used by one particle of a solid particle system.
  26905. * SPS internal tool, don't use it manually.
  26906. */
  26907. export class ModelShape {
  26908. /**
  26909. * The shape id
  26910. * @hidden
  26911. */
  26912. shapeID: number;
  26913. /**
  26914. * flat array of model positions (internal use)
  26915. * @hidden
  26916. */
  26917. _shape: Vector3[];
  26918. /**
  26919. * flat array of model UVs (internal use)
  26920. * @hidden
  26921. */
  26922. _shapeUV: number[];
  26923. /**
  26924. * color array of the model
  26925. * @hidden
  26926. */
  26927. _shapeColors: number[];
  26928. /**
  26929. * indices array of the model
  26930. * @hidden
  26931. */
  26932. _indices: number[];
  26933. /**
  26934. * normals array of the model
  26935. * @hidden
  26936. */
  26937. _normals: number[];
  26938. /**
  26939. * length of the shape in the model indices array (internal use)
  26940. * @hidden
  26941. */
  26942. _indicesLength: number;
  26943. /**
  26944. * Custom position function (internal use)
  26945. * @hidden
  26946. */
  26947. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26948. /**
  26949. * Custom vertex function (internal use)
  26950. * @hidden
  26951. */
  26952. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26953. /**
  26954. * 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.
  26955. * SPS internal tool, don't use it manually.
  26956. * @hidden
  26957. */
  26958. 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>);
  26959. }
  26960. /**
  26961. * Represents a Depth Sorted Particle in the solid particle system.
  26962. * @hidden
  26963. */
  26964. export class DepthSortedParticle {
  26965. /**
  26966. * Index of the particle in the "indices" array
  26967. */
  26968. ind: number;
  26969. /**
  26970. * Length of the particle shape in the "indices" array
  26971. */
  26972. indicesLength: number;
  26973. /**
  26974. * Squared distance from the particle to the camera
  26975. */
  26976. sqDistance: number;
  26977. /**
  26978. * Material index when used with MultiMaterials
  26979. */
  26980. materialIndex: number;
  26981. /**
  26982. * Creates a new sorted particle
  26983. * @param materialIndex
  26984. */
  26985. constructor(materialIndex: number);
  26986. }
  26987. }
  26988. declare module "babylonjs/Collisions/meshCollisionData" {
  26989. import { Collider } from "babylonjs/Collisions/collider";
  26990. import { Vector3 } from "babylonjs/Maths/math.vector";
  26991. import { Nullable } from "babylonjs/types";
  26992. import { Observer } from "babylonjs/Misc/observable";
  26993. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26994. /**
  26995. * @hidden
  26996. */
  26997. export class _MeshCollisionData {
  26998. _checkCollisions: boolean;
  26999. _collisionMask: number;
  27000. _collisionGroup: number;
  27001. _collider: Nullable<Collider>;
  27002. _oldPositionForCollisions: Vector3;
  27003. _diffPositionForCollisions: Vector3;
  27004. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  27005. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  27006. }
  27007. }
  27008. declare module "babylonjs/Meshes/abstractMesh" {
  27009. import { Observable } from "babylonjs/Misc/observable";
  27010. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  27011. import { Camera } from "babylonjs/Cameras/camera";
  27012. import { Scene, IDisposable } from "babylonjs/scene";
  27013. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  27014. import { Node } from "babylonjs/node";
  27015. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  27016. import { TransformNode } from "babylonjs/Meshes/transformNode";
  27017. import { SubMesh } from "babylonjs/Meshes/subMesh";
  27018. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  27019. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  27020. import { Material } from "babylonjs/Materials/material";
  27021. import { Light } from "babylonjs/Lights/light";
  27022. import { Skeleton } from "babylonjs/Bones/skeleton";
  27023. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  27024. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  27025. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27026. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  27027. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  27028. import { Plane } from "babylonjs/Maths/math.plane";
  27029. import { Ray } from "babylonjs/Culling/ray";
  27030. import { Collider } from "babylonjs/Collisions/collider";
  27031. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  27032. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  27033. /** @hidden */
  27034. class _FacetDataStorage {
  27035. facetPositions: Vector3[];
  27036. facetNormals: Vector3[];
  27037. facetPartitioning: number[][];
  27038. facetNb: number;
  27039. partitioningSubdivisions: number;
  27040. partitioningBBoxRatio: number;
  27041. facetDataEnabled: boolean;
  27042. facetParameters: any;
  27043. bbSize: Vector3;
  27044. subDiv: {
  27045. max: number;
  27046. X: number;
  27047. Y: number;
  27048. Z: number;
  27049. };
  27050. facetDepthSort: boolean;
  27051. facetDepthSortEnabled: boolean;
  27052. depthSortedIndices: IndicesArray;
  27053. depthSortedFacets: {
  27054. ind: number;
  27055. sqDistance: number;
  27056. }[];
  27057. facetDepthSortFunction: (f1: {
  27058. ind: number;
  27059. sqDistance: number;
  27060. }, f2: {
  27061. ind: number;
  27062. sqDistance: number;
  27063. }) => number;
  27064. facetDepthSortFrom: Vector3;
  27065. facetDepthSortOrigin: Vector3;
  27066. invertedMatrix: Matrix;
  27067. }
  27068. /**
  27069. * @hidden
  27070. **/
  27071. class _InternalAbstractMeshDataInfo {
  27072. _hasVertexAlpha: boolean;
  27073. _useVertexColors: boolean;
  27074. _numBoneInfluencers: number;
  27075. _applyFog: boolean;
  27076. _receiveShadows: boolean;
  27077. _facetData: _FacetDataStorage;
  27078. _visibility: number;
  27079. _skeleton: Nullable<Skeleton>;
  27080. _layerMask: number;
  27081. _computeBonesUsingShaders: boolean;
  27082. _isActive: boolean;
  27083. _onlyForInstances: boolean;
  27084. _isActiveIntermediate: boolean;
  27085. _onlyForInstancesIntermediate: boolean;
  27086. _actAsRegularMesh: boolean;
  27087. }
  27088. /**
  27089. * Class used to store all common mesh properties
  27090. */
  27091. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  27092. /** No occlusion */
  27093. static OCCLUSION_TYPE_NONE: number;
  27094. /** Occlusion set to optimisitic */
  27095. static OCCLUSION_TYPE_OPTIMISTIC: number;
  27096. /** Occlusion set to strict */
  27097. static OCCLUSION_TYPE_STRICT: number;
  27098. /** Use an accurante occlusion algorithm */
  27099. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  27100. /** Use a conservative occlusion algorithm */
  27101. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  27102. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  27103. * Test order :
  27104. * Is the bounding sphere outside the frustum ?
  27105. * If not, are the bounding box vertices outside the frustum ?
  27106. * It not, then the cullable object is in the frustum.
  27107. */
  27108. static readonly CULLINGSTRATEGY_STANDARD: number;
  27109. /** Culling strategy : Bounding Sphere Only.
  27110. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  27111. * It's also less accurate than the standard because some not visible objects can still be selected.
  27112. * Test : is the bounding sphere outside the frustum ?
  27113. * If not, then the cullable object is in the frustum.
  27114. */
  27115. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  27116. /** Culling strategy : Optimistic Inclusion.
  27117. * This in an inclusion test first, then the standard exclusion test.
  27118. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  27119. * 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.
  27120. * Anyway, it's as accurate as the standard strategy.
  27121. * Test :
  27122. * Is the cullable object bounding sphere center in the frustum ?
  27123. * If not, apply the default culling strategy.
  27124. */
  27125. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  27126. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  27127. * This in an inclusion test first, then the bounding sphere only exclusion test.
  27128. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  27129. * 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.
  27130. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  27131. * Test :
  27132. * Is the cullable object bounding sphere center in the frustum ?
  27133. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  27134. */
  27135. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  27136. /**
  27137. * No billboard
  27138. */
  27139. static readonly BILLBOARDMODE_NONE: number;
  27140. /** Billboard on X axis */
  27141. static readonly BILLBOARDMODE_X: number;
  27142. /** Billboard on Y axis */
  27143. static readonly BILLBOARDMODE_Y: number;
  27144. /** Billboard on Z axis */
  27145. static readonly BILLBOARDMODE_Z: number;
  27146. /** Billboard on all axes */
  27147. static readonly BILLBOARDMODE_ALL: number;
  27148. /** Billboard on using position instead of orientation */
  27149. static readonly BILLBOARDMODE_USE_POSITION: number;
  27150. /** @hidden */
  27151. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  27152. /**
  27153. * The culling strategy to use to check whether the mesh must be rendered or not.
  27154. * This value can be changed at any time and will be used on the next render mesh selection.
  27155. * The possible values are :
  27156. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  27157. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  27158. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  27159. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  27160. * Please read each static variable documentation to get details about the culling process.
  27161. * */
  27162. cullingStrategy: number;
  27163. /**
  27164. * Gets the number of facets in the mesh
  27165. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27166. */
  27167. readonly facetNb: number;
  27168. /**
  27169. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  27170. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27171. */
  27172. partitioningSubdivisions: number;
  27173. /**
  27174. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  27175. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  27176. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27177. */
  27178. partitioningBBoxRatio: number;
  27179. /**
  27180. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  27181. * Works only for updatable meshes.
  27182. * Doesn't work with multi-materials
  27183. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27184. */
  27185. mustDepthSortFacets: boolean;
  27186. /**
  27187. * The location (Vector3) where the facet depth sort must be computed from.
  27188. * By default, the active camera position.
  27189. * Used only when facet depth sort is enabled
  27190. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27191. */
  27192. facetDepthSortFrom: Vector3;
  27193. /**
  27194. * gets a boolean indicating if facetData is enabled
  27195. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27196. */
  27197. readonly isFacetDataEnabled: boolean;
  27198. /** @hidden */
  27199. _updateNonUniformScalingState(value: boolean): boolean;
  27200. /**
  27201. * An event triggered when this mesh collides with another one
  27202. */
  27203. onCollideObservable: Observable<AbstractMesh>;
  27204. /** Set a function to call when this mesh collides with another one */
  27205. onCollide: () => void;
  27206. /**
  27207. * An event triggered when the collision's position changes
  27208. */
  27209. onCollisionPositionChangeObservable: Observable<Vector3>;
  27210. /** Set a function to call when the collision's position changes */
  27211. onCollisionPositionChange: () => void;
  27212. /**
  27213. * An event triggered when material is changed
  27214. */
  27215. onMaterialChangedObservable: Observable<AbstractMesh>;
  27216. /**
  27217. * Gets or sets the orientation for POV movement & rotation
  27218. */
  27219. definedFacingForward: boolean;
  27220. /** @hidden */
  27221. _occlusionQuery: Nullable<WebGLQuery>;
  27222. /** @hidden */
  27223. _renderingGroup: Nullable<RenderingGroup>;
  27224. /**
  27225. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27226. */
  27227. /**
  27228. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27229. */
  27230. visibility: number;
  27231. /** Gets or sets the alpha index used to sort transparent meshes
  27232. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  27233. */
  27234. alphaIndex: number;
  27235. /**
  27236. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  27237. */
  27238. isVisible: boolean;
  27239. /**
  27240. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  27241. */
  27242. isPickable: boolean;
  27243. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  27244. showSubMeshesBoundingBox: boolean;
  27245. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  27246. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  27247. */
  27248. isBlocker: boolean;
  27249. /**
  27250. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  27251. */
  27252. enablePointerMoveEvents: boolean;
  27253. /**
  27254. * Specifies the rendering group id for this mesh (0 by default)
  27255. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  27256. */
  27257. renderingGroupId: number;
  27258. private _material;
  27259. /** Gets or sets current material */
  27260. material: Nullable<Material>;
  27261. /**
  27262. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  27263. * @see http://doc.babylonjs.com/babylon101/shadows
  27264. */
  27265. receiveShadows: boolean;
  27266. /** Defines color to use when rendering outline */
  27267. outlineColor: Color3;
  27268. /** Define width to use when rendering outline */
  27269. outlineWidth: number;
  27270. /** Defines color to use when rendering overlay */
  27271. overlayColor: Color3;
  27272. /** Defines alpha to use when rendering overlay */
  27273. overlayAlpha: number;
  27274. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  27275. hasVertexAlpha: boolean;
  27276. /** 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) */
  27277. useVertexColors: boolean;
  27278. /**
  27279. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  27280. */
  27281. computeBonesUsingShaders: boolean;
  27282. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  27283. numBoneInfluencers: number;
  27284. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  27285. applyFog: boolean;
  27286. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  27287. useOctreeForRenderingSelection: boolean;
  27288. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  27289. useOctreeForPicking: boolean;
  27290. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  27291. useOctreeForCollisions: boolean;
  27292. /**
  27293. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  27294. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  27295. */
  27296. layerMask: number;
  27297. /**
  27298. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  27299. */
  27300. alwaysSelectAsActiveMesh: boolean;
  27301. /**
  27302. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  27303. */
  27304. doNotSyncBoundingInfo: boolean;
  27305. /**
  27306. * Gets or sets the current action manager
  27307. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27308. */
  27309. actionManager: Nullable<AbstractActionManager>;
  27310. private _meshCollisionData;
  27311. /**
  27312. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  27313. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27314. */
  27315. ellipsoid: Vector3;
  27316. /**
  27317. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  27318. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27319. */
  27320. ellipsoidOffset: Vector3;
  27321. /**
  27322. * Gets or sets a collision mask used to mask collisions (default is -1).
  27323. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27324. */
  27325. collisionMask: number;
  27326. /**
  27327. * Gets or sets the current collision group mask (-1 by default).
  27328. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27329. */
  27330. collisionGroup: number;
  27331. /**
  27332. * Defines edge width used when edgesRenderer is enabled
  27333. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27334. */
  27335. edgesWidth: number;
  27336. /**
  27337. * Defines edge color used when edgesRenderer is enabled
  27338. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27339. */
  27340. edgesColor: Color4;
  27341. /** @hidden */
  27342. _edgesRenderer: Nullable<IEdgesRenderer>;
  27343. /** @hidden */
  27344. _masterMesh: Nullable<AbstractMesh>;
  27345. /** @hidden */
  27346. _boundingInfo: Nullable<BoundingInfo>;
  27347. /** @hidden */
  27348. _renderId: number;
  27349. /**
  27350. * Gets or sets the list of subMeshes
  27351. * @see http://doc.babylonjs.com/how_to/multi_materials
  27352. */
  27353. subMeshes: SubMesh[];
  27354. /** @hidden */
  27355. _intersectionsInProgress: AbstractMesh[];
  27356. /** @hidden */
  27357. _unIndexed: boolean;
  27358. /** @hidden */
  27359. _lightSources: Light[];
  27360. /** Gets the list of lights affecting that mesh */
  27361. readonly lightSources: Light[];
  27362. /** @hidden */
  27363. readonly _positions: Nullable<Vector3[]>;
  27364. /** @hidden */
  27365. _waitingData: {
  27366. lods: Nullable<any>;
  27367. actions: Nullable<any>;
  27368. freezeWorldMatrix: Nullable<boolean>;
  27369. };
  27370. /** @hidden */
  27371. _bonesTransformMatrices: Nullable<Float32Array>;
  27372. /** @hidden */
  27373. _transformMatrixTexture: Nullable<RawTexture>;
  27374. /**
  27375. * Gets or sets a skeleton to apply skining transformations
  27376. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27377. */
  27378. skeleton: Nullable<Skeleton>;
  27379. /**
  27380. * An event triggered when the mesh is rebuilt.
  27381. */
  27382. onRebuildObservable: Observable<AbstractMesh>;
  27383. /**
  27384. * Creates a new AbstractMesh
  27385. * @param name defines the name of the mesh
  27386. * @param scene defines the hosting scene
  27387. */
  27388. constructor(name: string, scene?: Nullable<Scene>);
  27389. /**
  27390. * Returns the string "AbstractMesh"
  27391. * @returns "AbstractMesh"
  27392. */
  27393. getClassName(): string;
  27394. /**
  27395. * Gets a string representation of the current mesh
  27396. * @param fullDetails defines a boolean indicating if full details must be included
  27397. * @returns a string representation of the current mesh
  27398. */
  27399. toString(fullDetails?: boolean): string;
  27400. /**
  27401. * @hidden
  27402. */
  27403. protected _getEffectiveParent(): Nullable<Node>;
  27404. /** @hidden */
  27405. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27406. /** @hidden */
  27407. _rebuild(): void;
  27408. /** @hidden */
  27409. _resyncLightSources(): void;
  27410. /** @hidden */
  27411. _resyncLighSource(light: Light): void;
  27412. /** @hidden */
  27413. _unBindEffect(): void;
  27414. /** @hidden */
  27415. _removeLightSource(light: Light, dispose: boolean): void;
  27416. private _markSubMeshesAsDirty;
  27417. /** @hidden */
  27418. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27419. /** @hidden */
  27420. _markSubMeshesAsAttributesDirty(): void;
  27421. /** @hidden */
  27422. _markSubMeshesAsMiscDirty(): void;
  27423. /**
  27424. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27425. */
  27426. scaling: Vector3;
  27427. /**
  27428. * Returns true if the mesh is blocked. Implemented by child classes
  27429. */
  27430. readonly isBlocked: boolean;
  27431. /**
  27432. * Returns the mesh itself by default. Implemented by child classes
  27433. * @param camera defines the camera to use to pick the right LOD level
  27434. * @returns the currentAbstractMesh
  27435. */
  27436. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27437. /**
  27438. * Returns 0 by default. Implemented by child classes
  27439. * @returns an integer
  27440. */
  27441. getTotalVertices(): number;
  27442. /**
  27443. * Returns a positive integer : the total number of indices in this mesh geometry.
  27444. * @returns the numner of indices or zero if the mesh has no geometry.
  27445. */
  27446. getTotalIndices(): number;
  27447. /**
  27448. * Returns null by default. Implemented by child classes
  27449. * @returns null
  27450. */
  27451. getIndices(): Nullable<IndicesArray>;
  27452. /**
  27453. * Returns the array of the requested vertex data kind. Implemented by child classes
  27454. * @param kind defines the vertex data kind to use
  27455. * @returns null
  27456. */
  27457. getVerticesData(kind: string): Nullable<FloatArray>;
  27458. /**
  27459. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27460. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27461. * Note that a new underlying VertexBuffer object is created each call.
  27462. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27463. * @param kind defines vertex data kind:
  27464. * * VertexBuffer.PositionKind
  27465. * * VertexBuffer.UVKind
  27466. * * VertexBuffer.UV2Kind
  27467. * * VertexBuffer.UV3Kind
  27468. * * VertexBuffer.UV4Kind
  27469. * * VertexBuffer.UV5Kind
  27470. * * VertexBuffer.UV6Kind
  27471. * * VertexBuffer.ColorKind
  27472. * * VertexBuffer.MatricesIndicesKind
  27473. * * VertexBuffer.MatricesIndicesExtraKind
  27474. * * VertexBuffer.MatricesWeightsKind
  27475. * * VertexBuffer.MatricesWeightsExtraKind
  27476. * @param data defines the data source
  27477. * @param updatable defines if the data must be flagged as updatable (or static)
  27478. * @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
  27479. * @returns the current mesh
  27480. */
  27481. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27482. /**
  27483. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27484. * If the mesh has no geometry, it is simply returned as it is.
  27485. * @param kind defines vertex data kind:
  27486. * * VertexBuffer.PositionKind
  27487. * * VertexBuffer.UVKind
  27488. * * VertexBuffer.UV2Kind
  27489. * * VertexBuffer.UV3Kind
  27490. * * VertexBuffer.UV4Kind
  27491. * * VertexBuffer.UV5Kind
  27492. * * VertexBuffer.UV6Kind
  27493. * * VertexBuffer.ColorKind
  27494. * * VertexBuffer.MatricesIndicesKind
  27495. * * VertexBuffer.MatricesIndicesExtraKind
  27496. * * VertexBuffer.MatricesWeightsKind
  27497. * * VertexBuffer.MatricesWeightsExtraKind
  27498. * @param data defines the data source
  27499. * @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
  27500. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27501. * @returns the current mesh
  27502. */
  27503. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27504. /**
  27505. * Sets the mesh indices,
  27506. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27507. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27508. * @param totalVertices Defines the total number of vertices
  27509. * @returns the current mesh
  27510. */
  27511. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27512. /**
  27513. * Gets a boolean indicating if specific vertex data is present
  27514. * @param kind defines the vertex data kind to use
  27515. * @returns true is data kind is present
  27516. */
  27517. isVerticesDataPresent(kind: string): boolean;
  27518. /**
  27519. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27520. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27521. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27522. * @returns a BoundingInfo
  27523. */
  27524. getBoundingInfo(): BoundingInfo;
  27525. /**
  27526. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27527. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27528. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27529. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27530. * @returns the current mesh
  27531. */
  27532. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27533. /**
  27534. * Overwrite the current bounding info
  27535. * @param boundingInfo defines the new bounding info
  27536. * @returns the current mesh
  27537. */
  27538. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27539. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27540. readonly useBones: boolean;
  27541. /** @hidden */
  27542. _preActivate(): void;
  27543. /** @hidden */
  27544. _preActivateForIntermediateRendering(renderId: number): void;
  27545. /** @hidden */
  27546. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27547. /** @hidden */
  27548. _postActivate(): void;
  27549. /** @hidden */
  27550. _freeze(): void;
  27551. /** @hidden */
  27552. _unFreeze(): void;
  27553. /**
  27554. * Gets the current world matrix
  27555. * @returns a Matrix
  27556. */
  27557. getWorldMatrix(): Matrix;
  27558. /** @hidden */
  27559. _getWorldMatrixDeterminant(): number;
  27560. /**
  27561. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27562. */
  27563. readonly isAnInstance: boolean;
  27564. /**
  27565. * Gets a boolean indicating if this mesh has instances
  27566. */
  27567. readonly hasInstances: boolean;
  27568. /**
  27569. * Perform relative position change from the point of view of behind the front of the mesh.
  27570. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27571. * Supports definition of mesh facing forward or backward
  27572. * @param amountRight defines the distance on the right axis
  27573. * @param amountUp defines the distance on the up axis
  27574. * @param amountForward defines the distance on the forward axis
  27575. * @returns the current mesh
  27576. */
  27577. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27578. /**
  27579. * Calculate relative position change from the point of view of behind the front of the mesh.
  27580. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27581. * Supports definition of mesh facing forward or backward
  27582. * @param amountRight defines the distance on the right axis
  27583. * @param amountUp defines the distance on the up axis
  27584. * @param amountForward defines the distance on the forward axis
  27585. * @returns the new displacement vector
  27586. */
  27587. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27588. /**
  27589. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27590. * Supports definition of mesh facing forward or backward
  27591. * @param flipBack defines the flip
  27592. * @param twirlClockwise defines the twirl
  27593. * @param tiltRight defines the tilt
  27594. * @returns the current mesh
  27595. */
  27596. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27597. /**
  27598. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27599. * Supports definition of mesh facing forward or backward.
  27600. * @param flipBack defines the flip
  27601. * @param twirlClockwise defines the twirl
  27602. * @param tiltRight defines the tilt
  27603. * @returns the new rotation vector
  27604. */
  27605. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27606. /**
  27607. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27608. * This means the mesh underlying bounding box and sphere are recomputed.
  27609. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27610. * @returns the current mesh
  27611. */
  27612. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27613. /** @hidden */
  27614. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27615. /** @hidden */
  27616. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27617. /** @hidden */
  27618. _updateBoundingInfo(): AbstractMesh;
  27619. /** @hidden */
  27620. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27621. /** @hidden */
  27622. protected _afterComputeWorldMatrix(): void;
  27623. /** @hidden */
  27624. readonly _effectiveMesh: AbstractMesh;
  27625. /**
  27626. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27627. * A mesh is in the frustum if its bounding box intersects the frustum
  27628. * @param frustumPlanes defines the frustum to test
  27629. * @returns true if the mesh is in the frustum planes
  27630. */
  27631. isInFrustum(frustumPlanes: Plane[]): boolean;
  27632. /**
  27633. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27634. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27635. * @param frustumPlanes defines the frustum to test
  27636. * @returns true if the mesh is completely in the frustum planes
  27637. */
  27638. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27639. /**
  27640. * True if the mesh intersects another mesh or a SolidParticle object
  27641. * @param mesh defines a target mesh or SolidParticle to test
  27642. * @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)
  27643. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27644. * @returns true if there is an intersection
  27645. */
  27646. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27647. /**
  27648. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27649. * @param point defines the point to test
  27650. * @returns true if there is an intersection
  27651. */
  27652. intersectsPoint(point: Vector3): boolean;
  27653. /**
  27654. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27655. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27656. */
  27657. checkCollisions: boolean;
  27658. /**
  27659. * Gets Collider object used to compute collisions (not physics)
  27660. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27661. */
  27662. readonly collider: Nullable<Collider>;
  27663. /**
  27664. * Move the mesh using collision engine
  27665. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27666. * @param displacement defines the requested displacement vector
  27667. * @returns the current mesh
  27668. */
  27669. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27670. private _onCollisionPositionChange;
  27671. /** @hidden */
  27672. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27673. /** @hidden */
  27674. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27675. /** @hidden */
  27676. _checkCollision(collider: Collider): AbstractMesh;
  27677. /** @hidden */
  27678. _generatePointsArray(): boolean;
  27679. /**
  27680. * Checks if the passed Ray intersects with the mesh
  27681. * @param ray defines the ray to use
  27682. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27683. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27684. * @returns the picking info
  27685. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27686. */
  27687. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27688. /**
  27689. * Clones the current mesh
  27690. * @param name defines the mesh name
  27691. * @param newParent defines the new mesh parent
  27692. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27693. * @returns the new mesh
  27694. */
  27695. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27696. /**
  27697. * Disposes all the submeshes of the current meshnp
  27698. * @returns the current mesh
  27699. */
  27700. releaseSubMeshes(): AbstractMesh;
  27701. /**
  27702. * Releases resources associated with this abstract mesh.
  27703. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27704. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27705. */
  27706. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27707. /**
  27708. * Adds the passed mesh as a child to the current mesh
  27709. * @param mesh defines the child mesh
  27710. * @returns the current mesh
  27711. */
  27712. addChild(mesh: AbstractMesh): AbstractMesh;
  27713. /**
  27714. * Removes the passed mesh from the current mesh children list
  27715. * @param mesh defines the child mesh
  27716. * @returns the current mesh
  27717. */
  27718. removeChild(mesh: AbstractMesh): AbstractMesh;
  27719. /** @hidden */
  27720. private _initFacetData;
  27721. /**
  27722. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27723. * This method can be called within the render loop.
  27724. * 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
  27725. * @returns the current mesh
  27726. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27727. */
  27728. updateFacetData(): AbstractMesh;
  27729. /**
  27730. * Returns the facetLocalNormals array.
  27731. * The normals are expressed in the mesh local spac
  27732. * @returns an array of Vector3
  27733. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27734. */
  27735. getFacetLocalNormals(): Vector3[];
  27736. /**
  27737. * Returns the facetLocalPositions array.
  27738. * The facet positions are expressed in the mesh local space
  27739. * @returns an array of Vector3
  27740. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27741. */
  27742. getFacetLocalPositions(): Vector3[];
  27743. /**
  27744. * Returns the facetLocalPartioning array
  27745. * @returns an array of array of numbers
  27746. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27747. */
  27748. getFacetLocalPartitioning(): number[][];
  27749. /**
  27750. * Returns the i-th facet position in the world system.
  27751. * This method allocates a new Vector3 per call
  27752. * @param i defines the facet index
  27753. * @returns a new Vector3
  27754. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27755. */
  27756. getFacetPosition(i: number): Vector3;
  27757. /**
  27758. * Sets the reference Vector3 with the i-th facet position in the world system
  27759. * @param i defines the facet index
  27760. * @param ref defines the target vector
  27761. * @returns the current mesh
  27762. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27763. */
  27764. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27765. /**
  27766. * Returns the i-th facet normal in the world system.
  27767. * This method allocates a new Vector3 per call
  27768. * @param i defines the facet index
  27769. * @returns a new Vector3
  27770. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27771. */
  27772. getFacetNormal(i: number): Vector3;
  27773. /**
  27774. * Sets the reference Vector3 with the i-th facet normal in the world system
  27775. * @param i defines the facet index
  27776. * @param ref defines the target vector
  27777. * @returns the current mesh
  27778. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27779. */
  27780. getFacetNormalToRef(i: number, ref: Vector3): this;
  27781. /**
  27782. * 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)
  27783. * @param x defines x coordinate
  27784. * @param y defines y coordinate
  27785. * @param z defines z coordinate
  27786. * @returns the array of facet indexes
  27787. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27788. */
  27789. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27790. /**
  27791. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27792. * @param projected sets as the (x,y,z) world projection on the facet
  27793. * @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
  27794. * @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
  27795. * @param x defines x coordinate
  27796. * @param y defines y coordinate
  27797. * @param z defines z coordinate
  27798. * @returns the face index if found (or null instead)
  27799. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27800. */
  27801. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27802. /**
  27803. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27804. * @param projected sets as the (x,y,z) local projection on the facet
  27805. * @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
  27806. * @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
  27807. * @param x defines x coordinate
  27808. * @param y defines y coordinate
  27809. * @param z defines z coordinate
  27810. * @returns the face index if found (or null instead)
  27811. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27812. */
  27813. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27814. /**
  27815. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27816. * @returns the parameters
  27817. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27818. */
  27819. getFacetDataParameters(): any;
  27820. /**
  27821. * Disables the feature FacetData and frees the related memory
  27822. * @returns the current mesh
  27823. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27824. */
  27825. disableFacetData(): AbstractMesh;
  27826. /**
  27827. * Updates the AbstractMesh indices array
  27828. * @param indices defines the data source
  27829. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27830. * @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)
  27831. * @returns the current mesh
  27832. */
  27833. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27834. /**
  27835. * Creates new normals data for the mesh
  27836. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27837. * @returns the current mesh
  27838. */
  27839. createNormals(updatable: boolean): AbstractMesh;
  27840. /**
  27841. * Align the mesh with a normal
  27842. * @param normal defines the normal to use
  27843. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27844. * @returns the current mesh
  27845. */
  27846. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27847. /** @hidden */
  27848. _checkOcclusionQuery(): boolean;
  27849. /**
  27850. * Disables the mesh edge rendering mode
  27851. * @returns the currentAbstractMesh
  27852. */
  27853. disableEdgesRendering(): AbstractMesh;
  27854. /**
  27855. * Enables the edge rendering mode on the mesh.
  27856. * This mode makes the mesh edges visible
  27857. * @param epsilon defines the maximal distance between two angles to detect a face
  27858. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27859. * @returns the currentAbstractMesh
  27860. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27861. */
  27862. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27863. }
  27864. }
  27865. declare module "babylonjs/Actions/actionEvent" {
  27866. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27867. import { Nullable } from "babylonjs/types";
  27868. import { Sprite } from "babylonjs/Sprites/sprite";
  27869. import { Scene } from "babylonjs/scene";
  27870. import { Vector2 } from "babylonjs/Maths/math.vector";
  27871. /**
  27872. * Interface used to define ActionEvent
  27873. */
  27874. export interface IActionEvent {
  27875. /** The mesh or sprite that triggered the action */
  27876. source: any;
  27877. /** The X mouse cursor position at the time of the event */
  27878. pointerX: number;
  27879. /** The Y mouse cursor position at the time of the event */
  27880. pointerY: number;
  27881. /** The mesh that is currently pointed at (can be null) */
  27882. meshUnderPointer: Nullable<AbstractMesh>;
  27883. /** the original (browser) event that triggered the ActionEvent */
  27884. sourceEvent?: any;
  27885. /** additional data for the event */
  27886. additionalData?: any;
  27887. }
  27888. /**
  27889. * ActionEvent is the event being sent when an action is triggered.
  27890. */
  27891. export class ActionEvent implements IActionEvent {
  27892. /** The mesh or sprite that triggered the action */
  27893. source: any;
  27894. /** The X mouse cursor position at the time of the event */
  27895. pointerX: number;
  27896. /** The Y mouse cursor position at the time of the event */
  27897. pointerY: number;
  27898. /** The mesh that is currently pointed at (can be null) */
  27899. meshUnderPointer: Nullable<AbstractMesh>;
  27900. /** the original (browser) event that triggered the ActionEvent */
  27901. sourceEvent?: any;
  27902. /** additional data for the event */
  27903. additionalData?: any;
  27904. /**
  27905. * Creates a new ActionEvent
  27906. * @param source The mesh or sprite that triggered the action
  27907. * @param pointerX The X mouse cursor position at the time of the event
  27908. * @param pointerY The Y mouse cursor position at the time of the event
  27909. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27910. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27911. * @param additionalData additional data for the event
  27912. */
  27913. constructor(
  27914. /** The mesh or sprite that triggered the action */
  27915. source: any,
  27916. /** The X mouse cursor position at the time of the event */
  27917. pointerX: number,
  27918. /** The Y mouse cursor position at the time of the event */
  27919. pointerY: number,
  27920. /** The mesh that is currently pointed at (can be null) */
  27921. meshUnderPointer: Nullable<AbstractMesh>,
  27922. /** the original (browser) event that triggered the ActionEvent */
  27923. sourceEvent?: any,
  27924. /** additional data for the event */
  27925. additionalData?: any);
  27926. /**
  27927. * Helper function to auto-create an ActionEvent from a source mesh.
  27928. * @param source The source mesh that triggered the event
  27929. * @param evt The original (browser) event
  27930. * @param additionalData additional data for the event
  27931. * @returns the new ActionEvent
  27932. */
  27933. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27934. /**
  27935. * Helper function to auto-create an ActionEvent from a source sprite
  27936. * @param source The source sprite that triggered the event
  27937. * @param scene Scene associated with the sprite
  27938. * @param evt The original (browser) event
  27939. * @param additionalData additional data for the event
  27940. * @returns the new ActionEvent
  27941. */
  27942. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27943. /**
  27944. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27945. * @param scene the scene where the event occurred
  27946. * @param evt The original (browser) event
  27947. * @returns the new ActionEvent
  27948. */
  27949. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27950. /**
  27951. * Helper function to auto-create an ActionEvent from a primitive
  27952. * @param prim defines the target primitive
  27953. * @param pointerPos defines the pointer position
  27954. * @param evt The original (browser) event
  27955. * @param additionalData additional data for the event
  27956. * @returns the new ActionEvent
  27957. */
  27958. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27959. }
  27960. }
  27961. declare module "babylonjs/Actions/abstractActionManager" {
  27962. import { IDisposable } from "babylonjs/scene";
  27963. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27964. import { IAction } from "babylonjs/Actions/action";
  27965. import { Nullable } from "babylonjs/types";
  27966. /**
  27967. * Abstract class used to decouple action Manager from scene and meshes.
  27968. * Do not instantiate.
  27969. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27970. */
  27971. export abstract class AbstractActionManager implements IDisposable {
  27972. /** Gets the list of active triggers */
  27973. static Triggers: {
  27974. [key: string]: number;
  27975. };
  27976. /** Gets the cursor to use when hovering items */
  27977. hoverCursor: string;
  27978. /** Gets the list of actions */
  27979. actions: IAction[];
  27980. /**
  27981. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27982. */
  27983. isRecursive: boolean;
  27984. /**
  27985. * Releases all associated resources
  27986. */
  27987. abstract dispose(): void;
  27988. /**
  27989. * Does this action manager has pointer triggers
  27990. */
  27991. abstract readonly hasPointerTriggers: boolean;
  27992. /**
  27993. * Does this action manager has pick triggers
  27994. */
  27995. abstract readonly hasPickTriggers: boolean;
  27996. /**
  27997. * Process a specific trigger
  27998. * @param trigger defines the trigger to process
  27999. * @param evt defines the event details to be processed
  28000. */
  28001. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  28002. /**
  28003. * Does this action manager handles actions of any of the given triggers
  28004. * @param triggers defines the triggers to be tested
  28005. * @return a boolean indicating whether one (or more) of the triggers is handled
  28006. */
  28007. abstract hasSpecificTriggers(triggers: number[]): boolean;
  28008. /**
  28009. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  28010. * speed.
  28011. * @param triggerA defines the trigger to be tested
  28012. * @param triggerB defines the trigger to be tested
  28013. * @return a boolean indicating whether one (or more) of the triggers is handled
  28014. */
  28015. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  28016. /**
  28017. * Does this action manager handles actions of a given trigger
  28018. * @param trigger defines the trigger to be tested
  28019. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  28020. * @return whether the trigger is handled
  28021. */
  28022. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  28023. /**
  28024. * Serialize this manager to a JSON object
  28025. * @param name defines the property name to store this manager
  28026. * @returns a JSON representation of this manager
  28027. */
  28028. abstract serialize(name: string): any;
  28029. /**
  28030. * Registers an action to this action manager
  28031. * @param action defines the action to be registered
  28032. * @return the action amended (prepared) after registration
  28033. */
  28034. abstract registerAction(action: IAction): Nullable<IAction>;
  28035. /**
  28036. * Unregisters an action to this action manager
  28037. * @param action defines the action to be unregistered
  28038. * @return a boolean indicating whether the action has been unregistered
  28039. */
  28040. abstract unregisterAction(action: IAction): Boolean;
  28041. /**
  28042. * Does exist one action manager with at least one trigger
  28043. **/
  28044. static readonly HasTriggers: boolean;
  28045. /**
  28046. * Does exist one action manager with at least one pick trigger
  28047. **/
  28048. static readonly HasPickTriggers: boolean;
  28049. /**
  28050. * Does exist one action manager that handles actions of a given trigger
  28051. * @param trigger defines the trigger to be tested
  28052. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  28053. **/
  28054. static HasSpecificTrigger(trigger: number): boolean;
  28055. }
  28056. }
  28057. declare module "babylonjs/node" {
  28058. import { Scene } from "babylonjs/scene";
  28059. import { Nullable } from "babylonjs/types";
  28060. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  28061. import { Engine } from "babylonjs/Engines/engine";
  28062. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  28063. import { Observable } from "babylonjs/Misc/observable";
  28064. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  28065. import { IInspectable } from "babylonjs/Misc/iInspectable";
  28066. import { Animatable } from "babylonjs/Animations/animatable";
  28067. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  28068. import { Animation } from "babylonjs/Animations/animation";
  28069. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28070. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28071. /**
  28072. * Defines how a node can be built from a string name.
  28073. */
  28074. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  28075. /**
  28076. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  28077. */
  28078. export class Node implements IBehaviorAware<Node> {
  28079. /** @hidden */
  28080. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  28081. private static _NodeConstructors;
  28082. /**
  28083. * Add a new node constructor
  28084. * @param type defines the type name of the node to construct
  28085. * @param constructorFunc defines the constructor function
  28086. */
  28087. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  28088. /**
  28089. * Returns a node constructor based on type name
  28090. * @param type defines the type name
  28091. * @param name defines the new node name
  28092. * @param scene defines the hosting scene
  28093. * @param options defines optional options to transmit to constructors
  28094. * @returns the new constructor or null
  28095. */
  28096. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  28097. /**
  28098. * Gets or sets the name of the node
  28099. */
  28100. name: string;
  28101. /**
  28102. * Gets or sets the id of the node
  28103. */
  28104. id: string;
  28105. /**
  28106. * Gets or sets the unique id of the node
  28107. */
  28108. uniqueId: number;
  28109. /**
  28110. * Gets or sets a string used to store user defined state for the node
  28111. */
  28112. state: string;
  28113. /**
  28114. * Gets or sets an object used to store user defined information for the node
  28115. */
  28116. metadata: any;
  28117. /**
  28118. * For internal use only. Please do not use.
  28119. */
  28120. reservedDataStore: any;
  28121. /**
  28122. * List of inspectable custom properties (used by the Inspector)
  28123. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  28124. */
  28125. inspectableCustomProperties: IInspectable[];
  28126. private _doNotSerialize;
  28127. /**
  28128. * Gets or sets a boolean used to define if the node must be serialized
  28129. */
  28130. doNotSerialize: boolean;
  28131. /** @hidden */
  28132. _isDisposed: boolean;
  28133. /**
  28134. * Gets a list of Animations associated with the node
  28135. */
  28136. animations: import("babylonjs/Animations/animation").Animation[];
  28137. protected _ranges: {
  28138. [name: string]: Nullable<AnimationRange>;
  28139. };
  28140. /**
  28141. * Callback raised when the node is ready to be used
  28142. */
  28143. onReady: Nullable<(node: Node) => void>;
  28144. private _isEnabled;
  28145. private _isParentEnabled;
  28146. private _isReady;
  28147. /** @hidden */
  28148. _currentRenderId: number;
  28149. private _parentUpdateId;
  28150. /** @hidden */
  28151. _childUpdateId: number;
  28152. /** @hidden */
  28153. _waitingParentId: Nullable<string>;
  28154. /** @hidden */
  28155. _scene: Scene;
  28156. /** @hidden */
  28157. _cache: any;
  28158. private _parentNode;
  28159. private _children;
  28160. /** @hidden */
  28161. _worldMatrix: Matrix;
  28162. /** @hidden */
  28163. _worldMatrixDeterminant: number;
  28164. /** @hidden */
  28165. _worldMatrixDeterminantIsDirty: boolean;
  28166. /** @hidden */
  28167. private _sceneRootNodesIndex;
  28168. /**
  28169. * Gets a boolean indicating if the node has been disposed
  28170. * @returns true if the node was disposed
  28171. */
  28172. isDisposed(): boolean;
  28173. /**
  28174. * Gets or sets the parent of the node (without keeping the current position in the scene)
  28175. * @see https://doc.babylonjs.com/how_to/parenting
  28176. */
  28177. parent: Nullable<Node>;
  28178. /** @hidden */
  28179. _addToSceneRootNodes(): void;
  28180. /** @hidden */
  28181. _removeFromSceneRootNodes(): void;
  28182. private _animationPropertiesOverride;
  28183. /**
  28184. * Gets or sets the animation properties override
  28185. */
  28186. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  28187. /**
  28188. * Gets a string idenfifying the name of the class
  28189. * @returns "Node" string
  28190. */
  28191. getClassName(): string;
  28192. /** @hidden */
  28193. readonly _isNode: boolean;
  28194. /**
  28195. * An event triggered when the mesh is disposed
  28196. */
  28197. onDisposeObservable: Observable<Node>;
  28198. private _onDisposeObserver;
  28199. /**
  28200. * Sets a callback that will be raised when the node will be disposed
  28201. */
  28202. onDispose: () => void;
  28203. /**
  28204. * Creates a new Node
  28205. * @param name the name and id to be given to this node
  28206. * @param scene the scene this node will be added to
  28207. */
  28208. constructor(name: string, scene?: Nullable<Scene>);
  28209. /**
  28210. * Gets the scene of the node
  28211. * @returns a scene
  28212. */
  28213. getScene(): Scene;
  28214. /**
  28215. * Gets the engine of the node
  28216. * @returns a Engine
  28217. */
  28218. getEngine(): Engine;
  28219. private _behaviors;
  28220. /**
  28221. * Attach a behavior to the node
  28222. * @see http://doc.babylonjs.com/features/behaviour
  28223. * @param behavior defines the behavior to attach
  28224. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  28225. * @returns the current Node
  28226. */
  28227. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  28228. /**
  28229. * Remove an attached behavior
  28230. * @see http://doc.babylonjs.com/features/behaviour
  28231. * @param behavior defines the behavior to attach
  28232. * @returns the current Node
  28233. */
  28234. removeBehavior(behavior: Behavior<Node>): Node;
  28235. /**
  28236. * Gets the list of attached behaviors
  28237. * @see http://doc.babylonjs.com/features/behaviour
  28238. */
  28239. readonly behaviors: Behavior<Node>[];
  28240. /**
  28241. * Gets an attached behavior by name
  28242. * @param name defines the name of the behavior to look for
  28243. * @see http://doc.babylonjs.com/features/behaviour
  28244. * @returns null if behavior was not found else the requested behavior
  28245. */
  28246. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  28247. /**
  28248. * Returns the latest update of the World matrix
  28249. * @returns a Matrix
  28250. */
  28251. getWorldMatrix(): Matrix;
  28252. /** @hidden */
  28253. _getWorldMatrixDeterminant(): number;
  28254. /**
  28255. * Returns directly the latest state of the mesh World matrix.
  28256. * A Matrix is returned.
  28257. */
  28258. readonly worldMatrixFromCache: Matrix;
  28259. /** @hidden */
  28260. _initCache(): void;
  28261. /** @hidden */
  28262. updateCache(force?: boolean): void;
  28263. /** @hidden */
  28264. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  28265. /** @hidden */
  28266. _updateCache(ignoreParentClass?: boolean): void;
  28267. /** @hidden */
  28268. _isSynchronized(): boolean;
  28269. /** @hidden */
  28270. _markSyncedWithParent(): void;
  28271. /** @hidden */
  28272. isSynchronizedWithParent(): boolean;
  28273. /** @hidden */
  28274. isSynchronized(): boolean;
  28275. /**
  28276. * Is this node ready to be used/rendered
  28277. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  28278. * @return true if the node is ready
  28279. */
  28280. isReady(completeCheck?: boolean): boolean;
  28281. /**
  28282. * Is this node enabled?
  28283. * 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
  28284. * @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
  28285. * @return whether this node (and its parent) is enabled
  28286. */
  28287. isEnabled(checkAncestors?: boolean): boolean;
  28288. /** @hidden */
  28289. protected _syncParentEnabledState(): void;
  28290. /**
  28291. * Set the enabled state of this node
  28292. * @param value defines the new enabled state
  28293. */
  28294. setEnabled(value: boolean): void;
  28295. /**
  28296. * Is this node a descendant of the given node?
  28297. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  28298. * @param ancestor defines the parent node to inspect
  28299. * @returns a boolean indicating if this node is a descendant of the given node
  28300. */
  28301. isDescendantOf(ancestor: Node): boolean;
  28302. /** @hidden */
  28303. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  28304. /**
  28305. * Will return all nodes that have this node as ascendant
  28306. * @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
  28307. * @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
  28308. * @return all children nodes of all types
  28309. */
  28310. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  28311. /**
  28312. * Get all child-meshes of this node
  28313. * @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)
  28314. * @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
  28315. * @returns an array of AbstractMesh
  28316. */
  28317. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  28318. /**
  28319. * Get all direct children of this node
  28320. * @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
  28321. * @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)
  28322. * @returns an array of Node
  28323. */
  28324. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  28325. /** @hidden */
  28326. _setReady(state: boolean): void;
  28327. /**
  28328. * Get an animation by name
  28329. * @param name defines the name of the animation to look for
  28330. * @returns null if not found else the requested animation
  28331. */
  28332. getAnimationByName(name: string): Nullable<Animation>;
  28333. /**
  28334. * Creates an animation range for this node
  28335. * @param name defines the name of the range
  28336. * @param from defines the starting key
  28337. * @param to defines the end key
  28338. */
  28339. createAnimationRange(name: string, from: number, to: number): void;
  28340. /**
  28341. * Delete a specific animation range
  28342. * @param name defines the name of the range to delete
  28343. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28344. */
  28345. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28346. /**
  28347. * Get an animation range by name
  28348. * @param name defines the name of the animation range to look for
  28349. * @returns null if not found else the requested animation range
  28350. */
  28351. getAnimationRange(name: string): Nullable<AnimationRange>;
  28352. /**
  28353. * Gets the list of all animation ranges defined on this node
  28354. * @returns an array
  28355. */
  28356. getAnimationRanges(): Nullable<AnimationRange>[];
  28357. /**
  28358. * Will start the animation sequence
  28359. * @param name defines the range frames for animation sequence
  28360. * @param loop defines if the animation should loop (false by default)
  28361. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28362. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28363. * @returns the object created for this animation. If range does not exist, it will return null
  28364. */
  28365. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28366. /**
  28367. * Serialize animation ranges into a JSON compatible object
  28368. * @returns serialization object
  28369. */
  28370. serializeAnimationRanges(): any;
  28371. /**
  28372. * Computes the world matrix of the node
  28373. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28374. * @returns the world matrix
  28375. */
  28376. computeWorldMatrix(force?: boolean): Matrix;
  28377. /**
  28378. * Releases resources associated with this node.
  28379. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28380. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28381. */
  28382. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28383. /**
  28384. * Parse animation range data from a serialization object and store them into a given node
  28385. * @param node defines where to store the animation ranges
  28386. * @param parsedNode defines the serialization object to read data from
  28387. * @param scene defines the hosting scene
  28388. */
  28389. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28390. /**
  28391. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28392. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28393. * @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
  28394. * @returns the new bounding vectors
  28395. */
  28396. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28397. min: Vector3;
  28398. max: Vector3;
  28399. };
  28400. }
  28401. }
  28402. declare module "babylonjs/Animations/animation" {
  28403. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28404. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28405. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28406. import { Nullable } from "babylonjs/types";
  28407. import { Scene } from "babylonjs/scene";
  28408. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28409. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28410. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28411. import { Node } from "babylonjs/node";
  28412. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28413. import { Size } from "babylonjs/Maths/math.size";
  28414. import { Animatable } from "babylonjs/Animations/animatable";
  28415. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28416. /**
  28417. * @hidden
  28418. */
  28419. export class _IAnimationState {
  28420. key: number;
  28421. repeatCount: number;
  28422. workValue?: any;
  28423. loopMode?: number;
  28424. offsetValue?: any;
  28425. highLimitValue?: any;
  28426. }
  28427. /**
  28428. * Class used to store any kind of animation
  28429. */
  28430. export class Animation {
  28431. /**Name of the animation */
  28432. name: string;
  28433. /**Property to animate */
  28434. targetProperty: string;
  28435. /**The frames per second of the animation */
  28436. framePerSecond: number;
  28437. /**The data type of the animation */
  28438. dataType: number;
  28439. /**The loop mode of the animation */
  28440. loopMode?: number | undefined;
  28441. /**Specifies if blending should be enabled */
  28442. enableBlending?: boolean | undefined;
  28443. /**
  28444. * Use matrix interpolation instead of using direct key value when animating matrices
  28445. */
  28446. static AllowMatricesInterpolation: boolean;
  28447. /**
  28448. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28449. */
  28450. static AllowMatrixDecomposeForInterpolation: boolean;
  28451. /**
  28452. * Stores the key frames of the animation
  28453. */
  28454. private _keys;
  28455. /**
  28456. * Stores the easing function of the animation
  28457. */
  28458. private _easingFunction;
  28459. /**
  28460. * @hidden Internal use only
  28461. */
  28462. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28463. /**
  28464. * The set of event that will be linked to this animation
  28465. */
  28466. private _events;
  28467. /**
  28468. * Stores an array of target property paths
  28469. */
  28470. targetPropertyPath: string[];
  28471. /**
  28472. * Stores the blending speed of the animation
  28473. */
  28474. blendingSpeed: number;
  28475. /**
  28476. * Stores the animation ranges for the animation
  28477. */
  28478. private _ranges;
  28479. /**
  28480. * @hidden Internal use
  28481. */
  28482. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28483. /**
  28484. * Sets up an animation
  28485. * @param property The property to animate
  28486. * @param animationType The animation type to apply
  28487. * @param framePerSecond The frames per second of the animation
  28488. * @param easingFunction The easing function used in the animation
  28489. * @returns The created animation
  28490. */
  28491. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28492. /**
  28493. * Create and start an animation on a node
  28494. * @param name defines the name of the global animation that will be run on all nodes
  28495. * @param node defines the root node where the animation will take place
  28496. * @param targetProperty defines property to animate
  28497. * @param framePerSecond defines the number of frame per second yo use
  28498. * @param totalFrame defines the number of frames in total
  28499. * @param from defines the initial value
  28500. * @param to defines the final value
  28501. * @param loopMode defines which loop mode you want to use (off by default)
  28502. * @param easingFunction defines the easing function to use (linear by default)
  28503. * @param onAnimationEnd defines the callback to call when animation end
  28504. * @returns the animatable created for this animation
  28505. */
  28506. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28507. /**
  28508. * Create and start an animation on a node and its descendants
  28509. * @param name defines the name of the global animation that will be run on all nodes
  28510. * @param node defines the root node where the animation will take place
  28511. * @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
  28512. * @param targetProperty defines property to animate
  28513. * @param framePerSecond defines the number of frame per second to use
  28514. * @param totalFrame defines the number of frames in total
  28515. * @param from defines the initial value
  28516. * @param to defines the final value
  28517. * @param loopMode defines which loop mode you want to use (off by default)
  28518. * @param easingFunction defines the easing function to use (linear by default)
  28519. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28520. * @returns the list of animatables created for all nodes
  28521. * @example https://www.babylonjs-playground.com/#MH0VLI
  28522. */
  28523. 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[]>;
  28524. /**
  28525. * Creates a new animation, merges it with the existing animations and starts it
  28526. * @param name Name of the animation
  28527. * @param node Node which contains the scene that begins the animations
  28528. * @param targetProperty Specifies which property to animate
  28529. * @param framePerSecond The frames per second of the animation
  28530. * @param totalFrame The total number of frames
  28531. * @param from The frame at the beginning of the animation
  28532. * @param to The frame at the end of the animation
  28533. * @param loopMode Specifies the loop mode of the animation
  28534. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28535. * @param onAnimationEnd Callback to run once the animation is complete
  28536. * @returns Nullable animation
  28537. */
  28538. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28539. /**
  28540. * Transition property of an host to the target Value
  28541. * @param property The property to transition
  28542. * @param targetValue The target Value of the property
  28543. * @param host The object where the property to animate belongs
  28544. * @param scene Scene used to run the animation
  28545. * @param frameRate Framerate (in frame/s) to use
  28546. * @param transition The transition type we want to use
  28547. * @param duration The duration of the animation, in milliseconds
  28548. * @param onAnimationEnd Callback trigger at the end of the animation
  28549. * @returns Nullable animation
  28550. */
  28551. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28552. /**
  28553. * Return the array of runtime animations currently using this animation
  28554. */
  28555. readonly runtimeAnimations: RuntimeAnimation[];
  28556. /**
  28557. * Specifies if any of the runtime animations are currently running
  28558. */
  28559. readonly hasRunningRuntimeAnimations: boolean;
  28560. /**
  28561. * Initializes the animation
  28562. * @param name Name of the animation
  28563. * @param targetProperty Property to animate
  28564. * @param framePerSecond The frames per second of the animation
  28565. * @param dataType The data type of the animation
  28566. * @param loopMode The loop mode of the animation
  28567. * @param enableBlending Specifies if blending should be enabled
  28568. */
  28569. constructor(
  28570. /**Name of the animation */
  28571. name: string,
  28572. /**Property to animate */
  28573. targetProperty: string,
  28574. /**The frames per second of the animation */
  28575. framePerSecond: number,
  28576. /**The data type of the animation */
  28577. dataType: number,
  28578. /**The loop mode of the animation */
  28579. loopMode?: number | undefined,
  28580. /**Specifies if blending should be enabled */
  28581. enableBlending?: boolean | undefined);
  28582. /**
  28583. * Converts the animation to a string
  28584. * @param fullDetails support for multiple levels of logging within scene loading
  28585. * @returns String form of the animation
  28586. */
  28587. toString(fullDetails?: boolean): string;
  28588. /**
  28589. * Add an event to this animation
  28590. * @param event Event to add
  28591. */
  28592. addEvent(event: AnimationEvent): void;
  28593. /**
  28594. * Remove all events found at the given frame
  28595. * @param frame The frame to remove events from
  28596. */
  28597. removeEvents(frame: number): void;
  28598. /**
  28599. * Retrieves all the events from the animation
  28600. * @returns Events from the animation
  28601. */
  28602. getEvents(): AnimationEvent[];
  28603. /**
  28604. * Creates an animation range
  28605. * @param name Name of the animation range
  28606. * @param from Starting frame of the animation range
  28607. * @param to Ending frame of the animation
  28608. */
  28609. createRange(name: string, from: number, to: number): void;
  28610. /**
  28611. * Deletes an animation range by name
  28612. * @param name Name of the animation range to delete
  28613. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28614. */
  28615. deleteRange(name: string, deleteFrames?: boolean): void;
  28616. /**
  28617. * Gets the animation range by name, or null if not defined
  28618. * @param name Name of the animation range
  28619. * @returns Nullable animation range
  28620. */
  28621. getRange(name: string): Nullable<AnimationRange>;
  28622. /**
  28623. * Gets the key frames from the animation
  28624. * @returns The key frames of the animation
  28625. */
  28626. getKeys(): Array<IAnimationKey>;
  28627. /**
  28628. * Gets the highest frame rate of the animation
  28629. * @returns Highest frame rate of the animation
  28630. */
  28631. getHighestFrame(): number;
  28632. /**
  28633. * Gets the easing function of the animation
  28634. * @returns Easing function of the animation
  28635. */
  28636. getEasingFunction(): IEasingFunction;
  28637. /**
  28638. * Sets the easing function of the animation
  28639. * @param easingFunction A custom mathematical formula for animation
  28640. */
  28641. setEasingFunction(easingFunction: EasingFunction): void;
  28642. /**
  28643. * Interpolates a scalar linearly
  28644. * @param startValue Start value of the animation curve
  28645. * @param endValue End value of the animation curve
  28646. * @param gradient Scalar amount to interpolate
  28647. * @returns Interpolated scalar value
  28648. */
  28649. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28650. /**
  28651. * Interpolates a scalar cubically
  28652. * @param startValue Start value of the animation curve
  28653. * @param outTangent End tangent of the animation
  28654. * @param endValue End value of the animation curve
  28655. * @param inTangent Start tangent of the animation curve
  28656. * @param gradient Scalar amount to interpolate
  28657. * @returns Interpolated scalar value
  28658. */
  28659. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28660. /**
  28661. * Interpolates a quaternion using a spherical linear interpolation
  28662. * @param startValue Start value of the animation curve
  28663. * @param endValue End value of the animation curve
  28664. * @param gradient Scalar amount to interpolate
  28665. * @returns Interpolated quaternion value
  28666. */
  28667. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28668. /**
  28669. * Interpolates a quaternion cubically
  28670. * @param startValue Start value of the animation curve
  28671. * @param outTangent End tangent of the animation curve
  28672. * @param endValue End value of the animation curve
  28673. * @param inTangent Start tangent of the animation curve
  28674. * @param gradient Scalar amount to interpolate
  28675. * @returns Interpolated quaternion value
  28676. */
  28677. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28678. /**
  28679. * Interpolates a Vector3 linearl
  28680. * @param startValue Start value of the animation curve
  28681. * @param endValue End value of the animation curve
  28682. * @param gradient Scalar amount to interpolate
  28683. * @returns Interpolated scalar value
  28684. */
  28685. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28686. /**
  28687. * Interpolates a Vector3 cubically
  28688. * @param startValue Start value of the animation curve
  28689. * @param outTangent End tangent of the animation
  28690. * @param endValue End value of the animation curve
  28691. * @param inTangent Start tangent of the animation curve
  28692. * @param gradient Scalar amount to interpolate
  28693. * @returns InterpolatedVector3 value
  28694. */
  28695. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28696. /**
  28697. * Interpolates a Vector2 linearly
  28698. * @param startValue Start value of the animation curve
  28699. * @param endValue End value of the animation curve
  28700. * @param gradient Scalar amount to interpolate
  28701. * @returns Interpolated Vector2 value
  28702. */
  28703. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28704. /**
  28705. * Interpolates a Vector2 cubically
  28706. * @param startValue Start value of the animation curve
  28707. * @param outTangent End tangent of the animation
  28708. * @param endValue End value of the animation curve
  28709. * @param inTangent Start tangent of the animation curve
  28710. * @param gradient Scalar amount to interpolate
  28711. * @returns Interpolated Vector2 value
  28712. */
  28713. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28714. /**
  28715. * Interpolates a size linearly
  28716. * @param startValue Start value of the animation curve
  28717. * @param endValue End value of the animation curve
  28718. * @param gradient Scalar amount to interpolate
  28719. * @returns Interpolated Size value
  28720. */
  28721. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28722. /**
  28723. * Interpolates a Color3 linearly
  28724. * @param startValue Start value of the animation curve
  28725. * @param endValue End value of the animation curve
  28726. * @param gradient Scalar amount to interpolate
  28727. * @returns Interpolated Color3 value
  28728. */
  28729. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28730. /**
  28731. * Interpolates a Color4 linearly
  28732. * @param startValue Start value of the animation curve
  28733. * @param endValue End value of the animation curve
  28734. * @param gradient Scalar amount to interpolate
  28735. * @returns Interpolated Color3 value
  28736. */
  28737. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28738. /**
  28739. * @hidden Internal use only
  28740. */
  28741. _getKeyValue(value: any): any;
  28742. /**
  28743. * @hidden Internal use only
  28744. */
  28745. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28746. /**
  28747. * Defines the function to use to interpolate matrices
  28748. * @param startValue defines the start matrix
  28749. * @param endValue defines the end matrix
  28750. * @param gradient defines the gradient between both matrices
  28751. * @param result defines an optional target matrix where to store the interpolation
  28752. * @returns the interpolated matrix
  28753. */
  28754. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28755. /**
  28756. * Makes a copy of the animation
  28757. * @returns Cloned animation
  28758. */
  28759. clone(): Animation;
  28760. /**
  28761. * Sets the key frames of the animation
  28762. * @param values The animation key frames to set
  28763. */
  28764. setKeys(values: Array<IAnimationKey>): void;
  28765. /**
  28766. * Serializes the animation to an object
  28767. * @returns Serialized object
  28768. */
  28769. serialize(): any;
  28770. /**
  28771. * Float animation type
  28772. */
  28773. static readonly ANIMATIONTYPE_FLOAT: number;
  28774. /**
  28775. * Vector3 animation type
  28776. */
  28777. static readonly ANIMATIONTYPE_VECTOR3: number;
  28778. /**
  28779. * Quaternion animation type
  28780. */
  28781. static readonly ANIMATIONTYPE_QUATERNION: number;
  28782. /**
  28783. * Matrix animation type
  28784. */
  28785. static readonly ANIMATIONTYPE_MATRIX: number;
  28786. /**
  28787. * Color3 animation type
  28788. */
  28789. static readonly ANIMATIONTYPE_COLOR3: number;
  28790. /**
  28791. * Color3 animation type
  28792. */
  28793. static readonly ANIMATIONTYPE_COLOR4: number;
  28794. /**
  28795. * Vector2 animation type
  28796. */
  28797. static readonly ANIMATIONTYPE_VECTOR2: number;
  28798. /**
  28799. * Size animation type
  28800. */
  28801. static readonly ANIMATIONTYPE_SIZE: number;
  28802. /**
  28803. * Relative Loop Mode
  28804. */
  28805. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28806. /**
  28807. * Cycle Loop Mode
  28808. */
  28809. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28810. /**
  28811. * Constant Loop Mode
  28812. */
  28813. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28814. /** @hidden */
  28815. static _UniversalLerp(left: any, right: any, amount: number): any;
  28816. /**
  28817. * Parses an animation object and creates an animation
  28818. * @param parsedAnimation Parsed animation object
  28819. * @returns Animation object
  28820. */
  28821. static Parse(parsedAnimation: any): Animation;
  28822. /**
  28823. * Appends the serialized animations from the source animations
  28824. * @param source Source containing the animations
  28825. * @param destination Target to store the animations
  28826. */
  28827. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28828. }
  28829. }
  28830. declare module "babylonjs/Animations/animatable.interface" {
  28831. import { Nullable } from "babylonjs/types";
  28832. import { Animation } from "babylonjs/Animations/animation";
  28833. /**
  28834. * Interface containing an array of animations
  28835. */
  28836. export interface IAnimatable {
  28837. /**
  28838. * Array of animations
  28839. */
  28840. animations: Nullable<Array<Animation>>;
  28841. }
  28842. }
  28843. declare module "babylonjs/Materials/fresnelParameters" {
  28844. import { Color3 } from "babylonjs/Maths/math.color";
  28845. /**
  28846. * This represents all the required information to add a fresnel effect on a material:
  28847. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28848. */
  28849. export class FresnelParameters {
  28850. private _isEnabled;
  28851. /**
  28852. * Define if the fresnel effect is enable or not.
  28853. */
  28854. isEnabled: boolean;
  28855. /**
  28856. * Define the color used on edges (grazing angle)
  28857. */
  28858. leftColor: Color3;
  28859. /**
  28860. * Define the color used on center
  28861. */
  28862. rightColor: Color3;
  28863. /**
  28864. * Define bias applied to computed fresnel term
  28865. */
  28866. bias: number;
  28867. /**
  28868. * Defined the power exponent applied to fresnel term
  28869. */
  28870. power: number;
  28871. /**
  28872. * Clones the current fresnel and its valuues
  28873. * @returns a clone fresnel configuration
  28874. */
  28875. clone(): FresnelParameters;
  28876. /**
  28877. * Serializes the current fresnel parameters to a JSON representation.
  28878. * @return the JSON serialization
  28879. */
  28880. serialize(): any;
  28881. /**
  28882. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28883. * @param parsedFresnelParameters Define the JSON representation
  28884. * @returns the parsed parameters
  28885. */
  28886. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28887. }
  28888. }
  28889. declare module "babylonjs/Misc/decorators" {
  28890. import { Nullable } from "babylonjs/types";
  28891. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28892. import { Scene } from "babylonjs/scene";
  28893. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28894. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28895. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28896. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28897. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28898. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28899. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28900. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28901. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28902. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28903. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28904. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28905. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28906. /**
  28907. * Decorator used to define property that can be serialized as reference to a camera
  28908. * @param sourceName defines the name of the property to decorate
  28909. */
  28910. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28911. /**
  28912. * Class used to help serialization objects
  28913. */
  28914. export class SerializationHelper {
  28915. /** @hidden */
  28916. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28917. /** @hidden */
  28918. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28919. /** @hidden */
  28920. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28921. /** @hidden */
  28922. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28923. /**
  28924. * Appends the serialized animations from the source animations
  28925. * @param source Source containing the animations
  28926. * @param destination Target to store the animations
  28927. */
  28928. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28929. /**
  28930. * Static function used to serialized a specific entity
  28931. * @param entity defines the entity to serialize
  28932. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28933. * @returns a JSON compatible object representing the serialization of the entity
  28934. */
  28935. static Serialize<T>(entity: T, serializationObject?: any): any;
  28936. /**
  28937. * Creates a new entity from a serialization data object
  28938. * @param creationFunction defines a function used to instanciated the new entity
  28939. * @param source defines the source serialization data
  28940. * @param scene defines the hosting scene
  28941. * @param rootUrl defines the root url for resources
  28942. * @returns a new entity
  28943. */
  28944. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28945. /**
  28946. * Clones an object
  28947. * @param creationFunction defines the function used to instanciate the new object
  28948. * @param source defines the source object
  28949. * @returns the cloned object
  28950. */
  28951. static Clone<T>(creationFunction: () => T, source: T): T;
  28952. /**
  28953. * Instanciates a new object based on a source one (some data will be shared between both object)
  28954. * @param creationFunction defines the function used to instanciate the new object
  28955. * @param source defines the source object
  28956. * @returns the new object
  28957. */
  28958. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28959. }
  28960. }
  28961. declare module "babylonjs/Misc/guid" {
  28962. /**
  28963. * Class used to manipulate GUIDs
  28964. */
  28965. export class GUID {
  28966. /**
  28967. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28968. * Be aware Math.random() could cause collisions, but:
  28969. * "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"
  28970. * @returns a pseudo random id
  28971. */
  28972. static RandomId(): string;
  28973. }
  28974. }
  28975. declare module "babylonjs/Materials/Textures/baseTexture" {
  28976. import { Observable } from "babylonjs/Misc/observable";
  28977. import { Nullable } from "babylonjs/types";
  28978. import { Scene } from "babylonjs/scene";
  28979. import { Matrix } from "babylonjs/Maths/math.vector";
  28980. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28981. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28982. import { ISize } from "babylonjs/Maths/math.size";
  28983. /**
  28984. * Base class of all the textures in babylon.
  28985. * It groups all the common properties the materials, post process, lights... might need
  28986. * in order to make a correct use of the texture.
  28987. */
  28988. export class BaseTexture implements IAnimatable {
  28989. /**
  28990. * Default anisotropic filtering level for the application.
  28991. * It is set to 4 as a good tradeoff between perf and quality.
  28992. */
  28993. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28994. /**
  28995. * Gets or sets the unique id of the texture
  28996. */
  28997. uniqueId: number;
  28998. /**
  28999. * Define the name of the texture.
  29000. */
  29001. name: string;
  29002. /**
  29003. * Gets or sets an object used to store user defined information.
  29004. */
  29005. metadata: any;
  29006. /**
  29007. * For internal use only. Please do not use.
  29008. */
  29009. reservedDataStore: any;
  29010. private _hasAlpha;
  29011. /**
  29012. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  29013. */
  29014. hasAlpha: boolean;
  29015. /**
  29016. * Defines if the alpha value should be determined via the rgb values.
  29017. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  29018. */
  29019. getAlphaFromRGB: boolean;
  29020. /**
  29021. * Intensity or strength of the texture.
  29022. * It is commonly used by materials to fine tune the intensity of the texture
  29023. */
  29024. level: number;
  29025. /**
  29026. * Define the UV chanel to use starting from 0 and defaulting to 0.
  29027. * This is part of the texture as textures usually maps to one uv set.
  29028. */
  29029. coordinatesIndex: number;
  29030. private _coordinatesMode;
  29031. /**
  29032. * How a texture is mapped.
  29033. *
  29034. * | Value | Type | Description |
  29035. * | ----- | ----------------------------------- | ----------- |
  29036. * | 0 | EXPLICIT_MODE | |
  29037. * | 1 | SPHERICAL_MODE | |
  29038. * | 2 | PLANAR_MODE | |
  29039. * | 3 | CUBIC_MODE | |
  29040. * | 4 | PROJECTION_MODE | |
  29041. * | 5 | SKYBOX_MODE | |
  29042. * | 6 | INVCUBIC_MODE | |
  29043. * | 7 | EQUIRECTANGULAR_MODE | |
  29044. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  29045. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  29046. */
  29047. coordinatesMode: number;
  29048. /**
  29049. * | Value | Type | Description |
  29050. * | ----- | ------------------ | ----------- |
  29051. * | 0 | CLAMP_ADDRESSMODE | |
  29052. * | 1 | WRAP_ADDRESSMODE | |
  29053. * | 2 | MIRROR_ADDRESSMODE | |
  29054. */
  29055. wrapU: number;
  29056. /**
  29057. * | Value | Type | Description |
  29058. * | ----- | ------------------ | ----------- |
  29059. * | 0 | CLAMP_ADDRESSMODE | |
  29060. * | 1 | WRAP_ADDRESSMODE | |
  29061. * | 2 | MIRROR_ADDRESSMODE | |
  29062. */
  29063. wrapV: number;
  29064. /**
  29065. * | Value | Type | Description |
  29066. * | ----- | ------------------ | ----------- |
  29067. * | 0 | CLAMP_ADDRESSMODE | |
  29068. * | 1 | WRAP_ADDRESSMODE | |
  29069. * | 2 | MIRROR_ADDRESSMODE | |
  29070. */
  29071. wrapR: number;
  29072. /**
  29073. * With compliant hardware and browser (supporting anisotropic filtering)
  29074. * this defines the level of anisotropic filtering in the texture.
  29075. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  29076. */
  29077. anisotropicFilteringLevel: number;
  29078. /**
  29079. * Define if the texture is a cube texture or if false a 2d texture.
  29080. */
  29081. isCube: boolean;
  29082. /**
  29083. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  29084. */
  29085. is3D: boolean;
  29086. /**
  29087. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  29088. */
  29089. is2DArray: boolean;
  29090. /**
  29091. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  29092. * HDR texture are usually stored in linear space.
  29093. * This only impacts the PBR and Background materials
  29094. */
  29095. gammaSpace: boolean;
  29096. /**
  29097. * Gets or sets whether or not the texture contains RGBD data.
  29098. */
  29099. isRGBD: boolean;
  29100. /**
  29101. * Is Z inverted in the texture (useful in a cube texture).
  29102. */
  29103. invertZ: boolean;
  29104. /**
  29105. * Are mip maps generated for this texture or not.
  29106. */
  29107. readonly noMipmap: boolean;
  29108. /**
  29109. * @hidden
  29110. */
  29111. lodLevelInAlpha: boolean;
  29112. /**
  29113. * With prefiltered texture, defined the offset used during the prefiltering steps.
  29114. */
  29115. lodGenerationOffset: number;
  29116. /**
  29117. * With prefiltered texture, defined the scale used during the prefiltering steps.
  29118. */
  29119. lodGenerationScale: number;
  29120. /**
  29121. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  29122. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  29123. * average roughness values.
  29124. */
  29125. linearSpecularLOD: boolean;
  29126. /**
  29127. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  29128. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  29129. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  29130. */
  29131. irradianceTexture: Nullable<BaseTexture>;
  29132. /**
  29133. * Define if the texture is a render target.
  29134. */
  29135. isRenderTarget: boolean;
  29136. /**
  29137. * Define the unique id of the texture in the scene.
  29138. */
  29139. readonly uid: string;
  29140. /**
  29141. * Return a string representation of the texture.
  29142. * @returns the texture as a string
  29143. */
  29144. toString(): string;
  29145. /**
  29146. * Get the class name of the texture.
  29147. * @returns "BaseTexture"
  29148. */
  29149. getClassName(): string;
  29150. /**
  29151. * Define the list of animation attached to the texture.
  29152. */
  29153. animations: import("babylonjs/Animations/animation").Animation[];
  29154. /**
  29155. * An event triggered when the texture is disposed.
  29156. */
  29157. onDisposeObservable: Observable<BaseTexture>;
  29158. private _onDisposeObserver;
  29159. /**
  29160. * Callback triggered when the texture has been disposed.
  29161. * Kept for back compatibility, you can use the onDisposeObservable instead.
  29162. */
  29163. onDispose: () => void;
  29164. /**
  29165. * Define the current state of the loading sequence when in delayed load mode.
  29166. */
  29167. delayLoadState: number;
  29168. private _scene;
  29169. /** @hidden */
  29170. _texture: Nullable<InternalTexture>;
  29171. private _uid;
  29172. /**
  29173. * Define if the texture is preventinga material to render or not.
  29174. * If not and the texture is not ready, the engine will use a default black texture instead.
  29175. */
  29176. readonly isBlocking: boolean;
  29177. /**
  29178. * Instantiates a new BaseTexture.
  29179. * Base class of all the textures in babylon.
  29180. * It groups all the common properties the materials, post process, lights... might need
  29181. * in order to make a correct use of the texture.
  29182. * @param scene Define the scene the texture blongs to
  29183. */
  29184. constructor(scene: Nullable<Scene>);
  29185. /**
  29186. * Get the scene the texture belongs to.
  29187. * @returns the scene or null if undefined
  29188. */
  29189. getScene(): Nullable<Scene>;
  29190. /**
  29191. * Get the texture transform matrix used to offset tile the texture for istance.
  29192. * @returns the transformation matrix
  29193. */
  29194. getTextureMatrix(): Matrix;
  29195. /**
  29196. * Get the texture reflection matrix used to rotate/transform the reflection.
  29197. * @returns the reflection matrix
  29198. */
  29199. getReflectionTextureMatrix(): Matrix;
  29200. /**
  29201. * Get the underlying lower level texture from Babylon.
  29202. * @returns the insternal texture
  29203. */
  29204. getInternalTexture(): Nullable<InternalTexture>;
  29205. /**
  29206. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  29207. * @returns true if ready or not blocking
  29208. */
  29209. isReadyOrNotBlocking(): boolean;
  29210. /**
  29211. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  29212. * @returns true if fully ready
  29213. */
  29214. isReady(): boolean;
  29215. private _cachedSize;
  29216. /**
  29217. * Get the size of the texture.
  29218. * @returns the texture size.
  29219. */
  29220. getSize(): ISize;
  29221. /**
  29222. * Get the base size of the texture.
  29223. * It can be different from the size if the texture has been resized for POT for instance
  29224. * @returns the base size
  29225. */
  29226. getBaseSize(): ISize;
  29227. /**
  29228. * Update the sampling mode of the texture.
  29229. * Default is Trilinear mode.
  29230. *
  29231. * | Value | Type | Description |
  29232. * | ----- | ------------------ | ----------- |
  29233. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  29234. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  29235. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  29236. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  29237. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  29238. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  29239. * | 7 | NEAREST_LINEAR | |
  29240. * | 8 | NEAREST_NEAREST | |
  29241. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  29242. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  29243. * | 11 | LINEAR_LINEAR | |
  29244. * | 12 | LINEAR_NEAREST | |
  29245. *
  29246. * > _mag_: magnification filter (close to the viewer)
  29247. * > _min_: minification filter (far from the viewer)
  29248. * > _mip_: filter used between mip map levels
  29249. *@param samplingMode Define the new sampling mode of the texture
  29250. */
  29251. updateSamplingMode(samplingMode: number): void;
  29252. /**
  29253. * Scales the texture if is `canRescale()`
  29254. * @param ratio the resize factor we want to use to rescale
  29255. */
  29256. scale(ratio: number): void;
  29257. /**
  29258. * Get if the texture can rescale.
  29259. */
  29260. readonly canRescale: boolean;
  29261. /** @hidden */
  29262. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  29263. /** @hidden */
  29264. _rebuild(): void;
  29265. /**
  29266. * Triggers the load sequence in delayed load mode.
  29267. */
  29268. delayLoad(): void;
  29269. /**
  29270. * Clones the texture.
  29271. * @returns the cloned texture
  29272. */
  29273. clone(): Nullable<BaseTexture>;
  29274. /**
  29275. * Get the texture underlying type (INT, FLOAT...)
  29276. */
  29277. readonly textureType: number;
  29278. /**
  29279. * Get the texture underlying format (RGB, RGBA...)
  29280. */
  29281. readonly textureFormat: number;
  29282. /**
  29283. * Indicates that textures need to be re-calculated for all materials
  29284. */
  29285. protected _markAllSubMeshesAsTexturesDirty(): void;
  29286. /**
  29287. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  29288. * This will returns an RGBA array buffer containing either in values (0-255) or
  29289. * float values (0-1) depending of the underlying buffer type.
  29290. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  29291. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  29292. * @param buffer defines a user defined buffer to fill with data (can be null)
  29293. * @returns The Array buffer containing the pixels data.
  29294. */
  29295. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  29296. /**
  29297. * Release and destroy the underlying lower level texture aka internalTexture.
  29298. */
  29299. releaseInternalTexture(): void;
  29300. /** @hidden */
  29301. readonly _lodTextureHigh: Nullable<BaseTexture>;
  29302. /** @hidden */
  29303. readonly _lodTextureMid: Nullable<BaseTexture>;
  29304. /** @hidden */
  29305. readonly _lodTextureLow: Nullable<BaseTexture>;
  29306. /**
  29307. * Dispose the texture and release its associated resources.
  29308. */
  29309. dispose(): void;
  29310. /**
  29311. * Serialize the texture into a JSON representation that can be parsed later on.
  29312. * @returns the JSON representation of the texture
  29313. */
  29314. serialize(): any;
  29315. /**
  29316. * Helper function to be called back once a list of texture contains only ready textures.
  29317. * @param textures Define the list of textures to wait for
  29318. * @param callback Define the callback triggered once the entire list will be ready
  29319. */
  29320. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  29321. }
  29322. }
  29323. declare module "babylonjs/Materials/effect" {
  29324. import { Observable } from "babylonjs/Misc/observable";
  29325. import { Nullable } from "babylonjs/types";
  29326. import { IDisposable } from "babylonjs/scene";
  29327. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29328. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29329. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  29330. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  29331. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29332. import { Engine } from "babylonjs/Engines/engine";
  29333. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29334. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29335. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  29336. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29337. /**
  29338. * Options to be used when creating an effect.
  29339. */
  29340. export interface IEffectCreationOptions {
  29341. /**
  29342. * Atrributes that will be used in the shader.
  29343. */
  29344. attributes: string[];
  29345. /**
  29346. * Uniform varible names that will be set in the shader.
  29347. */
  29348. uniformsNames: string[];
  29349. /**
  29350. * Uniform buffer variable names that will be set in the shader.
  29351. */
  29352. uniformBuffersNames: string[];
  29353. /**
  29354. * Sampler texture variable names that will be set in the shader.
  29355. */
  29356. samplers: string[];
  29357. /**
  29358. * Define statements that will be set in the shader.
  29359. */
  29360. defines: any;
  29361. /**
  29362. * Possible fallbacks for this effect to improve performance when needed.
  29363. */
  29364. fallbacks: Nullable<IEffectFallbacks>;
  29365. /**
  29366. * Callback that will be called when the shader is compiled.
  29367. */
  29368. onCompiled: Nullable<(effect: Effect) => void>;
  29369. /**
  29370. * Callback that will be called if an error occurs during shader compilation.
  29371. */
  29372. onError: Nullable<(effect: Effect, errors: string) => void>;
  29373. /**
  29374. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29375. */
  29376. indexParameters?: any;
  29377. /**
  29378. * Max number of lights that can be used in the shader.
  29379. */
  29380. maxSimultaneousLights?: number;
  29381. /**
  29382. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29383. */
  29384. transformFeedbackVaryings?: Nullable<string[]>;
  29385. }
  29386. /**
  29387. * Effect containing vertex and fragment shader that can be executed on an object.
  29388. */
  29389. export class Effect implements IDisposable {
  29390. /**
  29391. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29392. */
  29393. static ShadersRepository: string;
  29394. /**
  29395. * Name of the effect.
  29396. */
  29397. name: any;
  29398. /**
  29399. * String container all the define statements that should be set on the shader.
  29400. */
  29401. defines: string;
  29402. /**
  29403. * Callback that will be called when the shader is compiled.
  29404. */
  29405. onCompiled: Nullable<(effect: Effect) => void>;
  29406. /**
  29407. * Callback that will be called if an error occurs during shader compilation.
  29408. */
  29409. onError: Nullable<(effect: Effect, errors: string) => void>;
  29410. /**
  29411. * Callback that will be called when effect is bound.
  29412. */
  29413. onBind: Nullable<(effect: Effect) => void>;
  29414. /**
  29415. * Unique ID of the effect.
  29416. */
  29417. uniqueId: number;
  29418. /**
  29419. * Observable that will be called when the shader is compiled.
  29420. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29421. */
  29422. onCompileObservable: Observable<Effect>;
  29423. /**
  29424. * Observable that will be called if an error occurs during shader compilation.
  29425. */
  29426. onErrorObservable: Observable<Effect>;
  29427. /** @hidden */
  29428. _onBindObservable: Nullable<Observable<Effect>>;
  29429. /**
  29430. * Observable that will be called when effect is bound.
  29431. */
  29432. readonly onBindObservable: Observable<Effect>;
  29433. /** @hidden */
  29434. _bonesComputationForcedToCPU: boolean;
  29435. private static _uniqueIdSeed;
  29436. private _engine;
  29437. private _uniformBuffersNames;
  29438. private _uniformsNames;
  29439. private _samplerList;
  29440. private _samplers;
  29441. private _isReady;
  29442. private _compilationError;
  29443. private _allFallbacksProcessed;
  29444. private _attributesNames;
  29445. private _attributes;
  29446. private _uniforms;
  29447. /**
  29448. * Key for the effect.
  29449. * @hidden
  29450. */
  29451. _key: string;
  29452. private _indexParameters;
  29453. private _fallbacks;
  29454. private _vertexSourceCode;
  29455. private _fragmentSourceCode;
  29456. private _vertexSourceCodeOverride;
  29457. private _fragmentSourceCodeOverride;
  29458. private _transformFeedbackVaryings;
  29459. /**
  29460. * Compiled shader to webGL program.
  29461. * @hidden
  29462. */
  29463. _pipelineContext: Nullable<IPipelineContext>;
  29464. private _valueCache;
  29465. private static _baseCache;
  29466. /**
  29467. * Instantiates an effect.
  29468. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29469. * @param baseName Name of the effect.
  29470. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29471. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29472. * @param samplers List of sampler variables that will be passed to the shader.
  29473. * @param engine Engine to be used to render the effect
  29474. * @param defines Define statements to be added to the shader.
  29475. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29476. * @param onCompiled Callback that will be called when the shader is compiled.
  29477. * @param onError Callback that will be called if an error occurs during shader compilation.
  29478. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29479. */
  29480. 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);
  29481. private _useFinalCode;
  29482. /**
  29483. * Unique key for this effect
  29484. */
  29485. readonly key: string;
  29486. /**
  29487. * If the effect has been compiled and prepared.
  29488. * @returns if the effect is compiled and prepared.
  29489. */
  29490. isReady(): boolean;
  29491. private _isReadyInternal;
  29492. /**
  29493. * The engine the effect was initialized with.
  29494. * @returns the engine.
  29495. */
  29496. getEngine(): Engine;
  29497. /**
  29498. * The pipeline context for this effect
  29499. * @returns the associated pipeline context
  29500. */
  29501. getPipelineContext(): Nullable<IPipelineContext>;
  29502. /**
  29503. * The set of names of attribute variables for the shader.
  29504. * @returns An array of attribute names.
  29505. */
  29506. getAttributesNames(): string[];
  29507. /**
  29508. * Returns the attribute at the given index.
  29509. * @param index The index of the attribute.
  29510. * @returns The location of the attribute.
  29511. */
  29512. getAttributeLocation(index: number): number;
  29513. /**
  29514. * Returns the attribute based on the name of the variable.
  29515. * @param name of the attribute to look up.
  29516. * @returns the attribute location.
  29517. */
  29518. getAttributeLocationByName(name: string): number;
  29519. /**
  29520. * The number of attributes.
  29521. * @returns the numnber of attributes.
  29522. */
  29523. getAttributesCount(): number;
  29524. /**
  29525. * Gets the index of a uniform variable.
  29526. * @param uniformName of the uniform to look up.
  29527. * @returns the index.
  29528. */
  29529. getUniformIndex(uniformName: string): number;
  29530. /**
  29531. * Returns the attribute based on the name of the variable.
  29532. * @param uniformName of the uniform to look up.
  29533. * @returns the location of the uniform.
  29534. */
  29535. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29536. /**
  29537. * Returns an array of sampler variable names
  29538. * @returns The array of sampler variable neames.
  29539. */
  29540. getSamplers(): string[];
  29541. /**
  29542. * The error from the last compilation.
  29543. * @returns the error string.
  29544. */
  29545. getCompilationError(): string;
  29546. /**
  29547. * Gets a boolean indicating that all fallbacks were used during compilation
  29548. * @returns true if all fallbacks were used
  29549. */
  29550. allFallbacksProcessed(): boolean;
  29551. /**
  29552. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29553. * @param func The callback to be used.
  29554. */
  29555. executeWhenCompiled(func: (effect: Effect) => void): void;
  29556. private _checkIsReady;
  29557. private _loadShader;
  29558. /**
  29559. * Recompiles the webGL program
  29560. * @param vertexSourceCode The source code for the vertex shader.
  29561. * @param fragmentSourceCode The source code for the fragment shader.
  29562. * @param onCompiled Callback called when completed.
  29563. * @param onError Callback called on error.
  29564. * @hidden
  29565. */
  29566. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29567. /**
  29568. * Prepares the effect
  29569. * @hidden
  29570. */
  29571. _prepareEffect(): void;
  29572. private _processCompilationErrors;
  29573. /**
  29574. * Checks if the effect is supported. (Must be called after compilation)
  29575. */
  29576. readonly isSupported: boolean;
  29577. /**
  29578. * Binds a texture to the engine to be used as output of the shader.
  29579. * @param channel Name of the output variable.
  29580. * @param texture Texture to bind.
  29581. * @hidden
  29582. */
  29583. _bindTexture(channel: string, texture: InternalTexture): void;
  29584. /**
  29585. * Sets a texture on the engine to be used in the shader.
  29586. * @param channel Name of the sampler variable.
  29587. * @param texture Texture to set.
  29588. */
  29589. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29590. /**
  29591. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29592. * @param channel Name of the sampler variable.
  29593. * @param texture Texture to set.
  29594. */
  29595. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29596. /**
  29597. * Sets an array of textures on the engine to be used in the shader.
  29598. * @param channel Name of the variable.
  29599. * @param textures Textures to set.
  29600. */
  29601. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29602. /**
  29603. * 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)
  29604. * @param channel Name of the sampler variable.
  29605. * @param postProcess Post process to get the input texture from.
  29606. */
  29607. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29608. /**
  29609. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29610. * 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)
  29611. * @param channel Name of the sampler variable.
  29612. * @param postProcess Post process to get the output texture from.
  29613. */
  29614. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29615. /** @hidden */
  29616. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29617. /** @hidden */
  29618. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29619. /** @hidden */
  29620. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29621. /** @hidden */
  29622. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29623. /**
  29624. * Binds a buffer to a uniform.
  29625. * @param buffer Buffer to bind.
  29626. * @param name Name of the uniform variable to bind to.
  29627. */
  29628. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29629. /**
  29630. * Binds block to a uniform.
  29631. * @param blockName Name of the block to bind.
  29632. * @param index Index to bind.
  29633. */
  29634. bindUniformBlock(blockName: string, index: number): void;
  29635. /**
  29636. * Sets an interger value on a uniform variable.
  29637. * @param uniformName Name of the variable.
  29638. * @param value Value to be set.
  29639. * @returns this effect.
  29640. */
  29641. setInt(uniformName: string, value: number): Effect;
  29642. /**
  29643. * Sets an int array on a uniform variable.
  29644. * @param uniformName Name of the variable.
  29645. * @param array array to be set.
  29646. * @returns this effect.
  29647. */
  29648. setIntArray(uniformName: string, array: Int32Array): Effect;
  29649. /**
  29650. * 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)
  29651. * @param uniformName Name of the variable.
  29652. * @param array array to be set.
  29653. * @returns this effect.
  29654. */
  29655. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29656. /**
  29657. * 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)
  29658. * @param uniformName Name of the variable.
  29659. * @param array array to be set.
  29660. * @returns this effect.
  29661. */
  29662. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29663. /**
  29664. * 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)
  29665. * @param uniformName Name of the variable.
  29666. * @param array array to be set.
  29667. * @returns this effect.
  29668. */
  29669. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29670. /**
  29671. * Sets an float array on a uniform variable.
  29672. * @param uniformName Name of the variable.
  29673. * @param array array to be set.
  29674. * @returns this effect.
  29675. */
  29676. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29677. /**
  29678. * 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)
  29679. * @param uniformName Name of the variable.
  29680. * @param array array to be set.
  29681. * @returns this effect.
  29682. */
  29683. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29684. /**
  29685. * 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)
  29686. * @param uniformName Name of the variable.
  29687. * @param array array to be set.
  29688. * @returns this effect.
  29689. */
  29690. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29691. /**
  29692. * 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)
  29693. * @param uniformName Name of the variable.
  29694. * @param array array to be set.
  29695. * @returns this effect.
  29696. */
  29697. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29698. /**
  29699. * Sets an array on a uniform variable.
  29700. * @param uniformName Name of the variable.
  29701. * @param array array to be set.
  29702. * @returns this effect.
  29703. */
  29704. setArray(uniformName: string, array: number[]): Effect;
  29705. /**
  29706. * 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)
  29707. * @param uniformName Name of the variable.
  29708. * @param array array to be set.
  29709. * @returns this effect.
  29710. */
  29711. setArray2(uniformName: string, array: number[]): Effect;
  29712. /**
  29713. * 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)
  29714. * @param uniformName Name of the variable.
  29715. * @param array array to be set.
  29716. * @returns this effect.
  29717. */
  29718. setArray3(uniformName: string, array: number[]): Effect;
  29719. /**
  29720. * 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)
  29721. * @param uniformName Name of the variable.
  29722. * @param array array to be set.
  29723. * @returns this effect.
  29724. */
  29725. setArray4(uniformName: string, array: number[]): Effect;
  29726. /**
  29727. * Sets matrices on a uniform variable.
  29728. * @param uniformName Name of the variable.
  29729. * @param matrices matrices to be set.
  29730. * @returns this effect.
  29731. */
  29732. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29733. /**
  29734. * Sets matrix on a uniform variable.
  29735. * @param uniformName Name of the variable.
  29736. * @param matrix matrix to be set.
  29737. * @returns this effect.
  29738. */
  29739. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29740. /**
  29741. * 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)
  29742. * @param uniformName Name of the variable.
  29743. * @param matrix matrix to be set.
  29744. * @returns this effect.
  29745. */
  29746. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29747. /**
  29748. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29749. * @param uniformName Name of the variable.
  29750. * @param matrix matrix to be set.
  29751. * @returns this effect.
  29752. */
  29753. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29754. /**
  29755. * Sets a float on a uniform variable.
  29756. * @param uniformName Name of the variable.
  29757. * @param value value to be set.
  29758. * @returns this effect.
  29759. */
  29760. setFloat(uniformName: string, value: number): Effect;
  29761. /**
  29762. * Sets a boolean on a uniform variable.
  29763. * @param uniformName Name of the variable.
  29764. * @param bool value to be set.
  29765. * @returns this effect.
  29766. */
  29767. setBool(uniformName: string, bool: boolean): Effect;
  29768. /**
  29769. * Sets a Vector2 on a uniform variable.
  29770. * @param uniformName Name of the variable.
  29771. * @param vector2 vector2 to be set.
  29772. * @returns this effect.
  29773. */
  29774. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29775. /**
  29776. * Sets a float2 on a uniform variable.
  29777. * @param uniformName Name of the variable.
  29778. * @param x First float in float2.
  29779. * @param y Second float in float2.
  29780. * @returns this effect.
  29781. */
  29782. setFloat2(uniformName: string, x: number, y: number): Effect;
  29783. /**
  29784. * Sets a Vector3 on a uniform variable.
  29785. * @param uniformName Name of the variable.
  29786. * @param vector3 Value to be set.
  29787. * @returns this effect.
  29788. */
  29789. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29790. /**
  29791. * Sets a float3 on a uniform variable.
  29792. * @param uniformName Name of the variable.
  29793. * @param x First float in float3.
  29794. * @param y Second float in float3.
  29795. * @param z Third float in float3.
  29796. * @returns this effect.
  29797. */
  29798. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29799. /**
  29800. * Sets a Vector4 on a uniform variable.
  29801. * @param uniformName Name of the variable.
  29802. * @param vector4 Value to be set.
  29803. * @returns this effect.
  29804. */
  29805. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29806. /**
  29807. * Sets a float4 on a uniform variable.
  29808. * @param uniformName Name of the variable.
  29809. * @param x First float in float4.
  29810. * @param y Second float in float4.
  29811. * @param z Third float in float4.
  29812. * @param w Fourth float in float4.
  29813. * @returns this effect.
  29814. */
  29815. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29816. /**
  29817. * Sets a Color3 on a uniform variable.
  29818. * @param uniformName Name of the variable.
  29819. * @param color3 Value to be set.
  29820. * @returns this effect.
  29821. */
  29822. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29823. /**
  29824. * Sets a Color4 on a uniform variable.
  29825. * @param uniformName Name of the variable.
  29826. * @param color3 Value to be set.
  29827. * @param alpha Alpha value to be set.
  29828. * @returns this effect.
  29829. */
  29830. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29831. /**
  29832. * Sets a Color4 on a uniform variable
  29833. * @param uniformName defines the name of the variable
  29834. * @param color4 defines the value to be set
  29835. * @returns this effect.
  29836. */
  29837. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29838. /** Release all associated resources */
  29839. dispose(): void;
  29840. /**
  29841. * This function will add a new shader to the shader store
  29842. * @param name the name of the shader
  29843. * @param pixelShader optional pixel shader content
  29844. * @param vertexShader optional vertex shader content
  29845. */
  29846. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29847. /**
  29848. * Store of each shader (The can be looked up using effect.key)
  29849. */
  29850. static ShadersStore: {
  29851. [key: string]: string;
  29852. };
  29853. /**
  29854. * Store of each included file for a shader (The can be looked up using effect.key)
  29855. */
  29856. static IncludesShadersStore: {
  29857. [key: string]: string;
  29858. };
  29859. /**
  29860. * Resets the cache of effects.
  29861. */
  29862. static ResetCache(): void;
  29863. }
  29864. }
  29865. declare module "babylonjs/Engines/engineCapabilities" {
  29866. /**
  29867. * Interface used to describe the capabilities of the engine relatively to the current browser
  29868. */
  29869. export interface EngineCapabilities {
  29870. /** Maximum textures units per fragment shader */
  29871. maxTexturesImageUnits: number;
  29872. /** Maximum texture units per vertex shader */
  29873. maxVertexTextureImageUnits: number;
  29874. /** Maximum textures units in the entire pipeline */
  29875. maxCombinedTexturesImageUnits: number;
  29876. /** Maximum texture size */
  29877. maxTextureSize: number;
  29878. /** Maximum texture samples */
  29879. maxSamples?: number;
  29880. /** Maximum cube texture size */
  29881. maxCubemapTextureSize: number;
  29882. /** Maximum render texture size */
  29883. maxRenderTextureSize: number;
  29884. /** Maximum number of vertex attributes */
  29885. maxVertexAttribs: number;
  29886. /** Maximum number of varyings */
  29887. maxVaryingVectors: number;
  29888. /** Maximum number of uniforms per vertex shader */
  29889. maxVertexUniformVectors: number;
  29890. /** Maximum number of uniforms per fragment shader */
  29891. maxFragmentUniformVectors: number;
  29892. /** Defines if standard derivates (dx/dy) are supported */
  29893. standardDerivatives: boolean;
  29894. /** Defines if s3tc texture compression is supported */
  29895. s3tc?: WEBGL_compressed_texture_s3tc;
  29896. /** Defines if pvrtc texture compression is supported */
  29897. pvrtc: any;
  29898. /** Defines if etc1 texture compression is supported */
  29899. etc1: any;
  29900. /** Defines if etc2 texture compression is supported */
  29901. etc2: any;
  29902. /** Defines if astc texture compression is supported */
  29903. astc: any;
  29904. /** Defines if float textures are supported */
  29905. textureFloat: boolean;
  29906. /** Defines if vertex array objects are supported */
  29907. vertexArrayObject: boolean;
  29908. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29909. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29910. /** Gets the maximum level of anisotropy supported */
  29911. maxAnisotropy: number;
  29912. /** Defines if instancing is supported */
  29913. instancedArrays: boolean;
  29914. /** Defines if 32 bits indices are supported */
  29915. uintIndices: boolean;
  29916. /** Defines if high precision shaders are supported */
  29917. highPrecisionShaderSupported: boolean;
  29918. /** Defines if depth reading in the fragment shader is supported */
  29919. fragmentDepthSupported: boolean;
  29920. /** Defines if float texture linear filtering is supported*/
  29921. textureFloatLinearFiltering: boolean;
  29922. /** Defines if rendering to float textures is supported */
  29923. textureFloatRender: boolean;
  29924. /** Defines if half float textures are supported*/
  29925. textureHalfFloat: boolean;
  29926. /** Defines if half float texture linear filtering is supported*/
  29927. textureHalfFloatLinearFiltering: boolean;
  29928. /** Defines if rendering to half float textures is supported */
  29929. textureHalfFloatRender: boolean;
  29930. /** Defines if textureLOD shader command is supported */
  29931. textureLOD: boolean;
  29932. /** Defines if draw buffers extension is supported */
  29933. drawBuffersExtension: boolean;
  29934. /** Defines if depth textures are supported */
  29935. depthTextureExtension: boolean;
  29936. /** Defines if float color buffer are supported */
  29937. colorBufferFloat: boolean;
  29938. /** Gets disjoint timer query extension (null if not supported) */
  29939. timerQuery?: EXT_disjoint_timer_query;
  29940. /** Defines if timestamp can be used with timer query */
  29941. canUseTimestampForTimerQuery: boolean;
  29942. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29943. multiview?: any;
  29944. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  29945. oculusMultiview?: any;
  29946. /** Function used to let the system compiles shaders in background */
  29947. parallelShaderCompile?: {
  29948. COMPLETION_STATUS_KHR: number;
  29949. };
  29950. /** Max number of texture samples for MSAA */
  29951. maxMSAASamples: number;
  29952. /** Defines if the blend min max extension is supported */
  29953. blendMinMax: boolean;
  29954. }
  29955. }
  29956. declare module "babylonjs/States/depthCullingState" {
  29957. import { Nullable } from "babylonjs/types";
  29958. /**
  29959. * @hidden
  29960. **/
  29961. export class DepthCullingState {
  29962. private _isDepthTestDirty;
  29963. private _isDepthMaskDirty;
  29964. private _isDepthFuncDirty;
  29965. private _isCullFaceDirty;
  29966. private _isCullDirty;
  29967. private _isZOffsetDirty;
  29968. private _isFrontFaceDirty;
  29969. private _depthTest;
  29970. private _depthMask;
  29971. private _depthFunc;
  29972. private _cull;
  29973. private _cullFace;
  29974. private _zOffset;
  29975. private _frontFace;
  29976. /**
  29977. * Initializes the state.
  29978. */
  29979. constructor();
  29980. readonly isDirty: boolean;
  29981. zOffset: number;
  29982. cullFace: Nullable<number>;
  29983. cull: Nullable<boolean>;
  29984. depthFunc: Nullable<number>;
  29985. depthMask: boolean;
  29986. depthTest: boolean;
  29987. frontFace: Nullable<number>;
  29988. reset(): void;
  29989. apply(gl: WebGLRenderingContext): void;
  29990. }
  29991. }
  29992. declare module "babylonjs/States/stencilState" {
  29993. /**
  29994. * @hidden
  29995. **/
  29996. export class StencilState {
  29997. /** 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 */
  29998. static readonly ALWAYS: number;
  29999. /** Passed to stencilOperation to specify that stencil value must be kept */
  30000. static readonly KEEP: number;
  30001. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30002. static readonly REPLACE: number;
  30003. private _isStencilTestDirty;
  30004. private _isStencilMaskDirty;
  30005. private _isStencilFuncDirty;
  30006. private _isStencilOpDirty;
  30007. private _stencilTest;
  30008. private _stencilMask;
  30009. private _stencilFunc;
  30010. private _stencilFuncRef;
  30011. private _stencilFuncMask;
  30012. private _stencilOpStencilFail;
  30013. private _stencilOpDepthFail;
  30014. private _stencilOpStencilDepthPass;
  30015. readonly isDirty: boolean;
  30016. stencilFunc: number;
  30017. stencilFuncRef: number;
  30018. stencilFuncMask: number;
  30019. stencilOpStencilFail: number;
  30020. stencilOpDepthFail: number;
  30021. stencilOpStencilDepthPass: number;
  30022. stencilMask: number;
  30023. stencilTest: boolean;
  30024. constructor();
  30025. reset(): void;
  30026. apply(gl: WebGLRenderingContext): void;
  30027. }
  30028. }
  30029. declare module "babylonjs/States/alphaCullingState" {
  30030. /**
  30031. * @hidden
  30032. **/
  30033. export class AlphaState {
  30034. private _isAlphaBlendDirty;
  30035. private _isBlendFunctionParametersDirty;
  30036. private _isBlendEquationParametersDirty;
  30037. private _isBlendConstantsDirty;
  30038. private _alphaBlend;
  30039. private _blendFunctionParameters;
  30040. private _blendEquationParameters;
  30041. private _blendConstants;
  30042. /**
  30043. * Initializes the state.
  30044. */
  30045. constructor();
  30046. readonly isDirty: boolean;
  30047. alphaBlend: boolean;
  30048. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  30049. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30050. setAlphaEquationParameters(rgb: number, alpha: number): void;
  30051. reset(): void;
  30052. apply(gl: WebGLRenderingContext): void;
  30053. }
  30054. }
  30055. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30056. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30057. /** @hidden */
  30058. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30059. attributeProcessor(attribute: string): string;
  30060. varyingProcessor(varying: string, isFragment: boolean): string;
  30061. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30062. }
  30063. }
  30064. declare module "babylonjs/Engines/instancingAttributeInfo" {
  30065. /**
  30066. * Interface for attribute information associated with buffer instanciation
  30067. */
  30068. export interface InstancingAttributeInfo {
  30069. /**
  30070. * Index/offset of the attribute in the vertex shader
  30071. */
  30072. index: number;
  30073. /**
  30074. * size of the attribute, 1, 2, 3 or 4
  30075. */
  30076. attributeSize: number;
  30077. /**
  30078. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30079. * default is FLOAT
  30080. */
  30081. attributeType: number;
  30082. /**
  30083. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30084. */
  30085. normalized: boolean;
  30086. /**
  30087. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30088. */
  30089. offset: number;
  30090. /**
  30091. * Name of the GLSL attribute, for debugging purpose only
  30092. */
  30093. attributeName: string;
  30094. }
  30095. }
  30096. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  30097. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30098. import { Nullable } from "babylonjs/types";
  30099. module "babylonjs/Engines/thinEngine" {
  30100. interface ThinEngine {
  30101. /**
  30102. * Update a video texture
  30103. * @param texture defines the texture to update
  30104. * @param video defines the video element to use
  30105. * @param invertY defines if data must be stored with Y axis inverted
  30106. */
  30107. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  30108. }
  30109. }
  30110. }
  30111. declare module "babylonjs/Materials/Textures/videoTexture" {
  30112. import { Observable } from "babylonjs/Misc/observable";
  30113. import { Nullable } from "babylonjs/types";
  30114. import { Scene } from "babylonjs/scene";
  30115. import { Texture } from "babylonjs/Materials/Textures/texture";
  30116. import "babylonjs/Engines/Extensions/engine.videoTexture";
  30117. /**
  30118. * Settings for finer control over video usage
  30119. */
  30120. export interface VideoTextureSettings {
  30121. /**
  30122. * Applies `autoplay` to video, if specified
  30123. */
  30124. autoPlay?: boolean;
  30125. /**
  30126. * Applies `loop` to video, if specified
  30127. */
  30128. loop?: boolean;
  30129. /**
  30130. * Automatically updates internal texture from video at every frame in the render loop
  30131. */
  30132. autoUpdateTexture: boolean;
  30133. /**
  30134. * Image src displayed during the video loading or until the user interacts with the video.
  30135. */
  30136. poster?: string;
  30137. }
  30138. /**
  30139. * If you want to display a video in your scene, this is the special texture for that.
  30140. * This special texture works similar to other textures, with the exception of a few parameters.
  30141. * @see https://doc.babylonjs.com/how_to/video_texture
  30142. */
  30143. export class VideoTexture extends Texture {
  30144. /**
  30145. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30146. */
  30147. readonly autoUpdateTexture: boolean;
  30148. /**
  30149. * The video instance used by the texture internally
  30150. */
  30151. readonly video: HTMLVideoElement;
  30152. private _onUserActionRequestedObservable;
  30153. /**
  30154. * Event triggerd when a dom action is required by the user to play the video.
  30155. * This happens due to recent changes in browser policies preventing video to auto start.
  30156. */
  30157. readonly onUserActionRequestedObservable: Observable<Texture>;
  30158. private _generateMipMaps;
  30159. private _engine;
  30160. private _stillImageCaptured;
  30161. private _displayingPosterTexture;
  30162. private _settings;
  30163. private _createInternalTextureOnEvent;
  30164. private _frameId;
  30165. /**
  30166. * Creates a video texture.
  30167. * If you want to display a video in your scene, this is the special texture for that.
  30168. * This special texture works similar to other textures, with the exception of a few parameters.
  30169. * @see https://doc.babylonjs.com/how_to/video_texture
  30170. * @param name optional name, will detect from video source, if not defined
  30171. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30172. * @param scene is obviously the current scene.
  30173. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30174. * @param invertY is false by default but can be used to invert video on Y axis
  30175. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30176. * @param settings allows finer control over video usage
  30177. */
  30178. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30179. private _getName;
  30180. private _getVideo;
  30181. private _createInternalTexture;
  30182. private reset;
  30183. /**
  30184. * @hidden Internal method to initiate `update`.
  30185. */
  30186. _rebuild(): void;
  30187. /**
  30188. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30189. */
  30190. update(): void;
  30191. /**
  30192. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30193. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30194. */
  30195. updateTexture(isVisible: boolean): void;
  30196. protected _updateInternalTexture: () => void;
  30197. /**
  30198. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30199. * @param url New url.
  30200. */
  30201. updateURL(url: string): void;
  30202. /**
  30203. * Dispose the texture and release its associated resources.
  30204. */
  30205. dispose(): void;
  30206. /**
  30207. * Creates a video texture straight from a stream.
  30208. * @param scene Define the scene the texture should be created in
  30209. * @param stream Define the stream the texture should be created from
  30210. * @returns The created video texture as a promise
  30211. */
  30212. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30213. /**
  30214. * Creates a video texture straight from your WebCam video feed.
  30215. * @param scene Define the scene the texture should be created in
  30216. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30217. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30218. * @returns The created video texture as a promise
  30219. */
  30220. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30221. minWidth: number;
  30222. maxWidth: number;
  30223. minHeight: number;
  30224. maxHeight: number;
  30225. deviceId: string;
  30226. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30227. /**
  30228. * Creates a video texture straight from your WebCam video feed.
  30229. * @param scene Define the scene the texture should be created in
  30230. * @param onReady Define a callback to triggered once the texture will be ready
  30231. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30232. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30233. */
  30234. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30235. minWidth: number;
  30236. maxWidth: number;
  30237. minHeight: number;
  30238. maxHeight: number;
  30239. deviceId: string;
  30240. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30241. }
  30242. }
  30243. declare module "babylonjs/Engines/thinEngine" {
  30244. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30245. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  30246. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30247. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30248. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  30249. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  30250. import { Observable } from "babylonjs/Misc/observable";
  30251. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  30252. import { StencilState } from "babylonjs/States/stencilState";
  30253. import { AlphaState } from "babylonjs/States/alphaCullingState";
  30254. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30255. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30256. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30257. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30258. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30259. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30260. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30261. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  30262. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30263. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30264. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  30265. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  30266. /**
  30267. * Defines the interface used by objects working like Scene
  30268. * @hidden
  30269. */
  30270. interface ISceneLike {
  30271. _addPendingData(data: any): void;
  30272. _removePendingData(data: any): void;
  30273. offlineProvider: IOfflineProvider;
  30274. }
  30275. /** Interface defining initialization parameters for Engine class */
  30276. export interface EngineOptions extends WebGLContextAttributes {
  30277. /**
  30278. * Defines if the engine should no exceed a specified device ratio
  30279. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30280. */
  30281. limitDeviceRatio?: number;
  30282. /**
  30283. * Defines if webvr should be enabled automatically
  30284. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30285. */
  30286. autoEnableWebVR?: boolean;
  30287. /**
  30288. * Defines if webgl2 should be turned off even if supported
  30289. * @see http://doc.babylonjs.com/features/webgl2
  30290. */
  30291. disableWebGL2Support?: boolean;
  30292. /**
  30293. * Defines if webaudio should be initialized as well
  30294. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30295. */
  30296. audioEngine?: boolean;
  30297. /**
  30298. * Defines if animations should run using a deterministic lock step
  30299. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30300. */
  30301. deterministicLockstep?: boolean;
  30302. /** Defines the maximum steps to use with deterministic lock step mode */
  30303. lockstepMaxSteps?: number;
  30304. /** Defines the seconds between each deterministic lock step */
  30305. timeStep?: number;
  30306. /**
  30307. * Defines that engine should ignore context lost events
  30308. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30309. */
  30310. doNotHandleContextLost?: boolean;
  30311. /**
  30312. * Defines that engine should ignore modifying touch action attribute and style
  30313. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30314. */
  30315. doNotHandleTouchAction?: boolean;
  30316. /**
  30317. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30318. */
  30319. useHighPrecisionFloats?: boolean;
  30320. }
  30321. /**
  30322. * The base engine class (root of all engines)
  30323. */
  30324. export class ThinEngine {
  30325. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30326. static ExceptionList: ({
  30327. key: string;
  30328. capture: string;
  30329. captureConstraint: number;
  30330. targets: string[];
  30331. } | {
  30332. key: string;
  30333. capture: null;
  30334. captureConstraint: null;
  30335. targets: string[];
  30336. })[];
  30337. /** @hidden */
  30338. static _TextureLoaders: IInternalTextureLoader[];
  30339. /**
  30340. * Returns the current npm package of the sdk
  30341. */
  30342. static readonly NpmPackage: string;
  30343. /**
  30344. * Returns the current version of the framework
  30345. */
  30346. static readonly Version: string;
  30347. /**
  30348. * Returns a string describing the current engine
  30349. */
  30350. readonly description: string;
  30351. /**
  30352. * Gets or sets the epsilon value used by collision engine
  30353. */
  30354. static CollisionsEpsilon: number;
  30355. /**
  30356. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30357. */
  30358. static ShadersRepository: string;
  30359. /** @hidden */
  30360. _shaderProcessor: IShaderProcessor;
  30361. /**
  30362. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30363. */
  30364. forcePOTTextures: boolean;
  30365. /**
  30366. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30367. */
  30368. isFullscreen: boolean;
  30369. /**
  30370. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30371. */
  30372. cullBackFaces: boolean;
  30373. /**
  30374. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30375. */
  30376. renderEvenInBackground: boolean;
  30377. /**
  30378. * Gets or sets a boolean indicating that cache can be kept between frames
  30379. */
  30380. preventCacheWipeBetweenFrames: boolean;
  30381. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30382. validateShaderPrograms: boolean;
  30383. /**
  30384. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  30385. * This can provide greater z depth for distant objects.
  30386. */
  30387. useReverseDepthBuffer: boolean;
  30388. /**
  30389. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30390. */
  30391. disableUniformBuffers: boolean;
  30392. /** @hidden */
  30393. _uniformBuffers: UniformBuffer[];
  30394. /**
  30395. * Gets a boolean indicating that the engine supports uniform buffers
  30396. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30397. */
  30398. readonly supportsUniformBuffers: boolean;
  30399. /** @hidden */
  30400. _gl: WebGLRenderingContext;
  30401. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30402. protected _windowIsBackground: boolean;
  30403. protected _webGLVersion: number;
  30404. protected _creationOptions: EngineOptions;
  30405. protected _highPrecisionShadersAllowed: boolean;
  30406. /** @hidden */
  30407. readonly _shouldUseHighPrecisionShader: boolean;
  30408. /**
  30409. * Gets a boolean indicating that only power of 2 textures are supported
  30410. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30411. */
  30412. readonly needPOTTextures: boolean;
  30413. /** @hidden */
  30414. _badOS: boolean;
  30415. /** @hidden */
  30416. _badDesktopOS: boolean;
  30417. private _hardwareScalingLevel;
  30418. /** @hidden */
  30419. _caps: EngineCapabilities;
  30420. private _isStencilEnable;
  30421. protected _colorWrite: boolean;
  30422. private _glVersion;
  30423. private _glRenderer;
  30424. private _glVendor;
  30425. /** @hidden */
  30426. _videoTextureSupported: boolean;
  30427. protected _renderingQueueLaunched: boolean;
  30428. protected _activeRenderLoops: (() => void)[];
  30429. /**
  30430. * Observable signaled when a context lost event is raised
  30431. */
  30432. onContextLostObservable: Observable<ThinEngine>;
  30433. /**
  30434. * Observable signaled when a context restored event is raised
  30435. */
  30436. onContextRestoredObservable: Observable<ThinEngine>;
  30437. private _onContextLost;
  30438. private _onContextRestored;
  30439. protected _contextWasLost: boolean;
  30440. /** @hidden */
  30441. _doNotHandleContextLost: boolean;
  30442. /**
  30443. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30444. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30445. */
  30446. doNotHandleContextLost: boolean;
  30447. /**
  30448. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30449. */
  30450. disableVertexArrayObjects: boolean;
  30451. /** @hidden */
  30452. protected _depthCullingState: DepthCullingState;
  30453. /** @hidden */
  30454. protected _stencilState: StencilState;
  30455. /** @hidden */
  30456. protected _alphaState: AlphaState;
  30457. /** @hidden */
  30458. _internalTexturesCache: InternalTexture[];
  30459. /** @hidden */
  30460. protected _activeChannel: number;
  30461. private _currentTextureChannel;
  30462. /** @hidden */
  30463. protected _boundTexturesCache: {
  30464. [key: string]: Nullable<InternalTexture>;
  30465. };
  30466. /** @hidden */
  30467. protected _currentEffect: Nullable<Effect>;
  30468. /** @hidden */
  30469. protected _currentProgram: Nullable<WebGLProgram>;
  30470. private _compiledEffects;
  30471. private _vertexAttribArraysEnabled;
  30472. /** @hidden */
  30473. protected _cachedViewport: Nullable<IViewportLike>;
  30474. private _cachedVertexArrayObject;
  30475. /** @hidden */
  30476. protected _cachedVertexBuffers: any;
  30477. /** @hidden */
  30478. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30479. /** @hidden */
  30480. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30481. /** @hidden */
  30482. _currentRenderTarget: Nullable<InternalTexture>;
  30483. private _uintIndicesCurrentlySet;
  30484. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30485. /** @hidden */
  30486. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30487. private _currentBufferPointers;
  30488. private _currentInstanceLocations;
  30489. private _currentInstanceBuffers;
  30490. private _textureUnits;
  30491. /** @hidden */
  30492. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30493. /** @hidden */
  30494. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30495. /** @hidden */
  30496. _boundRenderFunction: any;
  30497. private _vaoRecordInProgress;
  30498. private _mustWipeVertexAttributes;
  30499. private _emptyTexture;
  30500. private _emptyCubeTexture;
  30501. private _emptyTexture3D;
  30502. private _emptyTexture2DArray;
  30503. /** @hidden */
  30504. _frameHandler: number;
  30505. private _nextFreeTextureSlots;
  30506. private _maxSimultaneousTextures;
  30507. private _activeRequests;
  30508. protected _texturesSupported: string[];
  30509. /** @hidden */
  30510. _textureFormatInUse: Nullable<string>;
  30511. protected readonly _supportsHardwareTextureRescaling: boolean;
  30512. /**
  30513. * Gets the list of texture formats supported
  30514. */
  30515. readonly texturesSupported: Array<string>;
  30516. /**
  30517. * Gets the list of texture formats in use
  30518. */
  30519. readonly textureFormatInUse: Nullable<string>;
  30520. /**
  30521. * Gets the current viewport
  30522. */
  30523. readonly currentViewport: Nullable<IViewportLike>;
  30524. /**
  30525. * Gets the default empty texture
  30526. */
  30527. readonly emptyTexture: InternalTexture;
  30528. /**
  30529. * Gets the default empty 3D texture
  30530. */
  30531. readonly emptyTexture3D: InternalTexture;
  30532. /**
  30533. * Gets the default empty 2D array texture
  30534. */
  30535. readonly emptyTexture2DArray: InternalTexture;
  30536. /**
  30537. * Gets the default empty cube texture
  30538. */
  30539. readonly emptyCubeTexture: InternalTexture;
  30540. /**
  30541. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30542. */
  30543. readonly premultipliedAlpha: boolean;
  30544. /**
  30545. * Observable event triggered before each texture is initialized
  30546. */
  30547. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30548. /**
  30549. * Creates a new engine
  30550. * @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
  30551. * @param antialias defines enable antialiasing (default: false)
  30552. * @param options defines further options to be sent to the getContext() function
  30553. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30554. */
  30555. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30556. private _rebuildInternalTextures;
  30557. private _rebuildEffects;
  30558. /**
  30559. * Gets a boolean indicating if all created effects are ready
  30560. * @returns true if all effects are ready
  30561. */
  30562. areAllEffectsReady(): boolean;
  30563. protected _rebuildBuffers(): void;
  30564. private _initGLContext;
  30565. /**
  30566. * Gets version of the current webGL context
  30567. */
  30568. readonly webGLVersion: number;
  30569. /**
  30570. * Gets a string idenfifying the name of the class
  30571. * @returns "Engine" string
  30572. */
  30573. getClassName(): string;
  30574. /**
  30575. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30576. */
  30577. readonly isStencilEnable: boolean;
  30578. /** @hidden */
  30579. _prepareWorkingCanvas(): void;
  30580. /**
  30581. * Reset the texture cache to empty state
  30582. */
  30583. resetTextureCache(): void;
  30584. /**
  30585. * Gets an object containing information about the current webGL context
  30586. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30587. */
  30588. getGlInfo(): {
  30589. vendor: string;
  30590. renderer: string;
  30591. version: string;
  30592. };
  30593. /**
  30594. * Defines the hardware scaling level.
  30595. * By default the hardware scaling level is computed from the window device ratio.
  30596. * 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.
  30597. * @param level defines the level to use
  30598. */
  30599. setHardwareScalingLevel(level: number): void;
  30600. /**
  30601. * Gets the current hardware scaling level.
  30602. * By default the hardware scaling level is computed from the window device ratio.
  30603. * 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.
  30604. * @returns a number indicating the current hardware scaling level
  30605. */
  30606. getHardwareScalingLevel(): number;
  30607. /**
  30608. * Gets the list of loaded textures
  30609. * @returns an array containing all loaded textures
  30610. */
  30611. getLoadedTexturesCache(): InternalTexture[];
  30612. /**
  30613. * Gets the object containing all engine capabilities
  30614. * @returns the EngineCapabilities object
  30615. */
  30616. getCaps(): EngineCapabilities;
  30617. /**
  30618. * stop executing a render loop function and remove it from the execution array
  30619. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30620. */
  30621. stopRenderLoop(renderFunction?: () => void): void;
  30622. /** @hidden */
  30623. _renderLoop(): void;
  30624. /**
  30625. * Gets the HTML canvas attached with the current webGL context
  30626. * @returns a HTML canvas
  30627. */
  30628. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30629. /**
  30630. * Gets host window
  30631. * @returns the host window object
  30632. */
  30633. getHostWindow(): Nullable<Window>;
  30634. /**
  30635. * Gets the current render width
  30636. * @param useScreen defines if screen size must be used (or the current render target if any)
  30637. * @returns a number defining the current render width
  30638. */
  30639. getRenderWidth(useScreen?: boolean): number;
  30640. /**
  30641. * Gets the current render height
  30642. * @param useScreen defines if screen size must be used (or the current render target if any)
  30643. * @returns a number defining the current render height
  30644. */
  30645. getRenderHeight(useScreen?: boolean): number;
  30646. /**
  30647. * Can be used to override the current requestAnimationFrame requester.
  30648. * @hidden
  30649. */
  30650. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30651. /**
  30652. * Register and execute a render loop. The engine can have more than one render function
  30653. * @param renderFunction defines the function to continuously execute
  30654. */
  30655. runRenderLoop(renderFunction: () => void): void;
  30656. /**
  30657. * Clear the current render buffer or the current render target (if any is set up)
  30658. * @param color defines the color to use
  30659. * @param backBuffer defines if the back buffer must be cleared
  30660. * @param depth defines if the depth buffer must be cleared
  30661. * @param stencil defines if the stencil buffer must be cleared
  30662. */
  30663. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30664. private _viewportCached;
  30665. /** @hidden */
  30666. _viewport(x: number, y: number, width: number, height: number): void;
  30667. /**
  30668. * Set the WebGL's viewport
  30669. * @param viewport defines the viewport element to be used
  30670. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30671. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30672. */
  30673. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30674. /**
  30675. * Begin a new frame
  30676. */
  30677. beginFrame(): void;
  30678. /**
  30679. * Enf the current frame
  30680. */
  30681. endFrame(): void;
  30682. /**
  30683. * Resize the view according to the canvas' size
  30684. */
  30685. resize(): void;
  30686. /**
  30687. * Force a specific size of the canvas
  30688. * @param width defines the new canvas' width
  30689. * @param height defines the new canvas' height
  30690. */
  30691. setSize(width: number, height: number): void;
  30692. /**
  30693. * Binds the frame buffer to the specified texture.
  30694. * @param texture The texture to render to or null for the default canvas
  30695. * @param faceIndex The face of the texture to render to in case of cube texture
  30696. * @param requiredWidth The width of the target to render to
  30697. * @param requiredHeight The height of the target to render to
  30698. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30699. * @param depthStencilTexture The depth stencil texture to use to render
  30700. * @param lodLevel defines le lod level to bind to the frame buffer
  30701. */
  30702. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30703. /** @hidden */
  30704. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30705. /**
  30706. * Unbind the current render target texture from the webGL context
  30707. * @param texture defines the render target texture to unbind
  30708. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30709. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30710. */
  30711. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30712. /**
  30713. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30714. */
  30715. flushFramebuffer(): void;
  30716. /**
  30717. * Unbind the current render target and bind the default framebuffer
  30718. */
  30719. restoreDefaultFramebuffer(): void;
  30720. /** @hidden */
  30721. protected _resetVertexBufferBinding(): void;
  30722. /**
  30723. * Creates a vertex buffer
  30724. * @param data the data for the vertex buffer
  30725. * @returns the new WebGL static buffer
  30726. */
  30727. createVertexBuffer(data: DataArray): DataBuffer;
  30728. private _createVertexBuffer;
  30729. /**
  30730. * Creates a dynamic vertex buffer
  30731. * @param data the data for the dynamic vertex buffer
  30732. * @returns the new WebGL dynamic buffer
  30733. */
  30734. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30735. protected _resetIndexBufferBinding(): void;
  30736. /**
  30737. * Creates a new index buffer
  30738. * @param indices defines the content of the index buffer
  30739. * @param updatable defines if the index buffer must be updatable
  30740. * @returns a new webGL buffer
  30741. */
  30742. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30743. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30744. /**
  30745. * Bind a webGL buffer to the webGL context
  30746. * @param buffer defines the buffer to bind
  30747. */
  30748. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30749. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30750. private bindBuffer;
  30751. /**
  30752. * update the bound buffer with the given data
  30753. * @param data defines the data to update
  30754. */
  30755. updateArrayBuffer(data: Float32Array): void;
  30756. private _vertexAttribPointer;
  30757. private _bindIndexBufferWithCache;
  30758. private _bindVertexBuffersAttributes;
  30759. /**
  30760. * Records a vertex array object
  30761. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30762. * @param vertexBuffers defines the list of vertex buffers to store
  30763. * @param indexBuffer defines the index buffer to store
  30764. * @param effect defines the effect to store
  30765. * @returns the new vertex array object
  30766. */
  30767. recordVertexArrayObject(vertexBuffers: {
  30768. [key: string]: VertexBuffer;
  30769. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30770. /**
  30771. * Bind a specific vertex array object
  30772. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30773. * @param vertexArrayObject defines the vertex array object to bind
  30774. * @param indexBuffer defines the index buffer to bind
  30775. */
  30776. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30777. /**
  30778. * Bind webGl buffers directly to the webGL context
  30779. * @param vertexBuffer defines the vertex buffer to bind
  30780. * @param indexBuffer defines the index buffer to bind
  30781. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30782. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30783. * @param effect defines the effect associated with the vertex buffer
  30784. */
  30785. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30786. private _unbindVertexArrayObject;
  30787. /**
  30788. * Bind a list of vertex buffers to the webGL context
  30789. * @param vertexBuffers defines the list of vertex buffers to bind
  30790. * @param indexBuffer defines the index buffer to bind
  30791. * @param effect defines the effect associated with the vertex buffers
  30792. */
  30793. bindBuffers(vertexBuffers: {
  30794. [key: string]: Nullable<VertexBuffer>;
  30795. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30796. /**
  30797. * Unbind all instance attributes
  30798. */
  30799. unbindInstanceAttributes(): void;
  30800. /**
  30801. * Release and free the memory of a vertex array object
  30802. * @param vao defines the vertex array object to delete
  30803. */
  30804. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30805. /** @hidden */
  30806. _releaseBuffer(buffer: DataBuffer): boolean;
  30807. protected _deleteBuffer(buffer: DataBuffer): void;
  30808. /**
  30809. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30810. * @param instancesBuffer defines the webGL buffer to update and bind
  30811. * @param data defines the data to store in the buffer
  30812. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30813. */
  30814. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30815. /**
  30816. * Apply all cached states (depth, culling, stencil and alpha)
  30817. */
  30818. applyStates(): void;
  30819. /**
  30820. * Send a draw order
  30821. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30822. * @param indexStart defines the starting index
  30823. * @param indexCount defines the number of index to draw
  30824. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30825. */
  30826. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30827. /**
  30828. * Draw a list of points
  30829. * @param verticesStart defines the index of first vertex to draw
  30830. * @param verticesCount defines the count of vertices to draw
  30831. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30832. */
  30833. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30834. /**
  30835. * Draw a list of unindexed primitives
  30836. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30837. * @param verticesStart defines the index of first vertex to draw
  30838. * @param verticesCount defines the count of vertices to draw
  30839. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30840. */
  30841. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30842. /**
  30843. * Draw a list of indexed primitives
  30844. * @param fillMode defines the primitive to use
  30845. * @param indexStart defines the starting index
  30846. * @param indexCount defines the number of index to draw
  30847. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30848. */
  30849. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30850. /**
  30851. * Draw a list of unindexed primitives
  30852. * @param fillMode defines the primitive to use
  30853. * @param verticesStart defines the index of first vertex to draw
  30854. * @param verticesCount defines the count of vertices to draw
  30855. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30856. */
  30857. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30858. private _drawMode;
  30859. /** @hidden */
  30860. protected _reportDrawCall(): void;
  30861. /** @hidden */
  30862. _releaseEffect(effect: Effect): void;
  30863. /** @hidden */
  30864. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30865. /**
  30866. * Create a new effect (used to store vertex/fragment shaders)
  30867. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30868. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30869. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30870. * @param samplers defines an array of string used to represent textures
  30871. * @param defines defines the string containing the defines to use to compile the shaders
  30872. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30873. * @param onCompiled defines a function to call when the effect creation is successful
  30874. * @param onError defines a function to call when the effect creation has failed
  30875. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30876. * @returns the new Effect
  30877. */
  30878. 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;
  30879. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30880. private _compileShader;
  30881. private _compileRawShader;
  30882. /**
  30883. * Directly creates a webGL program
  30884. * @param pipelineContext defines the pipeline context to attach to
  30885. * @param vertexCode defines the vertex shader code to use
  30886. * @param fragmentCode defines the fragment shader code to use
  30887. * @param context defines the webGL context to use (if not set, the current one will be used)
  30888. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30889. * @returns the new webGL program
  30890. */
  30891. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30892. /**
  30893. * Creates a webGL program
  30894. * @param pipelineContext defines the pipeline context to attach to
  30895. * @param vertexCode defines the vertex shader code to use
  30896. * @param fragmentCode defines the fragment shader code to use
  30897. * @param defines defines the string containing the defines to use to compile the shaders
  30898. * @param context defines the webGL context to use (if not set, the current one will be used)
  30899. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30900. * @returns the new webGL program
  30901. */
  30902. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30903. /**
  30904. * Creates a new pipeline context
  30905. * @returns the new pipeline
  30906. */
  30907. createPipelineContext(): IPipelineContext;
  30908. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30909. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30910. /** @hidden */
  30911. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30912. /** @hidden */
  30913. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30914. /** @hidden */
  30915. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30916. /**
  30917. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30918. * @param pipelineContext defines the pipeline context to use
  30919. * @param uniformsNames defines the list of uniform names
  30920. * @returns an array of webGL uniform locations
  30921. */
  30922. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30923. /**
  30924. * Gets the lsit of active attributes for a given webGL program
  30925. * @param pipelineContext defines the pipeline context to use
  30926. * @param attributesNames defines the list of attribute names to get
  30927. * @returns an array of indices indicating the offset of each attribute
  30928. */
  30929. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30930. /**
  30931. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30932. * @param effect defines the effect to activate
  30933. */
  30934. enableEffect(effect: Nullable<Effect>): void;
  30935. /**
  30936. * Set the value of an uniform to a number (int)
  30937. * @param uniform defines the webGL uniform location where to store the value
  30938. * @param value defines the int number to store
  30939. */
  30940. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30941. /**
  30942. * Set the value of an uniform to an array of int32
  30943. * @param uniform defines the webGL uniform location where to store the value
  30944. * @param array defines the array of int32 to store
  30945. */
  30946. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30947. /**
  30948. * Set the value of an uniform to an array of int32 (stored as vec2)
  30949. * @param uniform defines the webGL uniform location where to store the value
  30950. * @param array defines the array of int32 to store
  30951. */
  30952. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30953. /**
  30954. * Set the value of an uniform to an array of int32 (stored as vec3)
  30955. * @param uniform defines the webGL uniform location where to store the value
  30956. * @param array defines the array of int32 to store
  30957. */
  30958. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30959. /**
  30960. * Set the value of an uniform to an array of int32 (stored as vec4)
  30961. * @param uniform defines the webGL uniform location where to store the value
  30962. * @param array defines the array of int32 to store
  30963. */
  30964. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30965. /**
  30966. * Set the value of an uniform to an array of number
  30967. * @param uniform defines the webGL uniform location where to store the value
  30968. * @param array defines the array of number to store
  30969. */
  30970. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30971. /**
  30972. * Set the value of an uniform to an array of number (stored as vec2)
  30973. * @param uniform defines the webGL uniform location where to store the value
  30974. * @param array defines the array of number to store
  30975. */
  30976. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30977. /**
  30978. * Set the value of an uniform to an array of number (stored as vec3)
  30979. * @param uniform defines the webGL uniform location where to store the value
  30980. * @param array defines the array of number to store
  30981. */
  30982. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30983. /**
  30984. * Set the value of an uniform to an array of number (stored as vec4)
  30985. * @param uniform defines the webGL uniform location where to store the value
  30986. * @param array defines the array of number to store
  30987. */
  30988. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30989. /**
  30990. * Set the value of an uniform to an array of float32 (stored as matrices)
  30991. * @param uniform defines the webGL uniform location where to store the value
  30992. * @param matrices defines the array of float32 to store
  30993. */
  30994. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30995. /**
  30996. * Set the value of an uniform to a matrix (3x3)
  30997. * @param uniform defines the webGL uniform location where to store the value
  30998. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30999. */
  31000. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31001. /**
  31002. * Set the value of an uniform to a matrix (2x2)
  31003. * @param uniform defines the webGL uniform location where to store the value
  31004. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31005. */
  31006. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31007. /**
  31008. * Set the value of an uniform to a number (float)
  31009. * @param uniform defines the webGL uniform location where to store the value
  31010. * @param value defines the float number to store
  31011. */
  31012. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31013. /**
  31014. * Set the value of an uniform to a vec2
  31015. * @param uniform defines the webGL uniform location where to store the value
  31016. * @param x defines the 1st component of the value
  31017. * @param y defines the 2nd component of the value
  31018. */
  31019. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31020. /**
  31021. * Set the value of an uniform to a vec3
  31022. * @param uniform defines the webGL uniform location where to store the value
  31023. * @param x defines the 1st component of the value
  31024. * @param y defines the 2nd component of the value
  31025. * @param z defines the 3rd component of the value
  31026. */
  31027. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31028. /**
  31029. * Set the value of an uniform to a vec4
  31030. * @param uniform defines the webGL uniform location where to store the value
  31031. * @param x defines the 1st component of the value
  31032. * @param y defines the 2nd component of the value
  31033. * @param z defines the 3rd component of the value
  31034. * @param w defines the 4th component of the value
  31035. */
  31036. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31037. /**
  31038. * Gets the depth culling state manager
  31039. */
  31040. readonly depthCullingState: DepthCullingState;
  31041. /**
  31042. * Gets the alpha state manager
  31043. */
  31044. readonly alphaState: AlphaState;
  31045. /**
  31046. * Gets the stencil state manager
  31047. */
  31048. readonly stencilState: StencilState;
  31049. /**
  31050. * Clears the list of texture accessible through engine.
  31051. * This can help preventing texture load conflict due to name collision.
  31052. */
  31053. clearInternalTexturesCache(): void;
  31054. /**
  31055. * Force the entire cache to be cleared
  31056. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31057. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31058. */
  31059. wipeCaches(bruteForce?: boolean): void;
  31060. /** @hidden */
  31061. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  31062. min: number;
  31063. mag: number;
  31064. };
  31065. /** @hidden */
  31066. _createTexture(): WebGLTexture;
  31067. /**
  31068. * Usually called from Texture.ts.
  31069. * Passed information to create a WebGLTexture
  31070. * @param urlArg defines a value which contains one of the following:
  31071. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31072. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  31073. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  31074. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  31075. * @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)
  31076. * @param scene needed for loading to the correct scene
  31077. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  31078. * @param onLoad optional callback to be called upon successful completion
  31079. * @param onError optional callback to be called upon failure
  31080. * @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
  31081. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  31082. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  31083. * @param forcedExtension defines the extension to use to pick the right loader
  31084. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  31085. * @param mimeType defines an optional mime type
  31086. * @returns a InternalTexture for assignment back into BABYLON.Texture
  31087. */
  31088. 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;
  31089. /**
  31090. * @hidden
  31091. */
  31092. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  31093. /**
  31094. * Creates a raw texture
  31095. * @param data defines the data to store in the texture
  31096. * @param width defines the width of the texture
  31097. * @param height defines the height of the texture
  31098. * @param format defines the format of the data
  31099. * @param generateMipMaps defines if the engine should generate the mip levels
  31100. * @param invertY defines if data must be stored with Y axis inverted
  31101. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  31102. * @param compression defines the compression used (null by default)
  31103. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  31104. * @returns the raw texture inside an InternalTexture
  31105. */
  31106. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  31107. /**
  31108. * Creates a new raw cube texture
  31109. * @param data defines the array of data to use to create each face
  31110. * @param size defines the size of the textures
  31111. * @param format defines the format of the data
  31112. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  31113. * @param generateMipMaps defines if the engine should generate the mip levels
  31114. * @param invertY defines if data must be stored with Y axis inverted
  31115. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31116. * @param compression defines the compression used (null by default)
  31117. * @returns the cube texture as an InternalTexture
  31118. */
  31119. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  31120. /**
  31121. * Creates a new raw 3D texture
  31122. * @param data defines the data used to create the texture
  31123. * @param width defines the width of the texture
  31124. * @param height defines the height of the texture
  31125. * @param depth defines the depth of the texture
  31126. * @param format defines the format of the texture
  31127. * @param generateMipMaps defines if the engine must generate mip levels
  31128. * @param invertY defines if data must be stored with Y axis inverted
  31129. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31130. * @param compression defines the compressed used (can be null)
  31131. * @param textureType defines the compressed used (can be null)
  31132. * @returns a new raw 3D texture (stored in an InternalTexture)
  31133. */
  31134. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31135. /**
  31136. * Creates a new raw 2D array texture
  31137. * @param data defines the data used to create the texture
  31138. * @param width defines the width of the texture
  31139. * @param height defines the height of the texture
  31140. * @param depth defines the number of layers of the texture
  31141. * @param format defines the format of the texture
  31142. * @param generateMipMaps defines if the engine must generate mip levels
  31143. * @param invertY defines if data must be stored with Y axis inverted
  31144. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31145. * @param compression defines the compressed used (can be null)
  31146. * @param textureType defines the compressed used (can be null)
  31147. * @returns a new raw 2D array texture (stored in an InternalTexture)
  31148. */
  31149. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31150. private _unpackFlipYCached;
  31151. /**
  31152. * In case you are sharing the context with other applications, it might
  31153. * be interested to not cache the unpack flip y state to ensure a consistent
  31154. * value would be set.
  31155. */
  31156. enableUnpackFlipYCached: boolean;
  31157. /** @hidden */
  31158. _unpackFlipY(value: boolean): void;
  31159. /** @hidden */
  31160. _getUnpackAlignement(): number;
  31161. /**
  31162. * Update the sampling mode of a given texture
  31163. * @param samplingMode defines the required sampling mode
  31164. * @param texture defines the texture to update
  31165. */
  31166. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  31167. /** @hidden */
  31168. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  31169. width: number;
  31170. height: number;
  31171. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  31172. /** @hidden */
  31173. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31174. /** @hidden */
  31175. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  31176. /** @hidden */
  31177. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31178. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  31179. private _prepareWebGLTexture;
  31180. /** @hidden */
  31181. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  31182. /** @hidden */
  31183. _releaseFramebufferObjects(texture: InternalTexture): void;
  31184. /** @hidden */
  31185. _releaseTexture(texture: InternalTexture): void;
  31186. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  31187. protected _setProgram(program: WebGLProgram): void;
  31188. protected _boundUniforms: {
  31189. [key: number]: WebGLUniformLocation;
  31190. };
  31191. /**
  31192. * Binds an effect to the webGL context
  31193. * @param effect defines the effect to bind
  31194. */
  31195. bindSamplers(effect: Effect): void;
  31196. private _activateCurrentTexture;
  31197. /** @hidden */
  31198. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  31199. /** @hidden */
  31200. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  31201. /**
  31202. * Unbind all textures from the webGL context
  31203. */
  31204. unbindAllTextures(): void;
  31205. /**
  31206. * Sets a texture to the according uniform.
  31207. * @param channel The texture channel
  31208. * @param uniform The uniform to set
  31209. * @param texture The texture to apply
  31210. */
  31211. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  31212. private _bindSamplerUniformToChannel;
  31213. private _getTextureWrapMode;
  31214. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  31215. /**
  31216. * Sets an array of texture to the webGL context
  31217. * @param channel defines the channel where the texture array must be set
  31218. * @param uniform defines the associated uniform location
  31219. * @param textures defines the array of textures to bind
  31220. */
  31221. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  31222. /** @hidden */
  31223. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  31224. private _setTextureParameterFloat;
  31225. private _setTextureParameterInteger;
  31226. /**
  31227. * Unbind all vertex attributes from the webGL context
  31228. */
  31229. unbindAllAttributes(): void;
  31230. /**
  31231. * 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
  31232. */
  31233. releaseEffects(): void;
  31234. /**
  31235. * Dispose and release all associated resources
  31236. */
  31237. dispose(): void;
  31238. /**
  31239. * Attach a new callback raised when context lost event is fired
  31240. * @param callback defines the callback to call
  31241. */
  31242. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31243. /**
  31244. * Attach a new callback raised when context restored event is fired
  31245. * @param callback defines the callback to call
  31246. */
  31247. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31248. /**
  31249. * Get the current error code of the webGL context
  31250. * @returns the error code
  31251. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  31252. */
  31253. getError(): number;
  31254. private _canRenderToFloatFramebuffer;
  31255. private _canRenderToHalfFloatFramebuffer;
  31256. private _canRenderToFramebuffer;
  31257. /** @hidden */
  31258. _getWebGLTextureType(type: number): number;
  31259. /** @hidden */
  31260. _getInternalFormat(format: number): number;
  31261. /** @hidden */
  31262. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  31263. /** @hidden */
  31264. _getRGBAMultiSampleBufferFormat(type: number): number;
  31265. /** @hidden */
  31266. _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;
  31267. /**
  31268. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  31269. * @returns true if the engine can be created
  31270. * @ignorenaming
  31271. */
  31272. static isSupported(): boolean;
  31273. /**
  31274. * Find the next highest power of two.
  31275. * @param x Number to start search from.
  31276. * @return Next highest power of two.
  31277. */
  31278. static CeilingPOT(x: number): number;
  31279. /**
  31280. * Find the next lowest power of two.
  31281. * @param x Number to start search from.
  31282. * @return Next lowest power of two.
  31283. */
  31284. static FloorPOT(x: number): number;
  31285. /**
  31286. * Find the nearest power of two.
  31287. * @param x Number to start search from.
  31288. * @return Next nearest power of two.
  31289. */
  31290. static NearestPOT(x: number): number;
  31291. /**
  31292. * Get the closest exponent of two
  31293. * @param value defines the value to approximate
  31294. * @param max defines the maximum value to return
  31295. * @param mode defines how to define the closest value
  31296. * @returns closest exponent of two of the given value
  31297. */
  31298. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  31299. /**
  31300. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  31301. * @param func - the function to be called
  31302. * @param requester - the object that will request the next frame. Falls back to window.
  31303. * @returns frame number
  31304. */
  31305. static QueueNewFrame(func: () => void, requester?: any): number;
  31306. /**
  31307. * Gets host document
  31308. * @returns the host document object
  31309. */
  31310. getHostDocument(): Document;
  31311. }
  31312. }
  31313. declare module "babylonjs/Maths/sphericalPolynomial" {
  31314. import { Vector3 } from "babylonjs/Maths/math.vector";
  31315. import { Color3 } from "babylonjs/Maths/math.color";
  31316. /**
  31317. * Class representing spherical harmonics coefficients to the 3rd degree
  31318. */
  31319. export class SphericalHarmonics {
  31320. /**
  31321. * Defines whether or not the harmonics have been prescaled for rendering.
  31322. */
  31323. preScaled: boolean;
  31324. /**
  31325. * The l0,0 coefficients of the spherical harmonics
  31326. */
  31327. l00: Vector3;
  31328. /**
  31329. * The l1,-1 coefficients of the spherical harmonics
  31330. */
  31331. l1_1: Vector3;
  31332. /**
  31333. * The l1,0 coefficients of the spherical harmonics
  31334. */
  31335. l10: Vector3;
  31336. /**
  31337. * The l1,1 coefficients of the spherical harmonics
  31338. */
  31339. l11: Vector3;
  31340. /**
  31341. * The l2,-2 coefficients of the spherical harmonics
  31342. */
  31343. l2_2: Vector3;
  31344. /**
  31345. * The l2,-1 coefficients of the spherical harmonics
  31346. */
  31347. l2_1: Vector3;
  31348. /**
  31349. * The l2,0 coefficients of the spherical harmonics
  31350. */
  31351. l20: Vector3;
  31352. /**
  31353. * The l2,1 coefficients of the spherical harmonics
  31354. */
  31355. l21: Vector3;
  31356. /**
  31357. * The l2,2 coefficients of the spherical harmonics
  31358. */
  31359. l22: Vector3;
  31360. /**
  31361. * Adds a light to the spherical harmonics
  31362. * @param direction the direction of the light
  31363. * @param color the color of the light
  31364. * @param deltaSolidAngle the delta solid angle of the light
  31365. */
  31366. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  31367. /**
  31368. * Scales the spherical harmonics by the given amount
  31369. * @param scale the amount to scale
  31370. */
  31371. scaleInPlace(scale: number): void;
  31372. /**
  31373. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31374. *
  31375. * ```
  31376. * E_lm = A_l * L_lm
  31377. * ```
  31378. *
  31379. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31380. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31381. * the scaling factors are given in equation 9.
  31382. */
  31383. convertIncidentRadianceToIrradiance(): void;
  31384. /**
  31385. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31386. *
  31387. * ```
  31388. * L = (1/pi) * E * rho
  31389. * ```
  31390. *
  31391. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31392. */
  31393. convertIrradianceToLambertianRadiance(): void;
  31394. /**
  31395. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31396. * required operations at run time.
  31397. *
  31398. * This is simply done by scaling back the SH with Ylm constants parameter.
  31399. * The trigonometric part being applied by the shader at run time.
  31400. */
  31401. preScaleForRendering(): void;
  31402. /**
  31403. * Constructs a spherical harmonics from an array.
  31404. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31405. * @returns the spherical harmonics
  31406. */
  31407. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31408. /**
  31409. * Gets the spherical harmonics from polynomial
  31410. * @param polynomial the spherical polynomial
  31411. * @returns the spherical harmonics
  31412. */
  31413. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31414. }
  31415. /**
  31416. * Class representing spherical polynomial coefficients to the 3rd degree
  31417. */
  31418. export class SphericalPolynomial {
  31419. private _harmonics;
  31420. /**
  31421. * The spherical harmonics used to create the polynomials.
  31422. */
  31423. readonly preScaledHarmonics: SphericalHarmonics;
  31424. /**
  31425. * The x coefficients of the spherical polynomial
  31426. */
  31427. x: Vector3;
  31428. /**
  31429. * The y coefficients of the spherical polynomial
  31430. */
  31431. y: Vector3;
  31432. /**
  31433. * The z coefficients of the spherical polynomial
  31434. */
  31435. z: Vector3;
  31436. /**
  31437. * The xx coefficients of the spherical polynomial
  31438. */
  31439. xx: Vector3;
  31440. /**
  31441. * The yy coefficients of the spherical polynomial
  31442. */
  31443. yy: Vector3;
  31444. /**
  31445. * The zz coefficients of the spherical polynomial
  31446. */
  31447. zz: Vector3;
  31448. /**
  31449. * The xy coefficients of the spherical polynomial
  31450. */
  31451. xy: Vector3;
  31452. /**
  31453. * The yz coefficients of the spherical polynomial
  31454. */
  31455. yz: Vector3;
  31456. /**
  31457. * The zx coefficients of the spherical polynomial
  31458. */
  31459. zx: Vector3;
  31460. /**
  31461. * Adds an ambient color to the spherical polynomial
  31462. * @param color the color to add
  31463. */
  31464. addAmbient(color: Color3): void;
  31465. /**
  31466. * Scales the spherical polynomial by the given amount
  31467. * @param scale the amount to scale
  31468. */
  31469. scaleInPlace(scale: number): void;
  31470. /**
  31471. * Gets the spherical polynomial from harmonics
  31472. * @param harmonics the spherical harmonics
  31473. * @returns the spherical polynomial
  31474. */
  31475. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31476. /**
  31477. * Constructs a spherical polynomial from an array.
  31478. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31479. * @returns the spherical polynomial
  31480. */
  31481. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31482. }
  31483. }
  31484. declare module "babylonjs/Materials/Textures/internalTexture" {
  31485. import { Observable } from "babylonjs/Misc/observable";
  31486. import { Nullable, int } from "babylonjs/types";
  31487. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31488. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31489. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31490. /**
  31491. * Defines the source of the internal texture
  31492. */
  31493. export enum InternalTextureSource {
  31494. /**
  31495. * The source of the texture data is unknown
  31496. */
  31497. Unknown = 0,
  31498. /**
  31499. * Texture data comes from an URL
  31500. */
  31501. Url = 1,
  31502. /**
  31503. * Texture data is only used for temporary storage
  31504. */
  31505. Temp = 2,
  31506. /**
  31507. * Texture data comes from raw data (ArrayBuffer)
  31508. */
  31509. Raw = 3,
  31510. /**
  31511. * Texture content is dynamic (video or dynamic texture)
  31512. */
  31513. Dynamic = 4,
  31514. /**
  31515. * Texture content is generated by rendering to it
  31516. */
  31517. RenderTarget = 5,
  31518. /**
  31519. * Texture content is part of a multi render target process
  31520. */
  31521. MultiRenderTarget = 6,
  31522. /**
  31523. * Texture data comes from a cube data file
  31524. */
  31525. Cube = 7,
  31526. /**
  31527. * Texture data comes from a raw cube data
  31528. */
  31529. CubeRaw = 8,
  31530. /**
  31531. * Texture data come from a prefiltered cube data file
  31532. */
  31533. CubePrefiltered = 9,
  31534. /**
  31535. * Texture content is raw 3D data
  31536. */
  31537. Raw3D = 10,
  31538. /**
  31539. * Texture content is raw 2D array data
  31540. */
  31541. Raw2DArray = 11,
  31542. /**
  31543. * Texture content is a depth texture
  31544. */
  31545. Depth = 12,
  31546. /**
  31547. * Texture data comes from a raw cube data encoded with RGBD
  31548. */
  31549. CubeRawRGBD = 13
  31550. }
  31551. /**
  31552. * Class used to store data associated with WebGL texture data for the engine
  31553. * This class should not be used directly
  31554. */
  31555. export class InternalTexture {
  31556. /** @hidden */
  31557. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31558. /**
  31559. * Defines if the texture is ready
  31560. */
  31561. isReady: boolean;
  31562. /**
  31563. * Defines if the texture is a cube texture
  31564. */
  31565. isCube: boolean;
  31566. /**
  31567. * Defines if the texture contains 3D data
  31568. */
  31569. is3D: boolean;
  31570. /**
  31571. * Defines if the texture contains 2D array data
  31572. */
  31573. is2DArray: boolean;
  31574. /**
  31575. * Defines if the texture contains multiview data
  31576. */
  31577. isMultiview: boolean;
  31578. /**
  31579. * Gets the URL used to load this texture
  31580. */
  31581. url: string;
  31582. /**
  31583. * Gets the sampling mode of the texture
  31584. */
  31585. samplingMode: number;
  31586. /**
  31587. * Gets a boolean indicating if the texture needs mipmaps generation
  31588. */
  31589. generateMipMaps: boolean;
  31590. /**
  31591. * Gets the number of samples used by the texture (WebGL2+ only)
  31592. */
  31593. samples: number;
  31594. /**
  31595. * Gets the type of the texture (int, float...)
  31596. */
  31597. type: number;
  31598. /**
  31599. * Gets the format of the texture (RGB, RGBA...)
  31600. */
  31601. format: number;
  31602. /**
  31603. * Observable called when the texture is loaded
  31604. */
  31605. onLoadedObservable: Observable<InternalTexture>;
  31606. /**
  31607. * Gets the width of the texture
  31608. */
  31609. width: number;
  31610. /**
  31611. * Gets the height of the texture
  31612. */
  31613. height: number;
  31614. /**
  31615. * Gets the depth of the texture
  31616. */
  31617. depth: number;
  31618. /**
  31619. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31620. */
  31621. baseWidth: number;
  31622. /**
  31623. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31624. */
  31625. baseHeight: number;
  31626. /**
  31627. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31628. */
  31629. baseDepth: number;
  31630. /**
  31631. * Gets a boolean indicating if the texture is inverted on Y axis
  31632. */
  31633. invertY: boolean;
  31634. /** @hidden */
  31635. _invertVScale: boolean;
  31636. /** @hidden */
  31637. _associatedChannel: number;
  31638. /** @hidden */
  31639. _source: InternalTextureSource;
  31640. /** @hidden */
  31641. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31642. /** @hidden */
  31643. _bufferView: Nullable<ArrayBufferView>;
  31644. /** @hidden */
  31645. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31646. /** @hidden */
  31647. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31648. /** @hidden */
  31649. _size: number;
  31650. /** @hidden */
  31651. _extension: string;
  31652. /** @hidden */
  31653. _files: Nullable<string[]>;
  31654. /** @hidden */
  31655. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31656. /** @hidden */
  31657. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31658. /** @hidden */
  31659. _framebuffer: Nullable<WebGLFramebuffer>;
  31660. /** @hidden */
  31661. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31662. /** @hidden */
  31663. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31664. /** @hidden */
  31665. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31666. /** @hidden */
  31667. _attachments: Nullable<number[]>;
  31668. /** @hidden */
  31669. _cachedCoordinatesMode: Nullable<number>;
  31670. /** @hidden */
  31671. _cachedWrapU: Nullable<number>;
  31672. /** @hidden */
  31673. _cachedWrapV: Nullable<number>;
  31674. /** @hidden */
  31675. _cachedWrapR: Nullable<number>;
  31676. /** @hidden */
  31677. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31678. /** @hidden */
  31679. _isDisabled: boolean;
  31680. /** @hidden */
  31681. _compression: Nullable<string>;
  31682. /** @hidden */
  31683. _generateStencilBuffer: boolean;
  31684. /** @hidden */
  31685. _generateDepthBuffer: boolean;
  31686. /** @hidden */
  31687. _comparisonFunction: number;
  31688. /** @hidden */
  31689. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31690. /** @hidden */
  31691. _lodGenerationScale: number;
  31692. /** @hidden */
  31693. _lodGenerationOffset: number;
  31694. /** @hidden */
  31695. _colorTextureArray: Nullable<WebGLTexture>;
  31696. /** @hidden */
  31697. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31698. /** @hidden */
  31699. _lodTextureHigh: Nullable<BaseTexture>;
  31700. /** @hidden */
  31701. _lodTextureMid: Nullable<BaseTexture>;
  31702. /** @hidden */
  31703. _lodTextureLow: Nullable<BaseTexture>;
  31704. /** @hidden */
  31705. _isRGBD: boolean;
  31706. /** @hidden */
  31707. _linearSpecularLOD: boolean;
  31708. /** @hidden */
  31709. _irradianceTexture: Nullable<BaseTexture>;
  31710. /** @hidden */
  31711. _webGLTexture: Nullable<WebGLTexture>;
  31712. /** @hidden */
  31713. _references: number;
  31714. private _engine;
  31715. /**
  31716. * Gets the Engine the texture belongs to.
  31717. * @returns The babylon engine
  31718. */
  31719. getEngine(): ThinEngine;
  31720. /**
  31721. * Gets the data source type of the texture
  31722. */
  31723. readonly source: InternalTextureSource;
  31724. /**
  31725. * Creates a new InternalTexture
  31726. * @param engine defines the engine to use
  31727. * @param source defines the type of data that will be used
  31728. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31729. */
  31730. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31731. /**
  31732. * Increments the number of references (ie. the number of Texture that point to it)
  31733. */
  31734. incrementReferences(): void;
  31735. /**
  31736. * Change the size of the texture (not the size of the content)
  31737. * @param width defines the new width
  31738. * @param height defines the new height
  31739. * @param depth defines the new depth (1 by default)
  31740. */
  31741. updateSize(width: int, height: int, depth?: int): void;
  31742. /** @hidden */
  31743. _rebuild(): void;
  31744. /** @hidden */
  31745. _swapAndDie(target: InternalTexture): void;
  31746. /**
  31747. * Dispose the current allocated resources
  31748. */
  31749. dispose(): void;
  31750. }
  31751. }
  31752. declare module "babylonjs/Audio/analyser" {
  31753. import { Scene } from "babylonjs/scene";
  31754. /**
  31755. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31756. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31757. */
  31758. export class Analyser {
  31759. /**
  31760. * Gets or sets the smoothing
  31761. * @ignorenaming
  31762. */
  31763. SMOOTHING: number;
  31764. /**
  31765. * Gets or sets the FFT table size
  31766. * @ignorenaming
  31767. */
  31768. FFT_SIZE: number;
  31769. /**
  31770. * Gets or sets the bar graph amplitude
  31771. * @ignorenaming
  31772. */
  31773. BARGRAPHAMPLITUDE: number;
  31774. /**
  31775. * Gets or sets the position of the debug canvas
  31776. * @ignorenaming
  31777. */
  31778. DEBUGCANVASPOS: {
  31779. x: number;
  31780. y: number;
  31781. };
  31782. /**
  31783. * Gets or sets the debug canvas size
  31784. * @ignorenaming
  31785. */
  31786. DEBUGCANVASSIZE: {
  31787. width: number;
  31788. height: number;
  31789. };
  31790. private _byteFreqs;
  31791. private _byteTime;
  31792. private _floatFreqs;
  31793. private _webAudioAnalyser;
  31794. private _debugCanvas;
  31795. private _debugCanvasContext;
  31796. private _scene;
  31797. private _registerFunc;
  31798. private _audioEngine;
  31799. /**
  31800. * Creates a new analyser
  31801. * @param scene defines hosting scene
  31802. */
  31803. constructor(scene: Scene);
  31804. /**
  31805. * Get the number of data values you will have to play with for the visualization
  31806. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31807. * @returns a number
  31808. */
  31809. getFrequencyBinCount(): number;
  31810. /**
  31811. * Gets the current frequency data as a byte array
  31812. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31813. * @returns a Uint8Array
  31814. */
  31815. getByteFrequencyData(): Uint8Array;
  31816. /**
  31817. * Gets the current waveform as a byte array
  31818. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31819. * @returns a Uint8Array
  31820. */
  31821. getByteTimeDomainData(): Uint8Array;
  31822. /**
  31823. * Gets the current frequency data as a float array
  31824. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31825. * @returns a Float32Array
  31826. */
  31827. getFloatFrequencyData(): Float32Array;
  31828. /**
  31829. * Renders the debug canvas
  31830. */
  31831. drawDebugCanvas(): void;
  31832. /**
  31833. * Stops rendering the debug canvas and removes it
  31834. */
  31835. stopDebugCanvas(): void;
  31836. /**
  31837. * Connects two audio nodes
  31838. * @param inputAudioNode defines first node to connect
  31839. * @param outputAudioNode defines second node to connect
  31840. */
  31841. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31842. /**
  31843. * Releases all associated resources
  31844. */
  31845. dispose(): void;
  31846. }
  31847. }
  31848. declare module "babylonjs/Audio/audioEngine" {
  31849. import { IDisposable } from "babylonjs/scene";
  31850. import { Analyser } from "babylonjs/Audio/analyser";
  31851. import { Nullable } from "babylonjs/types";
  31852. import { Observable } from "babylonjs/Misc/observable";
  31853. /**
  31854. * This represents an audio engine and it is responsible
  31855. * to play, synchronize and analyse sounds throughout the application.
  31856. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31857. */
  31858. export interface IAudioEngine extends IDisposable {
  31859. /**
  31860. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31861. */
  31862. readonly canUseWebAudio: boolean;
  31863. /**
  31864. * Gets the current AudioContext if available.
  31865. */
  31866. readonly audioContext: Nullable<AudioContext>;
  31867. /**
  31868. * The master gain node defines the global audio volume of your audio engine.
  31869. */
  31870. readonly masterGain: GainNode;
  31871. /**
  31872. * Gets whether or not mp3 are supported by your browser.
  31873. */
  31874. readonly isMP3supported: boolean;
  31875. /**
  31876. * Gets whether or not ogg are supported by your browser.
  31877. */
  31878. readonly isOGGsupported: boolean;
  31879. /**
  31880. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31881. * @ignoreNaming
  31882. */
  31883. WarnedWebAudioUnsupported: boolean;
  31884. /**
  31885. * Defines if the audio engine relies on a custom unlocked button.
  31886. * In this case, the embedded button will not be displayed.
  31887. */
  31888. useCustomUnlockedButton: boolean;
  31889. /**
  31890. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31891. */
  31892. readonly unlocked: boolean;
  31893. /**
  31894. * Event raised when audio has been unlocked on the browser.
  31895. */
  31896. onAudioUnlockedObservable: Observable<AudioEngine>;
  31897. /**
  31898. * Event raised when audio has been locked on the browser.
  31899. */
  31900. onAudioLockedObservable: Observable<AudioEngine>;
  31901. /**
  31902. * Flags the audio engine in Locked state.
  31903. * This happens due to new browser policies preventing audio to autoplay.
  31904. */
  31905. lock(): void;
  31906. /**
  31907. * Unlocks the audio engine once a user action has been done on the dom.
  31908. * This is helpful to resume play once browser policies have been satisfied.
  31909. */
  31910. unlock(): void;
  31911. }
  31912. /**
  31913. * This represents the default audio engine used in babylon.
  31914. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31915. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31916. */
  31917. export class AudioEngine implements IAudioEngine {
  31918. private _audioContext;
  31919. private _audioContextInitialized;
  31920. private _muteButton;
  31921. private _hostElement;
  31922. /**
  31923. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31924. */
  31925. canUseWebAudio: boolean;
  31926. /**
  31927. * The master gain node defines the global audio volume of your audio engine.
  31928. */
  31929. masterGain: GainNode;
  31930. /**
  31931. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31932. * @ignoreNaming
  31933. */
  31934. WarnedWebAudioUnsupported: boolean;
  31935. /**
  31936. * Gets whether or not mp3 are supported by your browser.
  31937. */
  31938. isMP3supported: boolean;
  31939. /**
  31940. * Gets whether or not ogg are supported by your browser.
  31941. */
  31942. isOGGsupported: boolean;
  31943. /**
  31944. * Gets whether audio has been unlocked on the device.
  31945. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31946. * a user interaction has happened.
  31947. */
  31948. unlocked: boolean;
  31949. /**
  31950. * Defines if the audio engine relies on a custom unlocked button.
  31951. * In this case, the embedded button will not be displayed.
  31952. */
  31953. useCustomUnlockedButton: boolean;
  31954. /**
  31955. * Event raised when audio has been unlocked on the browser.
  31956. */
  31957. onAudioUnlockedObservable: Observable<AudioEngine>;
  31958. /**
  31959. * Event raised when audio has been locked on the browser.
  31960. */
  31961. onAudioLockedObservable: Observable<AudioEngine>;
  31962. /**
  31963. * Gets the current AudioContext if available.
  31964. */
  31965. readonly audioContext: Nullable<AudioContext>;
  31966. private _connectedAnalyser;
  31967. /**
  31968. * Instantiates a new audio engine.
  31969. *
  31970. * There should be only one per page as some browsers restrict the number
  31971. * of audio contexts you can create.
  31972. * @param hostElement defines the host element where to display the mute icon if necessary
  31973. */
  31974. constructor(hostElement?: Nullable<HTMLElement>);
  31975. /**
  31976. * Flags the audio engine in Locked state.
  31977. * This happens due to new browser policies preventing audio to autoplay.
  31978. */
  31979. lock(): void;
  31980. /**
  31981. * Unlocks the audio engine once a user action has been done on the dom.
  31982. * This is helpful to resume play once browser policies have been satisfied.
  31983. */
  31984. unlock(): void;
  31985. private _resumeAudioContext;
  31986. private _initializeAudioContext;
  31987. private _tryToRun;
  31988. private _triggerRunningState;
  31989. private _triggerSuspendedState;
  31990. private _displayMuteButton;
  31991. private _moveButtonToTopLeft;
  31992. private _onResize;
  31993. private _hideMuteButton;
  31994. /**
  31995. * Destroy and release the resources associated with the audio ccontext.
  31996. */
  31997. dispose(): void;
  31998. /**
  31999. * Gets the global volume sets on the master gain.
  32000. * @returns the global volume if set or -1 otherwise
  32001. */
  32002. getGlobalVolume(): number;
  32003. /**
  32004. * Sets the global volume of your experience (sets on the master gain).
  32005. * @param newVolume Defines the new global volume of the application
  32006. */
  32007. setGlobalVolume(newVolume: number): void;
  32008. /**
  32009. * Connect the audio engine to an audio analyser allowing some amazing
  32010. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  32011. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  32012. * @param analyser The analyser to connect to the engine
  32013. */
  32014. connectToAnalyser(analyser: Analyser): void;
  32015. }
  32016. }
  32017. declare module "babylonjs/Loading/loadingScreen" {
  32018. /**
  32019. * Interface used to present a loading screen while loading a scene
  32020. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32021. */
  32022. export interface ILoadingScreen {
  32023. /**
  32024. * Function called to display the loading screen
  32025. */
  32026. displayLoadingUI: () => void;
  32027. /**
  32028. * Function called to hide the loading screen
  32029. */
  32030. hideLoadingUI: () => void;
  32031. /**
  32032. * Gets or sets the color to use for the background
  32033. */
  32034. loadingUIBackgroundColor: string;
  32035. /**
  32036. * Gets or sets the text to display while loading
  32037. */
  32038. loadingUIText: string;
  32039. }
  32040. /**
  32041. * Class used for the default loading screen
  32042. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32043. */
  32044. export class DefaultLoadingScreen implements ILoadingScreen {
  32045. private _renderingCanvas;
  32046. private _loadingText;
  32047. private _loadingDivBackgroundColor;
  32048. private _loadingDiv;
  32049. private _loadingTextDiv;
  32050. /** Gets or sets the logo url to use for the default loading screen */
  32051. static DefaultLogoUrl: string;
  32052. /** Gets or sets the spinner url to use for the default loading screen */
  32053. static DefaultSpinnerUrl: string;
  32054. /**
  32055. * Creates a new default loading screen
  32056. * @param _renderingCanvas defines the canvas used to render the scene
  32057. * @param _loadingText defines the default text to display
  32058. * @param _loadingDivBackgroundColor defines the default background color
  32059. */
  32060. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  32061. /**
  32062. * Function called to display the loading screen
  32063. */
  32064. displayLoadingUI(): void;
  32065. /**
  32066. * Function called to hide the loading screen
  32067. */
  32068. hideLoadingUI(): void;
  32069. /**
  32070. * Gets or sets the text to display while loading
  32071. */
  32072. loadingUIText: string;
  32073. /**
  32074. * Gets or sets the color to use for the background
  32075. */
  32076. loadingUIBackgroundColor: string;
  32077. private _resizeLoadingUI;
  32078. }
  32079. }
  32080. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  32081. /**
  32082. * Interface for any object that can request an animation frame
  32083. */
  32084. export interface ICustomAnimationFrameRequester {
  32085. /**
  32086. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  32087. */
  32088. renderFunction?: Function;
  32089. /**
  32090. * Called to request the next frame to render to
  32091. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  32092. */
  32093. requestAnimationFrame: Function;
  32094. /**
  32095. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  32096. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  32097. */
  32098. requestID?: number;
  32099. }
  32100. }
  32101. declare module "babylonjs/Misc/performanceMonitor" {
  32102. /**
  32103. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  32104. */
  32105. export class PerformanceMonitor {
  32106. private _enabled;
  32107. private _rollingFrameTime;
  32108. private _lastFrameTimeMs;
  32109. /**
  32110. * constructor
  32111. * @param frameSampleSize The number of samples required to saturate the sliding window
  32112. */
  32113. constructor(frameSampleSize?: number);
  32114. /**
  32115. * Samples current frame
  32116. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  32117. */
  32118. sampleFrame(timeMs?: number): void;
  32119. /**
  32120. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32121. */
  32122. readonly averageFrameTime: number;
  32123. /**
  32124. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32125. */
  32126. readonly averageFrameTimeVariance: number;
  32127. /**
  32128. * Returns the frame time of the most recent frame
  32129. */
  32130. readonly instantaneousFrameTime: number;
  32131. /**
  32132. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  32133. */
  32134. readonly averageFPS: number;
  32135. /**
  32136. * Returns the average framerate in frames per second using the most recent frame time
  32137. */
  32138. readonly instantaneousFPS: number;
  32139. /**
  32140. * Returns true if enough samples have been taken to completely fill the sliding window
  32141. */
  32142. readonly isSaturated: boolean;
  32143. /**
  32144. * Enables contributions to the sliding window sample set
  32145. */
  32146. enable(): void;
  32147. /**
  32148. * Disables contributions to the sliding window sample set
  32149. * Samples will not be interpolated over the disabled period
  32150. */
  32151. disable(): void;
  32152. /**
  32153. * Returns true if sampling is enabled
  32154. */
  32155. readonly isEnabled: boolean;
  32156. /**
  32157. * Resets performance monitor
  32158. */
  32159. reset(): void;
  32160. }
  32161. /**
  32162. * RollingAverage
  32163. *
  32164. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  32165. */
  32166. export class RollingAverage {
  32167. /**
  32168. * Current average
  32169. */
  32170. average: number;
  32171. /**
  32172. * Current variance
  32173. */
  32174. variance: number;
  32175. protected _samples: Array<number>;
  32176. protected _sampleCount: number;
  32177. protected _pos: number;
  32178. protected _m2: number;
  32179. /**
  32180. * constructor
  32181. * @param length The number of samples required to saturate the sliding window
  32182. */
  32183. constructor(length: number);
  32184. /**
  32185. * Adds a sample to the sample set
  32186. * @param v The sample value
  32187. */
  32188. add(v: number): void;
  32189. /**
  32190. * Returns previously added values or null if outside of history or outside the sliding window domain
  32191. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  32192. * @return Value previously recorded with add() or null if outside of range
  32193. */
  32194. history(i: number): number;
  32195. /**
  32196. * Returns true if enough samples have been taken to completely fill the sliding window
  32197. * @return true if sample-set saturated
  32198. */
  32199. isSaturated(): boolean;
  32200. /**
  32201. * Resets the rolling average (equivalent to 0 samples taken so far)
  32202. */
  32203. reset(): void;
  32204. /**
  32205. * Wraps a value around the sample range boundaries
  32206. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  32207. * @return Wrapped position in sample range
  32208. */
  32209. protected _wrapPosition(i: number): number;
  32210. }
  32211. }
  32212. declare module "babylonjs/Misc/perfCounter" {
  32213. /**
  32214. * This class is used to track a performance counter which is number based.
  32215. * The user has access to many properties which give statistics of different nature.
  32216. *
  32217. * The implementer can track two kinds of Performance Counter: time and count.
  32218. * 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.
  32219. * 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.
  32220. */
  32221. export class PerfCounter {
  32222. /**
  32223. * Gets or sets a global boolean to turn on and off all the counters
  32224. */
  32225. static Enabled: boolean;
  32226. /**
  32227. * Returns the smallest value ever
  32228. */
  32229. readonly min: number;
  32230. /**
  32231. * Returns the biggest value ever
  32232. */
  32233. readonly max: number;
  32234. /**
  32235. * Returns the average value since the performance counter is running
  32236. */
  32237. readonly average: number;
  32238. /**
  32239. * Returns the average value of the last second the counter was monitored
  32240. */
  32241. readonly lastSecAverage: number;
  32242. /**
  32243. * Returns the current value
  32244. */
  32245. readonly current: number;
  32246. /**
  32247. * Gets the accumulated total
  32248. */
  32249. readonly total: number;
  32250. /**
  32251. * Gets the total value count
  32252. */
  32253. readonly count: number;
  32254. /**
  32255. * Creates a new counter
  32256. */
  32257. constructor();
  32258. /**
  32259. * Call this method to start monitoring a new frame.
  32260. * 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.
  32261. */
  32262. fetchNewFrame(): void;
  32263. /**
  32264. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  32265. * @param newCount the count value to add to the monitored count
  32266. * @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.
  32267. */
  32268. addCount(newCount: number, fetchResult: boolean): void;
  32269. /**
  32270. * Start monitoring this performance counter
  32271. */
  32272. beginMonitoring(): void;
  32273. /**
  32274. * Compute the time lapsed since the previous beginMonitoring() call.
  32275. * @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
  32276. */
  32277. endMonitoring(newFrame?: boolean): void;
  32278. private _fetchResult;
  32279. private _startMonitoringTime;
  32280. private _min;
  32281. private _max;
  32282. private _average;
  32283. private _current;
  32284. private _totalValueCount;
  32285. private _totalAccumulated;
  32286. private _lastSecAverage;
  32287. private _lastSecAccumulated;
  32288. private _lastSecTime;
  32289. private _lastSecValueCount;
  32290. }
  32291. }
  32292. declare module "babylonjs/Engines/engine" {
  32293. import { Observable } from "babylonjs/Misc/observable";
  32294. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  32295. import { Scene } from "babylonjs/scene";
  32296. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  32297. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  32298. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32299. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  32300. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  32301. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  32302. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  32303. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  32304. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  32305. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  32306. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  32307. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  32308. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  32309. import { Material } from "babylonjs/Materials/material";
  32310. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  32311. /**
  32312. * Defines the interface used by display changed events
  32313. */
  32314. export interface IDisplayChangedEventArgs {
  32315. /** Gets the vrDisplay object (if any) */
  32316. vrDisplay: Nullable<any>;
  32317. /** Gets a boolean indicating if webVR is supported */
  32318. vrSupported: boolean;
  32319. }
  32320. /**
  32321. * Defines the interface used by objects containing a viewport (like a camera)
  32322. */
  32323. interface IViewportOwnerLike {
  32324. /**
  32325. * Gets or sets the viewport
  32326. */
  32327. viewport: IViewportLike;
  32328. }
  32329. /**
  32330. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  32331. */
  32332. export class Engine extends ThinEngine {
  32333. /** Defines that alpha blending is disabled */
  32334. static readonly ALPHA_DISABLE: number;
  32335. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  32336. static readonly ALPHA_ADD: number;
  32337. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  32338. static readonly ALPHA_COMBINE: number;
  32339. /** Defines that alpha blending to DEST - SRC * DEST */
  32340. static readonly ALPHA_SUBTRACT: number;
  32341. /** Defines that alpha blending to SRC * DEST */
  32342. static readonly ALPHA_MULTIPLY: number;
  32343. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  32344. static readonly ALPHA_MAXIMIZED: number;
  32345. /** Defines that alpha blending to SRC + DEST */
  32346. static readonly ALPHA_ONEONE: number;
  32347. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  32348. static readonly ALPHA_PREMULTIPLIED: number;
  32349. /**
  32350. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  32351. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  32352. */
  32353. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  32354. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  32355. static readonly ALPHA_INTERPOLATE: number;
  32356. /**
  32357. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  32358. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  32359. */
  32360. static readonly ALPHA_SCREENMODE: number;
  32361. /** Defines that the ressource is not delayed*/
  32362. static readonly DELAYLOADSTATE_NONE: number;
  32363. /** Defines that the ressource was successfully delay loaded */
  32364. static readonly DELAYLOADSTATE_LOADED: number;
  32365. /** Defines that the ressource is currently delay loading */
  32366. static readonly DELAYLOADSTATE_LOADING: number;
  32367. /** Defines that the ressource is delayed and has not started loading */
  32368. static readonly DELAYLOADSTATE_NOTLOADED: number;
  32369. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  32370. static readonly NEVER: number;
  32371. /** 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 */
  32372. static readonly ALWAYS: number;
  32373. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  32374. static readonly LESS: number;
  32375. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  32376. static readonly EQUAL: number;
  32377. /** 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 */
  32378. static readonly LEQUAL: number;
  32379. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  32380. static readonly GREATER: number;
  32381. /** 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 */
  32382. static readonly GEQUAL: number;
  32383. /** 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 */
  32384. static readonly NOTEQUAL: number;
  32385. /** Passed to stencilOperation to specify that stencil value must be kept */
  32386. static readonly KEEP: number;
  32387. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32388. static readonly REPLACE: number;
  32389. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32390. static readonly INCR: number;
  32391. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32392. static readonly DECR: number;
  32393. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32394. static readonly INVERT: number;
  32395. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32396. static readonly INCR_WRAP: number;
  32397. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32398. static readonly DECR_WRAP: number;
  32399. /** Texture is not repeating outside of 0..1 UVs */
  32400. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32401. /** Texture is repeating outside of 0..1 UVs */
  32402. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32403. /** Texture is repeating and mirrored */
  32404. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32405. /** ALPHA */
  32406. static readonly TEXTUREFORMAT_ALPHA: number;
  32407. /** LUMINANCE */
  32408. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32409. /** LUMINANCE_ALPHA */
  32410. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32411. /** RGB */
  32412. static readonly TEXTUREFORMAT_RGB: number;
  32413. /** RGBA */
  32414. static readonly TEXTUREFORMAT_RGBA: number;
  32415. /** RED */
  32416. static readonly TEXTUREFORMAT_RED: number;
  32417. /** RED (2nd reference) */
  32418. static readonly TEXTUREFORMAT_R: number;
  32419. /** RG */
  32420. static readonly TEXTUREFORMAT_RG: number;
  32421. /** RED_INTEGER */
  32422. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32423. /** RED_INTEGER (2nd reference) */
  32424. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32425. /** RG_INTEGER */
  32426. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32427. /** RGB_INTEGER */
  32428. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32429. /** RGBA_INTEGER */
  32430. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32431. /** UNSIGNED_BYTE */
  32432. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32433. /** UNSIGNED_BYTE (2nd reference) */
  32434. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32435. /** FLOAT */
  32436. static readonly TEXTURETYPE_FLOAT: number;
  32437. /** HALF_FLOAT */
  32438. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32439. /** BYTE */
  32440. static readonly TEXTURETYPE_BYTE: number;
  32441. /** SHORT */
  32442. static readonly TEXTURETYPE_SHORT: number;
  32443. /** UNSIGNED_SHORT */
  32444. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32445. /** INT */
  32446. static readonly TEXTURETYPE_INT: number;
  32447. /** UNSIGNED_INT */
  32448. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32449. /** UNSIGNED_SHORT_4_4_4_4 */
  32450. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32451. /** UNSIGNED_SHORT_5_5_5_1 */
  32452. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32453. /** UNSIGNED_SHORT_5_6_5 */
  32454. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32455. /** UNSIGNED_INT_2_10_10_10_REV */
  32456. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32457. /** UNSIGNED_INT_24_8 */
  32458. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32459. /** UNSIGNED_INT_10F_11F_11F_REV */
  32460. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32461. /** UNSIGNED_INT_5_9_9_9_REV */
  32462. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32463. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32464. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32465. /** nearest is mag = nearest and min = nearest and mip = linear */
  32466. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32467. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32468. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32469. /** Trilinear is mag = linear and min = linear and mip = linear */
  32470. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32471. /** nearest is mag = nearest and min = nearest and mip = linear */
  32472. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32473. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32474. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32475. /** Trilinear is mag = linear and min = linear and mip = linear */
  32476. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32477. /** mag = nearest and min = nearest and mip = nearest */
  32478. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32479. /** mag = nearest and min = linear and mip = nearest */
  32480. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32481. /** mag = nearest and min = linear and mip = linear */
  32482. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32483. /** mag = nearest and min = linear and mip = none */
  32484. static readonly TEXTURE_NEAREST_LINEAR: number;
  32485. /** mag = nearest and min = nearest and mip = none */
  32486. static readonly TEXTURE_NEAREST_NEAREST: number;
  32487. /** mag = linear and min = nearest and mip = nearest */
  32488. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32489. /** mag = linear and min = nearest and mip = linear */
  32490. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32491. /** mag = linear and min = linear and mip = none */
  32492. static readonly TEXTURE_LINEAR_LINEAR: number;
  32493. /** mag = linear and min = nearest and mip = none */
  32494. static readonly TEXTURE_LINEAR_NEAREST: number;
  32495. /** Explicit coordinates mode */
  32496. static readonly TEXTURE_EXPLICIT_MODE: number;
  32497. /** Spherical coordinates mode */
  32498. static readonly TEXTURE_SPHERICAL_MODE: number;
  32499. /** Planar coordinates mode */
  32500. static readonly TEXTURE_PLANAR_MODE: number;
  32501. /** Cubic coordinates mode */
  32502. static readonly TEXTURE_CUBIC_MODE: number;
  32503. /** Projection coordinates mode */
  32504. static readonly TEXTURE_PROJECTION_MODE: number;
  32505. /** Skybox coordinates mode */
  32506. static readonly TEXTURE_SKYBOX_MODE: number;
  32507. /** Inverse Cubic coordinates mode */
  32508. static readonly TEXTURE_INVCUBIC_MODE: number;
  32509. /** Equirectangular coordinates mode */
  32510. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32511. /** Equirectangular Fixed coordinates mode */
  32512. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32513. /** Equirectangular Fixed Mirrored coordinates mode */
  32514. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32515. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32516. static readonly SCALEMODE_FLOOR: number;
  32517. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32518. static readonly SCALEMODE_NEAREST: number;
  32519. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32520. static readonly SCALEMODE_CEILING: number;
  32521. /**
  32522. * Returns the current npm package of the sdk
  32523. */
  32524. static readonly NpmPackage: string;
  32525. /**
  32526. * Returns the current version of the framework
  32527. */
  32528. static readonly Version: string;
  32529. /** Gets the list of created engines */
  32530. static readonly Instances: Engine[];
  32531. /**
  32532. * Gets the latest created engine
  32533. */
  32534. static readonly LastCreatedEngine: Nullable<Engine>;
  32535. /**
  32536. * Gets the latest created scene
  32537. */
  32538. static readonly LastCreatedScene: Nullable<Scene>;
  32539. /**
  32540. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32541. * @param flag defines which part of the materials must be marked as dirty
  32542. * @param predicate defines a predicate used to filter which materials should be affected
  32543. */
  32544. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32545. /**
  32546. * Method called to create the default loading screen.
  32547. * This can be overriden in your own app.
  32548. * @param canvas The rendering canvas element
  32549. * @returns The loading screen
  32550. */
  32551. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32552. /**
  32553. * Method called to create the default rescale post process on each engine.
  32554. */
  32555. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32556. /**
  32557. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32558. **/
  32559. enableOfflineSupport: boolean;
  32560. /**
  32561. * 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)
  32562. **/
  32563. disableManifestCheck: boolean;
  32564. /**
  32565. * Gets the list of created scenes
  32566. */
  32567. scenes: Scene[];
  32568. /**
  32569. * Event raised when a new scene is created
  32570. */
  32571. onNewSceneAddedObservable: Observable<Scene>;
  32572. /**
  32573. * Gets the list of created postprocesses
  32574. */
  32575. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32576. /**
  32577. * Gets a boolean indicating if the pointer is currently locked
  32578. */
  32579. isPointerLock: boolean;
  32580. /**
  32581. * Observable event triggered each time the rendering canvas is resized
  32582. */
  32583. onResizeObservable: Observable<Engine>;
  32584. /**
  32585. * Observable event triggered each time the canvas loses focus
  32586. */
  32587. onCanvasBlurObservable: Observable<Engine>;
  32588. /**
  32589. * Observable event triggered each time the canvas gains focus
  32590. */
  32591. onCanvasFocusObservable: Observable<Engine>;
  32592. /**
  32593. * Observable event triggered each time the canvas receives pointerout event
  32594. */
  32595. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32596. /**
  32597. * Observable raised when the engine begins a new frame
  32598. */
  32599. onBeginFrameObservable: Observable<Engine>;
  32600. /**
  32601. * If set, will be used to request the next animation frame for the render loop
  32602. */
  32603. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32604. /**
  32605. * Observable raised when the engine ends the current frame
  32606. */
  32607. onEndFrameObservable: Observable<Engine>;
  32608. /**
  32609. * Observable raised when the engine is about to compile a shader
  32610. */
  32611. onBeforeShaderCompilationObservable: Observable<Engine>;
  32612. /**
  32613. * Observable raised when the engine has jsut compiled a shader
  32614. */
  32615. onAfterShaderCompilationObservable: Observable<Engine>;
  32616. /**
  32617. * Gets the audio engine
  32618. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32619. * @ignorenaming
  32620. */
  32621. static audioEngine: IAudioEngine;
  32622. /**
  32623. * Default AudioEngine factory responsible of creating the Audio Engine.
  32624. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32625. */
  32626. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32627. /**
  32628. * Default offline support factory responsible of creating a tool used to store data locally.
  32629. * By default, this will create a Database object if the workload has been embedded.
  32630. */
  32631. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32632. private _loadingScreen;
  32633. private _pointerLockRequested;
  32634. private _dummyFramebuffer;
  32635. private _rescalePostProcess;
  32636. /** @hidden */
  32637. protected _alphaMode: number;
  32638. /** @hidden */
  32639. protected _alphaEquation: number;
  32640. private _deterministicLockstep;
  32641. private _lockstepMaxSteps;
  32642. private _timeStep;
  32643. protected readonly _supportsHardwareTextureRescaling: boolean;
  32644. private _fps;
  32645. private _deltaTime;
  32646. /** @hidden */
  32647. _drawCalls: PerfCounter;
  32648. /**
  32649. * Turn this value on if you want to pause FPS computation when in background
  32650. */
  32651. disablePerformanceMonitorInBackground: boolean;
  32652. private _performanceMonitor;
  32653. /**
  32654. * Gets the performance monitor attached to this engine
  32655. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32656. */
  32657. readonly performanceMonitor: PerformanceMonitor;
  32658. private _onFocus;
  32659. private _onBlur;
  32660. private _onCanvasPointerOut;
  32661. private _onCanvasBlur;
  32662. private _onCanvasFocus;
  32663. private _onFullscreenChange;
  32664. private _onPointerLockChange;
  32665. /**
  32666. * Gets the HTML element used to attach event listeners
  32667. * @returns a HTML element
  32668. */
  32669. getInputElement(): Nullable<HTMLElement>;
  32670. /**
  32671. * Creates a new engine
  32672. * @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
  32673. * @param antialias defines enable antialiasing (default: false)
  32674. * @param options defines further options to be sent to the getContext() function
  32675. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32676. */
  32677. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32678. /**
  32679. * Gets current aspect ratio
  32680. * @param viewportOwner defines the camera to use to get the aspect ratio
  32681. * @param useScreen defines if screen size must be used (or the current render target if any)
  32682. * @returns a number defining the aspect ratio
  32683. */
  32684. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32685. /**
  32686. * Gets current screen aspect ratio
  32687. * @returns a number defining the aspect ratio
  32688. */
  32689. getScreenAspectRatio(): number;
  32690. /**
  32691. * Gets the client rect of the HTML canvas attached with the current webGL context
  32692. * @returns a client rectanglee
  32693. */
  32694. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32695. /**
  32696. * Gets the client rect of the HTML element used for events
  32697. * @returns a client rectanglee
  32698. */
  32699. getInputElementClientRect(): Nullable<ClientRect>;
  32700. /**
  32701. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32702. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32703. * @returns true if engine is in deterministic lock step mode
  32704. */
  32705. isDeterministicLockStep(): boolean;
  32706. /**
  32707. * Gets the max steps when engine is running in deterministic lock step
  32708. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32709. * @returns the max steps
  32710. */
  32711. getLockstepMaxSteps(): number;
  32712. /**
  32713. * Returns the time in ms between steps when using deterministic lock step.
  32714. * @returns time step in (ms)
  32715. */
  32716. getTimeStep(): number;
  32717. /**
  32718. * Force the mipmap generation for the given render target texture
  32719. * @param texture defines the render target texture to use
  32720. */
  32721. generateMipMapsForCubemap(texture: InternalTexture): void;
  32722. /** States */
  32723. /**
  32724. * Set various states to the webGL context
  32725. * @param culling defines backface culling state
  32726. * @param zOffset defines the value to apply to zOffset (0 by default)
  32727. * @param force defines if states must be applied even if cache is up to date
  32728. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32729. */
  32730. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32731. /**
  32732. * Set the z offset to apply to current rendering
  32733. * @param value defines the offset to apply
  32734. */
  32735. setZOffset(value: number): void;
  32736. /**
  32737. * Gets the current value of the zOffset
  32738. * @returns the current zOffset state
  32739. */
  32740. getZOffset(): number;
  32741. /**
  32742. * Enable or disable depth buffering
  32743. * @param enable defines the state to set
  32744. */
  32745. setDepthBuffer(enable: boolean): void;
  32746. /**
  32747. * Gets a boolean indicating if depth writing is enabled
  32748. * @returns the current depth writing state
  32749. */
  32750. getDepthWrite(): boolean;
  32751. /**
  32752. * Enable or disable depth writing
  32753. * @param enable defines the state to set
  32754. */
  32755. setDepthWrite(enable: boolean): void;
  32756. /**
  32757. * Enable or disable color writing
  32758. * @param enable defines the state to set
  32759. */
  32760. setColorWrite(enable: boolean): void;
  32761. /**
  32762. * Gets a boolean indicating if color writing is enabled
  32763. * @returns the current color writing state
  32764. */
  32765. getColorWrite(): boolean;
  32766. /**
  32767. * Sets alpha constants used by some alpha blending modes
  32768. * @param r defines the red component
  32769. * @param g defines the green component
  32770. * @param b defines the blue component
  32771. * @param a defines the alpha component
  32772. */
  32773. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32774. /**
  32775. * Sets the current alpha mode
  32776. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32777. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32778. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32779. */
  32780. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32781. /**
  32782. * Gets the current alpha mode
  32783. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32784. * @returns the current alpha mode
  32785. */
  32786. getAlphaMode(): number;
  32787. /**
  32788. * Sets the current alpha equation
  32789. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32790. */
  32791. setAlphaEquation(equation: number): void;
  32792. /**
  32793. * Gets the current alpha equation.
  32794. * @returns the current alpha equation
  32795. */
  32796. getAlphaEquation(): number;
  32797. /**
  32798. * Gets a boolean indicating if stencil buffer is enabled
  32799. * @returns the current stencil buffer state
  32800. */
  32801. getStencilBuffer(): boolean;
  32802. /**
  32803. * Enable or disable the stencil buffer
  32804. * @param enable defines if the stencil buffer must be enabled or disabled
  32805. */
  32806. setStencilBuffer(enable: boolean): void;
  32807. /**
  32808. * Gets the current stencil mask
  32809. * @returns a number defining the new stencil mask to use
  32810. */
  32811. getStencilMask(): number;
  32812. /**
  32813. * Sets the current stencil mask
  32814. * @param mask defines the new stencil mask to use
  32815. */
  32816. setStencilMask(mask: number): void;
  32817. /**
  32818. * Gets the current stencil function
  32819. * @returns a number defining the stencil function to use
  32820. */
  32821. getStencilFunction(): number;
  32822. /**
  32823. * Gets the current stencil reference value
  32824. * @returns a number defining the stencil reference value to use
  32825. */
  32826. getStencilFunctionReference(): number;
  32827. /**
  32828. * Gets the current stencil mask
  32829. * @returns a number defining the stencil mask to use
  32830. */
  32831. getStencilFunctionMask(): number;
  32832. /**
  32833. * Sets the current stencil function
  32834. * @param stencilFunc defines the new stencil function to use
  32835. */
  32836. setStencilFunction(stencilFunc: number): void;
  32837. /**
  32838. * Sets the current stencil reference
  32839. * @param reference defines the new stencil reference to use
  32840. */
  32841. setStencilFunctionReference(reference: number): void;
  32842. /**
  32843. * Sets the current stencil mask
  32844. * @param mask defines the new stencil mask to use
  32845. */
  32846. setStencilFunctionMask(mask: number): void;
  32847. /**
  32848. * Gets the current stencil operation when stencil fails
  32849. * @returns a number defining stencil operation to use when stencil fails
  32850. */
  32851. getStencilOperationFail(): number;
  32852. /**
  32853. * Gets the current stencil operation when depth fails
  32854. * @returns a number defining stencil operation to use when depth fails
  32855. */
  32856. getStencilOperationDepthFail(): number;
  32857. /**
  32858. * Gets the current stencil operation when stencil passes
  32859. * @returns a number defining stencil operation to use when stencil passes
  32860. */
  32861. getStencilOperationPass(): number;
  32862. /**
  32863. * Sets the stencil operation to use when stencil fails
  32864. * @param operation defines the stencil operation to use when stencil fails
  32865. */
  32866. setStencilOperationFail(operation: number): void;
  32867. /**
  32868. * Sets the stencil operation to use when depth fails
  32869. * @param operation defines the stencil operation to use when depth fails
  32870. */
  32871. setStencilOperationDepthFail(operation: number): void;
  32872. /**
  32873. * Sets the stencil operation to use when stencil passes
  32874. * @param operation defines the stencil operation to use when stencil passes
  32875. */
  32876. setStencilOperationPass(operation: number): void;
  32877. /**
  32878. * Sets a boolean indicating if the dithering state is enabled or disabled
  32879. * @param value defines the dithering state
  32880. */
  32881. setDitheringState(value: boolean): void;
  32882. /**
  32883. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32884. * @param value defines the rasterizer state
  32885. */
  32886. setRasterizerState(value: boolean): void;
  32887. /**
  32888. * Gets the current depth function
  32889. * @returns a number defining the depth function
  32890. */
  32891. getDepthFunction(): Nullable<number>;
  32892. /**
  32893. * Sets the current depth function
  32894. * @param depthFunc defines the function to use
  32895. */
  32896. setDepthFunction(depthFunc: number): void;
  32897. /**
  32898. * Sets the current depth function to GREATER
  32899. */
  32900. setDepthFunctionToGreater(): void;
  32901. /**
  32902. * Sets the current depth function to GEQUAL
  32903. */
  32904. setDepthFunctionToGreaterOrEqual(): void;
  32905. /**
  32906. * Sets the current depth function to LESS
  32907. */
  32908. setDepthFunctionToLess(): void;
  32909. /**
  32910. * Sets the current depth function to LEQUAL
  32911. */
  32912. setDepthFunctionToLessOrEqual(): void;
  32913. private _cachedStencilBuffer;
  32914. private _cachedStencilFunction;
  32915. private _cachedStencilMask;
  32916. private _cachedStencilOperationPass;
  32917. private _cachedStencilOperationFail;
  32918. private _cachedStencilOperationDepthFail;
  32919. private _cachedStencilReference;
  32920. /**
  32921. * Caches the the state of the stencil buffer
  32922. */
  32923. cacheStencilState(): void;
  32924. /**
  32925. * Restores the state of the stencil buffer
  32926. */
  32927. restoreStencilState(): void;
  32928. /**
  32929. * Directly set the WebGL Viewport
  32930. * @param x defines the x coordinate of the viewport (in screen space)
  32931. * @param y defines the y coordinate of the viewport (in screen space)
  32932. * @param width defines the width of the viewport (in screen space)
  32933. * @param height defines the height of the viewport (in screen space)
  32934. * @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
  32935. */
  32936. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32937. /**
  32938. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32939. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32940. * @param y defines the y-coordinate of the corner of the clear rectangle
  32941. * @param width defines the width of the clear rectangle
  32942. * @param height defines the height of the clear rectangle
  32943. * @param clearColor defines the clear color
  32944. */
  32945. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32946. /**
  32947. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32948. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32949. * @param y defines the y-coordinate of the corner of the clear rectangle
  32950. * @param width defines the width of the clear rectangle
  32951. * @param height defines the height of the clear rectangle
  32952. */
  32953. enableScissor(x: number, y: number, width: number, height: number): void;
  32954. /**
  32955. * Disable previously set scissor test rectangle
  32956. */
  32957. disableScissor(): void;
  32958. protected _reportDrawCall(): void;
  32959. /**
  32960. * Initializes a webVR display and starts listening to display change events
  32961. * The onVRDisplayChangedObservable will be notified upon these changes
  32962. * @returns The onVRDisplayChangedObservable
  32963. */
  32964. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32965. /** @hidden */
  32966. _prepareVRComponent(): void;
  32967. /** @hidden */
  32968. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32969. /** @hidden */
  32970. _submitVRFrame(): void;
  32971. /**
  32972. * Call this function to leave webVR mode
  32973. * Will do nothing if webVR is not supported or if there is no webVR device
  32974. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32975. */
  32976. disableVR(): void;
  32977. /**
  32978. * Gets a boolean indicating that the system is in VR mode and is presenting
  32979. * @returns true if VR mode is engaged
  32980. */
  32981. isVRPresenting(): boolean;
  32982. /** @hidden */
  32983. _requestVRFrame(): void;
  32984. /** @hidden */
  32985. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32986. /**
  32987. * Gets the source code of the vertex shader associated with a specific webGL program
  32988. * @param program defines the program to use
  32989. * @returns a string containing the source code of the vertex shader associated with the program
  32990. */
  32991. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32992. /**
  32993. * Gets the source code of the fragment shader associated with a specific webGL program
  32994. * @param program defines the program to use
  32995. * @returns a string containing the source code of the fragment shader associated with the program
  32996. */
  32997. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32998. /**
  32999. * Reads pixels from the current frame buffer. Please note that this function can be slow
  33000. * @param x defines the x coordinate of the rectangle where pixels must be read
  33001. * @param y defines the y coordinate of the rectangle where pixels must be read
  33002. * @param width defines the width of the rectangle where pixels must be read
  33003. * @param height defines the height of the rectangle where pixels must be read
  33004. * @returns a Uint8Array containing RGBA colors
  33005. */
  33006. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  33007. /**
  33008. * Sets a depth stencil texture from a render target to the according uniform.
  33009. * @param channel The texture channel
  33010. * @param uniform The uniform to set
  33011. * @param texture The render target texture containing the depth stencil texture to apply
  33012. */
  33013. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  33014. /**
  33015. * Sets a texture to the webGL context from a postprocess
  33016. * @param channel defines the channel to use
  33017. * @param postProcess defines the source postprocess
  33018. */
  33019. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  33020. /**
  33021. * Binds the output of the passed in post process to the texture channel specified
  33022. * @param channel The channel the texture should be bound to
  33023. * @param postProcess The post process which's output should be bound
  33024. */
  33025. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  33026. /** @hidden */
  33027. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  33028. protected _rebuildBuffers(): void;
  33029. /** @hidden */
  33030. _renderFrame(): void;
  33031. _renderLoop(): void;
  33032. /** @hidden */
  33033. _renderViews(): boolean;
  33034. /**
  33035. * Toggle full screen mode
  33036. * @param requestPointerLock defines if a pointer lock should be requested from the user
  33037. */
  33038. switchFullscreen(requestPointerLock: boolean): void;
  33039. /**
  33040. * Enters full screen mode
  33041. * @param requestPointerLock defines if a pointer lock should be requested from the user
  33042. */
  33043. enterFullscreen(requestPointerLock: boolean): void;
  33044. /**
  33045. * Exits full screen mode
  33046. */
  33047. exitFullscreen(): void;
  33048. /**
  33049. * Enters Pointerlock mode
  33050. */
  33051. enterPointerlock(): void;
  33052. /**
  33053. * Exits Pointerlock mode
  33054. */
  33055. exitPointerlock(): void;
  33056. /**
  33057. * Begin a new frame
  33058. */
  33059. beginFrame(): void;
  33060. /**
  33061. * Enf the current frame
  33062. */
  33063. endFrame(): void;
  33064. resize(): void;
  33065. /**
  33066. * Set the compressed texture format to use, based on the formats you have, and the formats
  33067. * supported by the hardware / browser.
  33068. *
  33069. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  33070. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  33071. * to API arguments needed to compressed textures. This puts the burden on the container
  33072. * generator to house the arcane code for determining these for current & future formats.
  33073. *
  33074. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  33075. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  33076. *
  33077. * Note: The result of this call is not taken into account when a texture is base64.
  33078. *
  33079. * @param formatsAvailable defines the list of those format families you have created
  33080. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  33081. *
  33082. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  33083. * @returns The extension selected.
  33084. */
  33085. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  33086. /**
  33087. * Force a specific size of the canvas
  33088. * @param width defines the new canvas' width
  33089. * @param height defines the new canvas' height
  33090. */
  33091. setSize(width: number, height: number): void;
  33092. /**
  33093. * Updates a dynamic vertex buffer.
  33094. * @param vertexBuffer the vertex buffer to update
  33095. * @param data the data used to update the vertex buffer
  33096. * @param byteOffset the byte offset of the data
  33097. * @param byteLength the byte length of the data
  33098. */
  33099. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  33100. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  33101. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33102. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33103. _releaseTexture(texture: InternalTexture): void;
  33104. /**
  33105. * @hidden
  33106. * Rescales a texture
  33107. * @param source input texutre
  33108. * @param destination destination texture
  33109. * @param scene scene to use to render the resize
  33110. * @param internalFormat format to use when resizing
  33111. * @param onComplete callback to be called when resize has completed
  33112. */
  33113. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  33114. /**
  33115. * Gets the current framerate
  33116. * @returns a number representing the framerate
  33117. */
  33118. getFps(): number;
  33119. /**
  33120. * Gets the time spent between current and previous frame
  33121. * @returns a number representing the delta time in ms
  33122. */
  33123. getDeltaTime(): number;
  33124. private _measureFps;
  33125. /** @hidden */
  33126. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  33127. /**
  33128. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  33129. * @param renderTarget The render target to set the frame buffer for
  33130. */
  33131. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  33132. /**
  33133. * Update a dynamic index buffer
  33134. * @param indexBuffer defines the target index buffer
  33135. * @param indices defines the data to update
  33136. * @param offset defines the offset in the target index buffer where update should start
  33137. */
  33138. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  33139. /**
  33140. * Updates the sample count of a render target texture
  33141. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  33142. * @param texture defines the texture to update
  33143. * @param samples defines the sample count to set
  33144. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  33145. */
  33146. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  33147. /**
  33148. * Updates a depth texture Comparison Mode and Function.
  33149. * If the comparison Function is equal to 0, the mode will be set to none.
  33150. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  33151. * @param texture The texture to set the comparison function for
  33152. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  33153. */
  33154. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  33155. /**
  33156. * Creates a webGL buffer to use with instanciation
  33157. * @param capacity defines the size of the buffer
  33158. * @returns the webGL buffer
  33159. */
  33160. createInstancesBuffer(capacity: number): DataBuffer;
  33161. /**
  33162. * Delete a webGL buffer used with instanciation
  33163. * @param buffer defines the webGL buffer to delete
  33164. */
  33165. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  33166. /** @hidden */
  33167. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  33168. dispose(): void;
  33169. private _disableTouchAction;
  33170. /**
  33171. * Display the loading screen
  33172. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33173. */
  33174. displayLoadingUI(): void;
  33175. /**
  33176. * Hide the loading screen
  33177. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33178. */
  33179. hideLoadingUI(): void;
  33180. /**
  33181. * Gets the current loading screen object
  33182. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33183. */
  33184. /**
  33185. * Sets the current loading screen object
  33186. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33187. */
  33188. loadingScreen: ILoadingScreen;
  33189. /**
  33190. * Sets the current loading screen text
  33191. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33192. */
  33193. loadingUIText: string;
  33194. /**
  33195. * Sets the current loading screen background color
  33196. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33197. */
  33198. loadingUIBackgroundColor: string;
  33199. /** Pointerlock and fullscreen */
  33200. /**
  33201. * Ask the browser to promote the current element to pointerlock mode
  33202. * @param element defines the DOM element to promote
  33203. */
  33204. static _RequestPointerlock(element: HTMLElement): void;
  33205. /**
  33206. * Asks the browser to exit pointerlock mode
  33207. */
  33208. static _ExitPointerlock(): void;
  33209. /**
  33210. * Ask the browser to promote the current element to fullscreen rendering mode
  33211. * @param element defines the DOM element to promote
  33212. */
  33213. static _RequestFullscreen(element: HTMLElement): void;
  33214. /**
  33215. * Asks the browser to exit fullscreen mode
  33216. */
  33217. static _ExitFullscreen(): void;
  33218. }
  33219. }
  33220. declare module "babylonjs/Engines/engineStore" {
  33221. import { Nullable } from "babylonjs/types";
  33222. import { Engine } from "babylonjs/Engines/engine";
  33223. import { Scene } from "babylonjs/scene";
  33224. /**
  33225. * The engine store class is responsible to hold all the instances of Engine and Scene created
  33226. * during the life time of the application.
  33227. */
  33228. export class EngineStore {
  33229. /** Gets the list of created engines */
  33230. static Instances: import("babylonjs/Engines/engine").Engine[];
  33231. /** @hidden */
  33232. static _LastCreatedScene: Nullable<Scene>;
  33233. /**
  33234. * Gets the latest created engine
  33235. */
  33236. static readonly LastCreatedEngine: Nullable<Engine>;
  33237. /**
  33238. * Gets the latest created scene
  33239. */
  33240. static readonly LastCreatedScene: Nullable<Scene>;
  33241. /**
  33242. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33243. * @ignorenaming
  33244. */
  33245. static UseFallbackTexture: boolean;
  33246. /**
  33247. * Texture content used if a texture cannot loaded
  33248. * @ignorenaming
  33249. */
  33250. static FallbackTexture: string;
  33251. }
  33252. }
  33253. declare module "babylonjs/Misc/promise" {
  33254. /**
  33255. * Helper class that provides a small promise polyfill
  33256. */
  33257. export class PromisePolyfill {
  33258. /**
  33259. * Static function used to check if the polyfill is required
  33260. * If this is the case then the function will inject the polyfill to window.Promise
  33261. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  33262. */
  33263. static Apply(force?: boolean): void;
  33264. }
  33265. }
  33266. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  33267. /**
  33268. * Interface for screenshot methods with describe argument called `size` as object with options
  33269. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  33270. */
  33271. export interface IScreenshotSize {
  33272. /**
  33273. * number in pixels for canvas height
  33274. */
  33275. height?: number;
  33276. /**
  33277. * multiplier allowing render at a higher or lower resolution
  33278. * If value is defined then height and width will be ignored and taken from camera
  33279. */
  33280. precision?: number;
  33281. /**
  33282. * number in pixels for canvas width
  33283. */
  33284. width?: number;
  33285. }
  33286. }
  33287. declare module "babylonjs/Misc/tools" {
  33288. import { Nullable, float } from "babylonjs/types";
  33289. import { DomManagement } from "babylonjs/Misc/domManagement";
  33290. import { WebRequest } from "babylonjs/Misc/webRequest";
  33291. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33292. import { ReadFileError } from "babylonjs/Misc/fileTools";
  33293. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33294. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  33295. import { Camera } from "babylonjs/Cameras/camera";
  33296. import { Engine } from "babylonjs/Engines/engine";
  33297. interface IColor4Like {
  33298. r: float;
  33299. g: float;
  33300. b: float;
  33301. a: float;
  33302. }
  33303. /**
  33304. * Class containing a set of static utilities functions
  33305. */
  33306. export class Tools {
  33307. /**
  33308. * Gets or sets the base URL to use to load assets
  33309. */
  33310. static BaseUrl: string;
  33311. /**
  33312. * Enable/Disable Custom HTTP Request Headers globally.
  33313. * default = false
  33314. * @see CustomRequestHeaders
  33315. */
  33316. static UseCustomRequestHeaders: boolean;
  33317. /**
  33318. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  33319. * i.e. when loading files, where the server/service expects an Authorization header
  33320. */
  33321. static CustomRequestHeaders: {
  33322. [key: string]: string;
  33323. };
  33324. /**
  33325. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  33326. */
  33327. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  33328. /**
  33329. * Default behaviour for cors in the application.
  33330. * It can be a string if the expected behavior is identical in the entire app.
  33331. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  33332. */
  33333. static CorsBehavior: string | ((url: string | string[]) => string);
  33334. /**
  33335. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33336. * @ignorenaming
  33337. */
  33338. static UseFallbackTexture: boolean;
  33339. /**
  33340. * Use this object to register external classes like custom textures or material
  33341. * to allow the laoders to instantiate them
  33342. */
  33343. static RegisteredExternalClasses: {
  33344. [key: string]: Object;
  33345. };
  33346. /**
  33347. * Texture content used if a texture cannot loaded
  33348. * @ignorenaming
  33349. */
  33350. static fallbackTexture: string;
  33351. /**
  33352. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  33353. * @param u defines the coordinate on X axis
  33354. * @param v defines the coordinate on Y axis
  33355. * @param width defines the width of the source data
  33356. * @param height defines the height of the source data
  33357. * @param pixels defines the source byte array
  33358. * @param color defines the output color
  33359. */
  33360. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  33361. /**
  33362. * Interpolates between a and b via alpha
  33363. * @param a The lower value (returned when alpha = 0)
  33364. * @param b The upper value (returned when alpha = 1)
  33365. * @param alpha The interpolation-factor
  33366. * @return The mixed value
  33367. */
  33368. static Mix(a: number, b: number, alpha: number): number;
  33369. /**
  33370. * Tries to instantiate a new object from a given class name
  33371. * @param className defines the class name to instantiate
  33372. * @returns the new object or null if the system was not able to do the instantiation
  33373. */
  33374. static Instantiate(className: string): any;
  33375. /**
  33376. * Provides a slice function that will work even on IE
  33377. * @param data defines the array to slice
  33378. * @param start defines the start of the data (optional)
  33379. * @param end defines the end of the data (optional)
  33380. * @returns the new sliced array
  33381. */
  33382. static Slice<T>(data: T, start?: number, end?: number): T;
  33383. /**
  33384. * Polyfill for setImmediate
  33385. * @param action defines the action to execute after the current execution block
  33386. */
  33387. static SetImmediate(action: () => void): void;
  33388. /**
  33389. * Function indicating if a number is an exponent of 2
  33390. * @param value defines the value to test
  33391. * @returns true if the value is an exponent of 2
  33392. */
  33393. static IsExponentOfTwo(value: number): boolean;
  33394. private static _tmpFloatArray;
  33395. /**
  33396. * Returns the nearest 32-bit single precision float representation of a Number
  33397. * @param value A Number. If the parameter is of a different type, it will get converted
  33398. * to a number or to NaN if it cannot be converted
  33399. * @returns number
  33400. */
  33401. static FloatRound(value: number): number;
  33402. /**
  33403. * Extracts the filename from a path
  33404. * @param path defines the path to use
  33405. * @returns the filename
  33406. */
  33407. static GetFilename(path: string): string;
  33408. /**
  33409. * Extracts the "folder" part of a path (everything before the filename).
  33410. * @param uri The URI to extract the info from
  33411. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33412. * @returns The "folder" part of the path
  33413. */
  33414. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33415. /**
  33416. * Extracts text content from a DOM element hierarchy
  33417. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33418. */
  33419. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33420. /**
  33421. * Convert an angle in radians to degrees
  33422. * @param angle defines the angle to convert
  33423. * @returns the angle in degrees
  33424. */
  33425. static ToDegrees(angle: number): number;
  33426. /**
  33427. * Convert an angle in degrees to radians
  33428. * @param angle defines the angle to convert
  33429. * @returns the angle in radians
  33430. */
  33431. static ToRadians(angle: number): number;
  33432. /**
  33433. * Returns an array if obj is not an array
  33434. * @param obj defines the object to evaluate as an array
  33435. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33436. * @returns either obj directly if obj is an array or a new array containing obj
  33437. */
  33438. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33439. /**
  33440. * Gets the pointer prefix to use
  33441. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33442. */
  33443. static GetPointerPrefix(): string;
  33444. /**
  33445. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33446. * @param url define the url we are trying
  33447. * @param element define the dom element where to configure the cors policy
  33448. */
  33449. static SetCorsBehavior(url: string | string[], element: {
  33450. crossOrigin: string | null;
  33451. }): void;
  33452. /**
  33453. * Removes unwanted characters from an url
  33454. * @param url defines the url to clean
  33455. * @returns the cleaned url
  33456. */
  33457. static CleanUrl(url: string): string;
  33458. /**
  33459. * Gets or sets a function used to pre-process url before using them to load assets
  33460. */
  33461. static PreprocessUrl: (url: string) => string;
  33462. /**
  33463. * Loads an image as an HTMLImageElement.
  33464. * @param input url string, ArrayBuffer, or Blob to load
  33465. * @param onLoad callback called when the image successfully loads
  33466. * @param onError callback called when the image fails to load
  33467. * @param offlineProvider offline provider for caching
  33468. * @param mimeType optional mime type
  33469. * @returns the HTMLImageElement of the loaded image
  33470. */
  33471. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33472. /**
  33473. * Loads a file from a url
  33474. * @param url url string, ArrayBuffer, or Blob to load
  33475. * @param onSuccess callback called when the file successfully loads
  33476. * @param onProgress callback called while file is loading (if the server supports this mode)
  33477. * @param offlineProvider defines the offline provider for caching
  33478. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33479. * @param onError callback called when the file fails to load
  33480. * @returns a file request object
  33481. */
  33482. 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;
  33483. /**
  33484. * Loads a file from a url
  33485. * @param url the file url to load
  33486. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33487. */
  33488. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33489. /**
  33490. * Load a script (identified by an url). When the url returns, the
  33491. * content of this file is added into a new script element, attached to the DOM (body element)
  33492. * @param scriptUrl defines the url of the script to laod
  33493. * @param onSuccess defines the callback called when the script is loaded
  33494. * @param onError defines the callback to call if an error occurs
  33495. * @param scriptId defines the id of the script element
  33496. */
  33497. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33498. /**
  33499. * Load an asynchronous script (identified by an url). When the url returns, the
  33500. * content of this file is added into a new script element, attached to the DOM (body element)
  33501. * @param scriptUrl defines the url of the script to laod
  33502. * @param scriptId defines the id of the script element
  33503. * @returns a promise request object
  33504. */
  33505. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33506. /**
  33507. * Loads a file from a blob
  33508. * @param fileToLoad defines the blob to use
  33509. * @param callback defines the callback to call when data is loaded
  33510. * @param progressCallback defines the callback to call during loading process
  33511. * @returns a file request object
  33512. */
  33513. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33514. /**
  33515. * Reads a file from a File object
  33516. * @param file defines the file to load
  33517. * @param onSuccess defines the callback to call when data is loaded
  33518. * @param onProgress defines the callback to call during loading process
  33519. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33520. * @param onError defines the callback to call when an error occurs
  33521. * @returns a file request object
  33522. */
  33523. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33524. /**
  33525. * Creates a data url from a given string content
  33526. * @param content defines the content to convert
  33527. * @returns the new data url link
  33528. */
  33529. static FileAsURL(content: string): string;
  33530. /**
  33531. * Format the given number to a specific decimal format
  33532. * @param value defines the number to format
  33533. * @param decimals defines the number of decimals to use
  33534. * @returns the formatted string
  33535. */
  33536. static Format(value: number, decimals?: number): string;
  33537. /**
  33538. * Tries to copy an object by duplicating every property
  33539. * @param source defines the source object
  33540. * @param destination defines the target object
  33541. * @param doNotCopyList defines a list of properties to avoid
  33542. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33543. */
  33544. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33545. /**
  33546. * Gets a boolean indicating if the given object has no own property
  33547. * @param obj defines the object to test
  33548. * @returns true if object has no own property
  33549. */
  33550. static IsEmpty(obj: any): boolean;
  33551. /**
  33552. * Function used to register events at window level
  33553. * @param windowElement defines the Window object to use
  33554. * @param events defines the events to register
  33555. */
  33556. static RegisterTopRootEvents(windowElement: Window, events: {
  33557. name: string;
  33558. handler: Nullable<(e: FocusEvent) => any>;
  33559. }[]): void;
  33560. /**
  33561. * Function used to unregister events from window level
  33562. * @param windowElement defines the Window object to use
  33563. * @param events defines the events to unregister
  33564. */
  33565. static UnregisterTopRootEvents(windowElement: Window, events: {
  33566. name: string;
  33567. handler: Nullable<(e: FocusEvent) => any>;
  33568. }[]): void;
  33569. /**
  33570. * @ignore
  33571. */
  33572. static _ScreenshotCanvas: HTMLCanvasElement;
  33573. /**
  33574. * Dumps the current bound framebuffer
  33575. * @param width defines the rendering width
  33576. * @param height defines the rendering height
  33577. * @param engine defines the hosting engine
  33578. * @param successCallback defines the callback triggered once the data are available
  33579. * @param mimeType defines the mime type of the result
  33580. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33581. */
  33582. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33583. /**
  33584. * Converts the canvas data to blob.
  33585. * This acts as a polyfill for browsers not supporting the to blob function.
  33586. * @param canvas Defines the canvas to extract the data from
  33587. * @param successCallback Defines the callback triggered once the data are available
  33588. * @param mimeType Defines the mime type of the result
  33589. */
  33590. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33591. /**
  33592. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33593. * @param successCallback defines the callback triggered once the data are available
  33594. * @param mimeType defines the mime type of the result
  33595. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33596. */
  33597. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33598. /**
  33599. * Downloads a blob in the browser
  33600. * @param blob defines the blob to download
  33601. * @param fileName defines the name of the downloaded file
  33602. */
  33603. static Download(blob: Blob, fileName: string): void;
  33604. /**
  33605. * Captures a screenshot of the current rendering
  33606. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33607. * @param engine defines the rendering engine
  33608. * @param camera defines the source camera
  33609. * @param size This parameter can be set to a single number or to an object with the
  33610. * following (optional) properties: precision, width, height. If a single number is passed,
  33611. * it will be used for both width and height. If an object is passed, the screenshot size
  33612. * will be derived from the parameters. The precision property is a multiplier allowing
  33613. * rendering at a higher or lower resolution
  33614. * @param successCallback defines the callback receives a single parameter which contains the
  33615. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33616. * src parameter of an <img> to display it
  33617. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33618. * Check your browser for supported MIME types
  33619. */
  33620. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33621. /**
  33622. * Captures a screenshot of the current rendering
  33623. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33624. * @param engine defines the rendering engine
  33625. * @param camera defines the source camera
  33626. * @param size This parameter can be set to a single number or to an object with the
  33627. * following (optional) properties: precision, width, height. If a single number is passed,
  33628. * it will be used for both width and height. If an object is passed, the screenshot size
  33629. * will be derived from the parameters. The precision property is a multiplier allowing
  33630. * rendering at a higher or lower resolution
  33631. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33632. * Check your browser for supported MIME types
  33633. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33634. * to the src parameter of an <img> to display it
  33635. */
  33636. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33637. /**
  33638. * Generates an image screenshot from the specified camera.
  33639. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33640. * @param engine The engine to use for rendering
  33641. * @param camera The camera to use for rendering
  33642. * @param size This parameter can be set to a single number or to an object with the
  33643. * following (optional) properties: precision, width, height. If a single number is passed,
  33644. * it will be used for both width and height. If an object is passed, the screenshot size
  33645. * will be derived from the parameters. The precision property is a multiplier allowing
  33646. * rendering at a higher or lower resolution
  33647. * @param successCallback The callback receives a single parameter which contains the
  33648. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33649. * src parameter of an <img> to display it
  33650. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33651. * Check your browser for supported MIME types
  33652. * @param samples Texture samples (default: 1)
  33653. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33654. * @param fileName A name for for the downloaded file.
  33655. */
  33656. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33657. /**
  33658. * Generates an image screenshot from the specified camera.
  33659. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33660. * @param engine The engine to use for rendering
  33661. * @param camera The camera to use for rendering
  33662. * @param size This parameter can be set to a single number or to an object with the
  33663. * following (optional) properties: precision, width, height. If a single number is passed,
  33664. * it will be used for both width and height. If an object is passed, the screenshot size
  33665. * will be derived from the parameters. The precision property is a multiplier allowing
  33666. * rendering at a higher or lower resolution
  33667. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33668. * Check your browser for supported MIME types
  33669. * @param samples Texture samples (default: 1)
  33670. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33671. * @param fileName A name for for the downloaded file.
  33672. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33673. * to the src parameter of an <img> to display it
  33674. */
  33675. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33676. /**
  33677. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33678. * Be aware Math.random() could cause collisions, but:
  33679. * "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"
  33680. * @returns a pseudo random id
  33681. */
  33682. static RandomId(): string;
  33683. /**
  33684. * Test if the given uri is a base64 string
  33685. * @param uri The uri to test
  33686. * @return True if the uri is a base64 string or false otherwise
  33687. */
  33688. static IsBase64(uri: string): boolean;
  33689. /**
  33690. * Decode the given base64 uri.
  33691. * @param uri The uri to decode
  33692. * @return The decoded base64 data.
  33693. */
  33694. static DecodeBase64(uri: string): ArrayBuffer;
  33695. /**
  33696. * Gets the absolute url.
  33697. * @param url the input url
  33698. * @return the absolute url
  33699. */
  33700. static GetAbsoluteUrl(url: string): string;
  33701. /**
  33702. * No log
  33703. */
  33704. static readonly NoneLogLevel: number;
  33705. /**
  33706. * Only message logs
  33707. */
  33708. static readonly MessageLogLevel: number;
  33709. /**
  33710. * Only warning logs
  33711. */
  33712. static readonly WarningLogLevel: number;
  33713. /**
  33714. * Only error logs
  33715. */
  33716. static readonly ErrorLogLevel: number;
  33717. /**
  33718. * All logs
  33719. */
  33720. static readonly AllLogLevel: number;
  33721. /**
  33722. * Gets a value indicating the number of loading errors
  33723. * @ignorenaming
  33724. */
  33725. static readonly errorsCount: number;
  33726. /**
  33727. * Callback called when a new log is added
  33728. */
  33729. static OnNewCacheEntry: (entry: string) => void;
  33730. /**
  33731. * Log a message to the console
  33732. * @param message defines the message to log
  33733. */
  33734. static Log(message: string): void;
  33735. /**
  33736. * Write a warning message to the console
  33737. * @param message defines the message to log
  33738. */
  33739. static Warn(message: string): void;
  33740. /**
  33741. * Write an error message to the console
  33742. * @param message defines the message to log
  33743. */
  33744. static Error(message: string): void;
  33745. /**
  33746. * Gets current log cache (list of logs)
  33747. */
  33748. static readonly LogCache: string;
  33749. /**
  33750. * Clears the log cache
  33751. */
  33752. static ClearLogCache(): void;
  33753. /**
  33754. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33755. */
  33756. static LogLevels: number;
  33757. /**
  33758. * Checks if the window object exists
  33759. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33760. */
  33761. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33762. /**
  33763. * No performance log
  33764. */
  33765. static readonly PerformanceNoneLogLevel: number;
  33766. /**
  33767. * Use user marks to log performance
  33768. */
  33769. static readonly PerformanceUserMarkLogLevel: number;
  33770. /**
  33771. * Log performance to the console
  33772. */
  33773. static readonly PerformanceConsoleLogLevel: number;
  33774. private static _performance;
  33775. /**
  33776. * Sets the current performance log level
  33777. */
  33778. static PerformanceLogLevel: number;
  33779. private static _StartPerformanceCounterDisabled;
  33780. private static _EndPerformanceCounterDisabled;
  33781. private static _StartUserMark;
  33782. private static _EndUserMark;
  33783. private static _StartPerformanceConsole;
  33784. private static _EndPerformanceConsole;
  33785. /**
  33786. * Starts a performance counter
  33787. */
  33788. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33789. /**
  33790. * Ends a specific performance coutner
  33791. */
  33792. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33793. /**
  33794. * Gets either window.performance.now() if supported or Date.now() else
  33795. */
  33796. static readonly Now: number;
  33797. /**
  33798. * This method will return the name of the class used to create the instance of the given object.
  33799. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33800. * @param object the object to get the class name from
  33801. * @param isType defines if the object is actually a type
  33802. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33803. */
  33804. static GetClassName(object: any, isType?: boolean): string;
  33805. /**
  33806. * Gets the first element of an array satisfying a given predicate
  33807. * @param array defines the array to browse
  33808. * @param predicate defines the predicate to use
  33809. * @returns null if not found or the element
  33810. */
  33811. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33812. /**
  33813. * This method will return the name of the full name of the class, including its owning module (if any).
  33814. * 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).
  33815. * @param object the object to get the class name from
  33816. * @param isType defines if the object is actually a type
  33817. * @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.
  33818. * @ignorenaming
  33819. */
  33820. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33821. /**
  33822. * Returns a promise that resolves after the given amount of time.
  33823. * @param delay Number of milliseconds to delay
  33824. * @returns Promise that resolves after the given amount of time
  33825. */
  33826. static DelayAsync(delay: number): Promise<void>;
  33827. }
  33828. /**
  33829. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33830. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33831. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33832. * @param name The name of the class, case should be preserved
  33833. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33834. */
  33835. export function className(name: string, module?: string): (target: Object) => void;
  33836. /**
  33837. * An implementation of a loop for asynchronous functions.
  33838. */
  33839. export class AsyncLoop {
  33840. /**
  33841. * Defines the number of iterations for the loop
  33842. */
  33843. iterations: number;
  33844. /**
  33845. * Defines the current index of the loop.
  33846. */
  33847. index: number;
  33848. private _done;
  33849. private _fn;
  33850. private _successCallback;
  33851. /**
  33852. * Constructor.
  33853. * @param iterations the number of iterations.
  33854. * @param func the function to run each iteration
  33855. * @param successCallback the callback that will be called upon succesful execution
  33856. * @param offset starting offset.
  33857. */
  33858. constructor(
  33859. /**
  33860. * Defines the number of iterations for the loop
  33861. */
  33862. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33863. /**
  33864. * Execute the next iteration. Must be called after the last iteration was finished.
  33865. */
  33866. executeNext(): void;
  33867. /**
  33868. * Break the loop and run the success callback.
  33869. */
  33870. breakLoop(): void;
  33871. /**
  33872. * Create and run an async loop.
  33873. * @param iterations the number of iterations.
  33874. * @param fn the function to run each iteration
  33875. * @param successCallback the callback that will be called upon succesful execution
  33876. * @param offset starting offset.
  33877. * @returns the created async loop object
  33878. */
  33879. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33880. /**
  33881. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33882. * @param iterations total number of iterations
  33883. * @param syncedIterations number of synchronous iterations in each async iteration.
  33884. * @param fn the function to call each iteration.
  33885. * @param callback a success call back that will be called when iterating stops.
  33886. * @param breakFunction a break condition (optional)
  33887. * @param timeout timeout settings for the setTimeout function. default - 0.
  33888. * @returns the created async loop object
  33889. */
  33890. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33891. }
  33892. }
  33893. declare module "babylonjs/Misc/stringDictionary" {
  33894. import { Nullable } from "babylonjs/types";
  33895. /**
  33896. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33897. * The underlying implementation relies on an associative array to ensure the best performances.
  33898. * The value can be anything including 'null' but except 'undefined'
  33899. */
  33900. export class StringDictionary<T> {
  33901. /**
  33902. * This will clear this dictionary and copy the content from the 'source' one.
  33903. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33904. * @param source the dictionary to take the content from and copy to this dictionary
  33905. */
  33906. copyFrom(source: StringDictionary<T>): void;
  33907. /**
  33908. * Get a value based from its key
  33909. * @param key the given key to get the matching value from
  33910. * @return the value if found, otherwise undefined is returned
  33911. */
  33912. get(key: string): T | undefined;
  33913. /**
  33914. * Get a value from its key or add it if it doesn't exist.
  33915. * This method will ensure you that a given key/data will be present in the dictionary.
  33916. * @param key the given key to get the matching value from
  33917. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33918. * The factory will only be invoked if there's no data for the given key.
  33919. * @return the value corresponding to the key.
  33920. */
  33921. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33922. /**
  33923. * Get a value from its key if present in the dictionary otherwise add it
  33924. * @param key the key to get the value from
  33925. * @param val if there's no such key/value pair in the dictionary add it with this value
  33926. * @return the value corresponding to the key
  33927. */
  33928. getOrAdd(key: string, val: T): T;
  33929. /**
  33930. * Check if there's a given key in the dictionary
  33931. * @param key the key to check for
  33932. * @return true if the key is present, false otherwise
  33933. */
  33934. contains(key: string): boolean;
  33935. /**
  33936. * Add a new key and its corresponding value
  33937. * @param key the key to add
  33938. * @param value the value corresponding to the key
  33939. * @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
  33940. */
  33941. add(key: string, value: T): boolean;
  33942. /**
  33943. * Update a specific value associated to a key
  33944. * @param key defines the key to use
  33945. * @param value defines the value to store
  33946. * @returns true if the value was updated (or false if the key was not found)
  33947. */
  33948. set(key: string, value: T): boolean;
  33949. /**
  33950. * Get the element of the given key and remove it from the dictionary
  33951. * @param key defines the key to search
  33952. * @returns the value associated with the key or null if not found
  33953. */
  33954. getAndRemove(key: string): Nullable<T>;
  33955. /**
  33956. * Remove a key/value from the dictionary.
  33957. * @param key the key to remove
  33958. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33959. */
  33960. remove(key: string): boolean;
  33961. /**
  33962. * Clear the whole content of the dictionary
  33963. */
  33964. clear(): void;
  33965. /**
  33966. * Gets the current count
  33967. */
  33968. readonly count: number;
  33969. /**
  33970. * Execute a callback on each key/val of the dictionary.
  33971. * Note that you can remove any element in this dictionary in the callback implementation
  33972. * @param callback the callback to execute on a given key/value pair
  33973. */
  33974. forEach(callback: (key: string, val: T) => void): void;
  33975. /**
  33976. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33977. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33978. * Note that you can remove any element in this dictionary in the callback implementation
  33979. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33980. * @returns the first item
  33981. */
  33982. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33983. private _count;
  33984. private _data;
  33985. }
  33986. }
  33987. declare module "babylonjs/Collisions/collisionCoordinator" {
  33988. import { Nullable } from "babylonjs/types";
  33989. import { Scene } from "babylonjs/scene";
  33990. import { Vector3 } from "babylonjs/Maths/math.vector";
  33991. import { Collider } from "babylonjs/Collisions/collider";
  33992. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33993. /** @hidden */
  33994. export interface ICollisionCoordinator {
  33995. createCollider(): Collider;
  33996. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33997. init(scene: Scene): void;
  33998. }
  33999. /** @hidden */
  34000. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  34001. private _scene;
  34002. private _scaledPosition;
  34003. private _scaledVelocity;
  34004. private _finalPosition;
  34005. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  34006. createCollider(): Collider;
  34007. init(scene: Scene): void;
  34008. private _collideWithWorld;
  34009. }
  34010. }
  34011. declare module "babylonjs/Inputs/scene.inputManager" {
  34012. import { Nullable } from "babylonjs/types";
  34013. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34014. import { Vector2 } from "babylonjs/Maths/math.vector";
  34015. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  34016. import { Scene } from "babylonjs/scene";
  34017. /**
  34018. * Class used to manage all inputs for the scene.
  34019. */
  34020. export class InputManager {
  34021. /** The distance in pixel that you have to move to prevent some events */
  34022. static DragMovementThreshold: number;
  34023. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  34024. static LongPressDelay: number;
  34025. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  34026. static DoubleClickDelay: number;
  34027. /** If you need to check double click without raising a single click at first click, enable this flag */
  34028. static ExclusiveDoubleClickMode: boolean;
  34029. private _wheelEventName;
  34030. private _onPointerMove;
  34031. private _onPointerDown;
  34032. private _onPointerUp;
  34033. private _initClickEvent;
  34034. private _initActionManager;
  34035. private _delayedSimpleClick;
  34036. private _delayedSimpleClickTimeout;
  34037. private _previousDelayedSimpleClickTimeout;
  34038. private _meshPickProceed;
  34039. private _previousButtonPressed;
  34040. private _currentPickResult;
  34041. private _previousPickResult;
  34042. private _totalPointersPressed;
  34043. private _doubleClickOccured;
  34044. private _pointerOverMesh;
  34045. private _pickedDownMesh;
  34046. private _pickedUpMesh;
  34047. private _pointerX;
  34048. private _pointerY;
  34049. private _unTranslatedPointerX;
  34050. private _unTranslatedPointerY;
  34051. private _startingPointerPosition;
  34052. private _previousStartingPointerPosition;
  34053. private _startingPointerTime;
  34054. private _previousStartingPointerTime;
  34055. private _pointerCaptures;
  34056. private _onKeyDown;
  34057. private _onKeyUp;
  34058. private _onCanvasFocusObserver;
  34059. private _onCanvasBlurObserver;
  34060. private _scene;
  34061. /**
  34062. * Creates a new InputManager
  34063. * @param scene defines the hosting scene
  34064. */
  34065. constructor(scene: Scene);
  34066. /**
  34067. * Gets the mesh that is currently under the pointer
  34068. */
  34069. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34070. /**
  34071. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  34072. */
  34073. readonly unTranslatedPointer: Vector2;
  34074. /**
  34075. * Gets or sets the current on-screen X position of the pointer
  34076. */
  34077. pointerX: number;
  34078. /**
  34079. * Gets or sets the current on-screen Y position of the pointer
  34080. */
  34081. pointerY: number;
  34082. private _updatePointerPosition;
  34083. private _processPointerMove;
  34084. private _setRayOnPointerInfo;
  34085. private _checkPrePointerObservable;
  34086. /**
  34087. * Use this method to simulate a pointer move on a mesh
  34088. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34089. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34090. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34091. */
  34092. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34093. /**
  34094. * Use this method to simulate a pointer down on a mesh
  34095. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34096. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34097. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34098. */
  34099. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34100. private _processPointerDown;
  34101. /** @hidden */
  34102. _isPointerSwiping(): boolean;
  34103. /**
  34104. * Use this method to simulate a pointer up on a mesh
  34105. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34106. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34107. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34108. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34109. */
  34110. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  34111. private _processPointerUp;
  34112. /**
  34113. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34114. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34115. * @returns true if the pointer was captured
  34116. */
  34117. isPointerCaptured(pointerId?: number): boolean;
  34118. /**
  34119. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34120. * @param attachUp defines if you want to attach events to pointerup
  34121. * @param attachDown defines if you want to attach events to pointerdown
  34122. * @param attachMove defines if you want to attach events to pointermove
  34123. */
  34124. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34125. /**
  34126. * Detaches all event handlers
  34127. */
  34128. detachControl(): void;
  34129. /**
  34130. * Force the value of meshUnderPointer
  34131. * @param mesh defines the mesh to use
  34132. */
  34133. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  34134. /**
  34135. * Gets the mesh under the pointer
  34136. * @returns a Mesh or null if no mesh is under the pointer
  34137. */
  34138. getPointerOverMesh(): Nullable<AbstractMesh>;
  34139. }
  34140. }
  34141. declare module "babylonjs/Misc/uniqueIdGenerator" {
  34142. /**
  34143. * Helper class used to generate session unique ID
  34144. */
  34145. export class UniqueIdGenerator {
  34146. private static _UniqueIdCounter;
  34147. /**
  34148. * Gets an unique (relatively to the current scene) Id
  34149. */
  34150. static readonly UniqueId: number;
  34151. }
  34152. }
  34153. declare module "babylonjs/Animations/animationGroup" {
  34154. import { Animatable } from "babylonjs/Animations/animatable";
  34155. import { Animation } from "babylonjs/Animations/animation";
  34156. import { Scene, IDisposable } from "babylonjs/scene";
  34157. import { Observable } from "babylonjs/Misc/observable";
  34158. import { Nullable } from "babylonjs/types";
  34159. import "babylonjs/Animations/animatable";
  34160. /**
  34161. * This class defines the direct association between an animation and a target
  34162. */
  34163. export class TargetedAnimation {
  34164. /**
  34165. * Animation to perform
  34166. */
  34167. animation: Animation;
  34168. /**
  34169. * Target to animate
  34170. */
  34171. target: any;
  34172. /**
  34173. * Serialize the object
  34174. * @returns the JSON object representing the current entity
  34175. */
  34176. serialize(): any;
  34177. }
  34178. /**
  34179. * Use this class to create coordinated animations on multiple targets
  34180. */
  34181. export class AnimationGroup implements IDisposable {
  34182. /** The name of the animation group */
  34183. name: string;
  34184. private _scene;
  34185. private _targetedAnimations;
  34186. private _animatables;
  34187. private _from;
  34188. private _to;
  34189. private _isStarted;
  34190. private _isPaused;
  34191. private _speedRatio;
  34192. private _loopAnimation;
  34193. /**
  34194. * Gets or sets the unique id of the node
  34195. */
  34196. uniqueId: number;
  34197. /**
  34198. * This observable will notify when one animation have ended
  34199. */
  34200. onAnimationEndObservable: Observable<TargetedAnimation>;
  34201. /**
  34202. * Observer raised when one animation loops
  34203. */
  34204. onAnimationLoopObservable: Observable<TargetedAnimation>;
  34205. /**
  34206. * Observer raised when all animations have looped
  34207. */
  34208. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  34209. /**
  34210. * This observable will notify when all animations have ended.
  34211. */
  34212. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  34213. /**
  34214. * This observable will notify when all animations have paused.
  34215. */
  34216. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  34217. /**
  34218. * This observable will notify when all animations are playing.
  34219. */
  34220. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  34221. /**
  34222. * Gets the first frame
  34223. */
  34224. readonly from: number;
  34225. /**
  34226. * Gets the last frame
  34227. */
  34228. readonly to: number;
  34229. /**
  34230. * Define if the animations are started
  34231. */
  34232. readonly isStarted: boolean;
  34233. /**
  34234. * Gets a value indicating that the current group is playing
  34235. */
  34236. readonly isPlaying: boolean;
  34237. /**
  34238. * Gets or sets the speed ratio to use for all animations
  34239. */
  34240. /**
  34241. * Gets or sets the speed ratio to use for all animations
  34242. */
  34243. speedRatio: number;
  34244. /**
  34245. * Gets or sets if all animations should loop or not
  34246. */
  34247. loopAnimation: boolean;
  34248. /**
  34249. * Gets the targeted animations for this animation group
  34250. */
  34251. readonly targetedAnimations: Array<TargetedAnimation>;
  34252. /**
  34253. * returning the list of animatables controlled by this animation group.
  34254. */
  34255. readonly animatables: Array<Animatable>;
  34256. /**
  34257. * Instantiates a new Animation Group.
  34258. * This helps managing several animations at once.
  34259. * @see http://doc.babylonjs.com/how_to/group
  34260. * @param name Defines the name of the group
  34261. * @param scene Defines the scene the group belongs to
  34262. */
  34263. constructor(
  34264. /** The name of the animation group */
  34265. name: string, scene?: Nullable<Scene>);
  34266. /**
  34267. * Add an animation (with its target) in the group
  34268. * @param animation defines the animation we want to add
  34269. * @param target defines the target of the animation
  34270. * @returns the TargetedAnimation object
  34271. */
  34272. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  34273. /**
  34274. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  34275. * It can add constant keys at begin or end
  34276. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  34277. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  34278. * @returns the animation group
  34279. */
  34280. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  34281. private _animationLoopCount;
  34282. private _animationLoopFlags;
  34283. private _processLoop;
  34284. /**
  34285. * Start all animations on given targets
  34286. * @param loop defines if animations must loop
  34287. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  34288. * @param from defines the from key (optional)
  34289. * @param to defines the to key (optional)
  34290. * @returns the current animation group
  34291. */
  34292. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  34293. /**
  34294. * Pause all animations
  34295. * @returns the animation group
  34296. */
  34297. pause(): AnimationGroup;
  34298. /**
  34299. * Play all animations to initial state
  34300. * This function will start() the animations if they were not started or will restart() them if they were paused
  34301. * @param loop defines if animations must loop
  34302. * @returns the animation group
  34303. */
  34304. play(loop?: boolean): AnimationGroup;
  34305. /**
  34306. * Reset all animations to initial state
  34307. * @returns the animation group
  34308. */
  34309. reset(): AnimationGroup;
  34310. /**
  34311. * Restart animations from key 0
  34312. * @returns the animation group
  34313. */
  34314. restart(): AnimationGroup;
  34315. /**
  34316. * Stop all animations
  34317. * @returns the animation group
  34318. */
  34319. stop(): AnimationGroup;
  34320. /**
  34321. * Set animation weight for all animatables
  34322. * @param weight defines the weight to use
  34323. * @return the animationGroup
  34324. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34325. */
  34326. setWeightForAllAnimatables(weight: number): AnimationGroup;
  34327. /**
  34328. * Synchronize and normalize all animatables with a source animatable
  34329. * @param root defines the root animatable to synchronize with
  34330. * @return the animationGroup
  34331. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34332. */
  34333. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  34334. /**
  34335. * Goes to a specific frame in this animation group
  34336. * @param frame the frame number to go to
  34337. * @return the animationGroup
  34338. */
  34339. goToFrame(frame: number): AnimationGroup;
  34340. /**
  34341. * Dispose all associated resources
  34342. */
  34343. dispose(): void;
  34344. private _checkAnimationGroupEnded;
  34345. /**
  34346. * Clone the current animation group and returns a copy
  34347. * @param newName defines the name of the new group
  34348. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  34349. * @returns the new aniamtion group
  34350. */
  34351. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  34352. /**
  34353. * Serializes the animationGroup to an object
  34354. * @returns Serialized object
  34355. */
  34356. serialize(): any;
  34357. /**
  34358. * Returns a new AnimationGroup object parsed from the source provided.
  34359. * @param parsedAnimationGroup defines the source
  34360. * @param scene defines the scene that will receive the animationGroup
  34361. * @returns a new AnimationGroup
  34362. */
  34363. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  34364. /**
  34365. * Returns the string "AnimationGroup"
  34366. * @returns "AnimationGroup"
  34367. */
  34368. getClassName(): string;
  34369. /**
  34370. * Creates a detailled string about the object
  34371. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  34372. * @returns a string representing the object
  34373. */
  34374. toString(fullDetails?: boolean): string;
  34375. }
  34376. }
  34377. declare module "babylonjs/scene" {
  34378. import { Nullable } from "babylonjs/types";
  34379. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  34380. import { Observable } from "babylonjs/Misc/observable";
  34381. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  34382. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  34383. import { Geometry } from "babylonjs/Meshes/geometry";
  34384. import { TransformNode } from "babylonjs/Meshes/transformNode";
  34385. import { SubMesh } from "babylonjs/Meshes/subMesh";
  34386. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  34387. import { Mesh } from "babylonjs/Meshes/mesh";
  34388. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  34389. import { Bone } from "babylonjs/Bones/bone";
  34390. import { Skeleton } from "babylonjs/Bones/skeleton";
  34391. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  34392. import { Camera } from "babylonjs/Cameras/camera";
  34393. import { AbstractScene } from "babylonjs/abstractScene";
  34394. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  34395. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34396. import { Material } from "babylonjs/Materials/material";
  34397. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34398. import { Effect } from "babylonjs/Materials/effect";
  34399. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34400. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34401. import { Light } from "babylonjs/Lights/light";
  34402. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34403. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34404. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34405. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34406. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34407. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34408. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34409. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34410. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34411. import { Engine } from "babylonjs/Engines/engine";
  34412. import { Node } from "babylonjs/node";
  34413. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34414. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34415. import { WebRequest } from "babylonjs/Misc/webRequest";
  34416. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34417. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34418. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34419. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34420. import { Plane } from "babylonjs/Maths/math.plane";
  34421. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34422. import { Ray } from "babylonjs/Culling/ray";
  34423. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34424. import { Animation } from "babylonjs/Animations/animation";
  34425. import { Animatable } from "babylonjs/Animations/animatable";
  34426. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34427. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34428. import { Collider } from "babylonjs/Collisions/collider";
  34429. /**
  34430. * Define an interface for all classes that will hold resources
  34431. */
  34432. export interface IDisposable {
  34433. /**
  34434. * Releases all held resources
  34435. */
  34436. dispose(): void;
  34437. }
  34438. /** Interface defining initialization parameters for Scene class */
  34439. export interface SceneOptions {
  34440. /**
  34441. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34442. * It will improve performance when the number of geometries becomes important.
  34443. */
  34444. useGeometryUniqueIdsMap?: boolean;
  34445. /**
  34446. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34447. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34448. */
  34449. useMaterialMeshMap?: boolean;
  34450. /**
  34451. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34452. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34453. */
  34454. useClonedMeshhMap?: boolean;
  34455. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34456. virtual?: boolean;
  34457. }
  34458. /**
  34459. * Represents a scene to be rendered by the engine.
  34460. * @see http://doc.babylonjs.com/features/scene
  34461. */
  34462. export class Scene extends AbstractScene implements IAnimatable {
  34463. /** The fog is deactivated */
  34464. static readonly FOGMODE_NONE: number;
  34465. /** The fog density is following an exponential function */
  34466. static readonly FOGMODE_EXP: number;
  34467. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34468. static readonly FOGMODE_EXP2: number;
  34469. /** The fog density is following a linear function. */
  34470. static readonly FOGMODE_LINEAR: number;
  34471. /**
  34472. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34473. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34474. */
  34475. static MinDeltaTime: number;
  34476. /**
  34477. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34478. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34479. */
  34480. static MaxDeltaTime: number;
  34481. /**
  34482. * Factory used to create the default material.
  34483. * @param name The name of the material to create
  34484. * @param scene The scene to create the material for
  34485. * @returns The default material
  34486. */
  34487. static DefaultMaterialFactory(scene: Scene): Material;
  34488. /**
  34489. * Factory used to create the a collision coordinator.
  34490. * @returns The collision coordinator
  34491. */
  34492. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34493. /** @hidden */
  34494. _inputManager: InputManager;
  34495. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34496. cameraToUseForPointers: Nullable<Camera>;
  34497. /** @hidden */
  34498. readonly _isScene: boolean;
  34499. /**
  34500. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34501. */
  34502. autoClear: boolean;
  34503. /**
  34504. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34505. */
  34506. autoClearDepthAndStencil: boolean;
  34507. /**
  34508. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34509. */
  34510. clearColor: Color4;
  34511. /**
  34512. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34513. */
  34514. ambientColor: Color3;
  34515. /**
  34516. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34517. * It should only be one of the following (if not the default embedded one):
  34518. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34519. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34520. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34521. * The material properties need to be setup according to the type of texture in use.
  34522. */
  34523. environmentBRDFTexture: BaseTexture;
  34524. /** @hidden */
  34525. protected _environmentTexture: Nullable<BaseTexture>;
  34526. /**
  34527. * Texture used in all pbr material as the reflection texture.
  34528. * As in the majority of the scene they are the same (exception for multi room and so on),
  34529. * this is easier to reference from here than from all the materials.
  34530. */
  34531. /**
  34532. * Texture used in all pbr material as the reflection texture.
  34533. * As in the majority of the scene they are the same (exception for multi room and so on),
  34534. * this is easier to set here than in all the materials.
  34535. */
  34536. environmentTexture: Nullable<BaseTexture>;
  34537. /** @hidden */
  34538. protected _environmentIntensity: number;
  34539. /**
  34540. * Intensity of the environment in all pbr material.
  34541. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34542. * As in the majority of the scene they are the same (exception for multi room and so on),
  34543. * this is easier to reference from here than from all the materials.
  34544. */
  34545. /**
  34546. * Intensity of the environment in all pbr material.
  34547. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34548. * As in the majority of the scene they are the same (exception for multi room and so on),
  34549. * this is easier to set here than in all the materials.
  34550. */
  34551. environmentIntensity: number;
  34552. /** @hidden */
  34553. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34554. /**
  34555. * Default image processing configuration used either in the rendering
  34556. * Forward main pass or through the imageProcessingPostProcess if present.
  34557. * As in the majority of the scene they are the same (exception for multi camera),
  34558. * this is easier to reference from here than from all the materials and post process.
  34559. *
  34560. * No setter as we it is a shared configuration, you can set the values instead.
  34561. */
  34562. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34563. private _forceWireframe;
  34564. /**
  34565. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34566. */
  34567. forceWireframe: boolean;
  34568. private _forcePointsCloud;
  34569. /**
  34570. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34571. */
  34572. forcePointsCloud: boolean;
  34573. /**
  34574. * Gets or sets the active clipplane 1
  34575. */
  34576. clipPlane: Nullable<Plane>;
  34577. /**
  34578. * Gets or sets the active clipplane 2
  34579. */
  34580. clipPlane2: Nullable<Plane>;
  34581. /**
  34582. * Gets or sets the active clipplane 3
  34583. */
  34584. clipPlane3: Nullable<Plane>;
  34585. /**
  34586. * Gets or sets the active clipplane 4
  34587. */
  34588. clipPlane4: Nullable<Plane>;
  34589. /**
  34590. * Gets or sets a boolean indicating if animations are enabled
  34591. */
  34592. animationsEnabled: boolean;
  34593. private _animationPropertiesOverride;
  34594. /**
  34595. * Gets or sets the animation properties override
  34596. */
  34597. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34598. /**
  34599. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34600. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34601. */
  34602. useConstantAnimationDeltaTime: boolean;
  34603. /**
  34604. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34605. * Please note that it requires to run a ray cast through the scene on every frame
  34606. */
  34607. constantlyUpdateMeshUnderPointer: boolean;
  34608. /**
  34609. * Defines the HTML cursor to use when hovering over interactive elements
  34610. */
  34611. hoverCursor: string;
  34612. /**
  34613. * Defines the HTML default cursor to use (empty by default)
  34614. */
  34615. defaultCursor: string;
  34616. /**
  34617. * Defines wether cursors are handled by the scene.
  34618. */
  34619. doNotHandleCursors: boolean;
  34620. /**
  34621. * This is used to call preventDefault() on pointer down
  34622. * in order to block unwanted artifacts like system double clicks
  34623. */
  34624. preventDefaultOnPointerDown: boolean;
  34625. /**
  34626. * This is used to call preventDefault() on pointer up
  34627. * in order to block unwanted artifacts like system double clicks
  34628. */
  34629. preventDefaultOnPointerUp: boolean;
  34630. /**
  34631. * Gets or sets user defined metadata
  34632. */
  34633. metadata: any;
  34634. /**
  34635. * For internal use only. Please do not use.
  34636. */
  34637. reservedDataStore: any;
  34638. /**
  34639. * Gets the name of the plugin used to load this scene (null by default)
  34640. */
  34641. loadingPluginName: string;
  34642. /**
  34643. * Use this array to add regular expressions used to disable offline support for specific urls
  34644. */
  34645. disableOfflineSupportExceptionRules: RegExp[];
  34646. /**
  34647. * An event triggered when the scene is disposed.
  34648. */
  34649. onDisposeObservable: Observable<Scene>;
  34650. private _onDisposeObserver;
  34651. /** Sets a function to be executed when this scene is disposed. */
  34652. onDispose: () => void;
  34653. /**
  34654. * An event triggered before rendering the scene (right after animations and physics)
  34655. */
  34656. onBeforeRenderObservable: Observable<Scene>;
  34657. private _onBeforeRenderObserver;
  34658. /** Sets a function to be executed before rendering this scene */
  34659. beforeRender: Nullable<() => void>;
  34660. /**
  34661. * An event triggered after rendering the scene
  34662. */
  34663. onAfterRenderObservable: Observable<Scene>;
  34664. /**
  34665. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34666. */
  34667. onAfterRenderCameraObservable: Observable<Camera>;
  34668. private _onAfterRenderObserver;
  34669. /** Sets a function to be executed after rendering this scene */
  34670. afterRender: Nullable<() => void>;
  34671. /**
  34672. * An event triggered before animating the scene
  34673. */
  34674. onBeforeAnimationsObservable: Observable<Scene>;
  34675. /**
  34676. * An event triggered after animations processing
  34677. */
  34678. onAfterAnimationsObservable: Observable<Scene>;
  34679. /**
  34680. * An event triggered before draw calls are ready to be sent
  34681. */
  34682. onBeforeDrawPhaseObservable: Observable<Scene>;
  34683. /**
  34684. * An event triggered after draw calls have been sent
  34685. */
  34686. onAfterDrawPhaseObservable: Observable<Scene>;
  34687. /**
  34688. * An event triggered when the scene is ready
  34689. */
  34690. onReadyObservable: Observable<Scene>;
  34691. /**
  34692. * An event triggered before rendering a camera
  34693. */
  34694. onBeforeCameraRenderObservable: Observable<Camera>;
  34695. private _onBeforeCameraRenderObserver;
  34696. /** Sets a function to be executed before rendering a camera*/
  34697. beforeCameraRender: () => void;
  34698. /**
  34699. * An event triggered after rendering a camera
  34700. */
  34701. onAfterCameraRenderObservable: Observable<Camera>;
  34702. private _onAfterCameraRenderObserver;
  34703. /** Sets a function to be executed after rendering a camera*/
  34704. afterCameraRender: () => void;
  34705. /**
  34706. * An event triggered when active meshes evaluation is about to start
  34707. */
  34708. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34709. /**
  34710. * An event triggered when active meshes evaluation is done
  34711. */
  34712. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34713. /**
  34714. * An event triggered when particles rendering is about to start
  34715. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34716. */
  34717. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34718. /**
  34719. * An event triggered when particles rendering is done
  34720. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34721. */
  34722. onAfterParticlesRenderingObservable: Observable<Scene>;
  34723. /**
  34724. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34725. */
  34726. onDataLoadedObservable: Observable<Scene>;
  34727. /**
  34728. * An event triggered when a camera is created
  34729. */
  34730. onNewCameraAddedObservable: Observable<Camera>;
  34731. /**
  34732. * An event triggered when a camera is removed
  34733. */
  34734. onCameraRemovedObservable: Observable<Camera>;
  34735. /**
  34736. * An event triggered when a light is created
  34737. */
  34738. onNewLightAddedObservable: Observable<Light>;
  34739. /**
  34740. * An event triggered when a light is removed
  34741. */
  34742. onLightRemovedObservable: Observable<Light>;
  34743. /**
  34744. * An event triggered when a geometry is created
  34745. */
  34746. onNewGeometryAddedObservable: Observable<Geometry>;
  34747. /**
  34748. * An event triggered when a geometry is removed
  34749. */
  34750. onGeometryRemovedObservable: Observable<Geometry>;
  34751. /**
  34752. * An event triggered when a transform node is created
  34753. */
  34754. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34755. /**
  34756. * An event triggered when a transform node is removed
  34757. */
  34758. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34759. /**
  34760. * An event triggered when a mesh is created
  34761. */
  34762. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34763. /**
  34764. * An event triggered when a mesh is removed
  34765. */
  34766. onMeshRemovedObservable: Observable<AbstractMesh>;
  34767. /**
  34768. * An event triggered when a skeleton is created
  34769. */
  34770. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34771. /**
  34772. * An event triggered when a skeleton is removed
  34773. */
  34774. onSkeletonRemovedObservable: Observable<Skeleton>;
  34775. /**
  34776. * An event triggered when a material is created
  34777. */
  34778. onNewMaterialAddedObservable: Observable<Material>;
  34779. /**
  34780. * An event triggered when a material is removed
  34781. */
  34782. onMaterialRemovedObservable: Observable<Material>;
  34783. /**
  34784. * An event triggered when a texture is created
  34785. */
  34786. onNewTextureAddedObservable: Observable<BaseTexture>;
  34787. /**
  34788. * An event triggered when a texture is removed
  34789. */
  34790. onTextureRemovedObservable: Observable<BaseTexture>;
  34791. /**
  34792. * An event triggered when render targets are about to be rendered
  34793. * Can happen multiple times per frame.
  34794. */
  34795. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34796. /**
  34797. * An event triggered when render targets were rendered.
  34798. * Can happen multiple times per frame.
  34799. */
  34800. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34801. /**
  34802. * An event triggered before calculating deterministic simulation step
  34803. */
  34804. onBeforeStepObservable: Observable<Scene>;
  34805. /**
  34806. * An event triggered after calculating deterministic simulation step
  34807. */
  34808. onAfterStepObservable: Observable<Scene>;
  34809. /**
  34810. * An event triggered when the activeCamera property is updated
  34811. */
  34812. onActiveCameraChanged: Observable<Scene>;
  34813. /**
  34814. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34815. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34816. * 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)
  34817. */
  34818. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34819. /**
  34820. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34821. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34822. * 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)
  34823. */
  34824. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34825. /**
  34826. * This Observable will when a mesh has been imported into the scene.
  34827. */
  34828. onMeshImportedObservable: Observable<AbstractMesh>;
  34829. /**
  34830. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34831. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34832. */
  34833. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34834. /** @hidden */
  34835. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34836. /**
  34837. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34838. */
  34839. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34840. /**
  34841. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34842. */
  34843. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34844. /**
  34845. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34846. */
  34847. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34848. /** Callback called when a pointer move is detected */
  34849. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34850. /** Callback called when a pointer down is detected */
  34851. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34852. /** Callback called when a pointer up is detected */
  34853. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34854. /** Callback called when a pointer pick is detected */
  34855. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34856. /**
  34857. * 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).
  34858. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34859. */
  34860. onPrePointerObservable: Observable<PointerInfoPre>;
  34861. /**
  34862. * Observable event triggered each time an input event is received from the rendering canvas
  34863. */
  34864. onPointerObservable: Observable<PointerInfo>;
  34865. /**
  34866. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34867. */
  34868. readonly unTranslatedPointer: Vector2;
  34869. /**
  34870. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34871. */
  34872. static DragMovementThreshold: number;
  34873. /**
  34874. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34875. */
  34876. static LongPressDelay: number;
  34877. /**
  34878. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34879. */
  34880. static DoubleClickDelay: number;
  34881. /** If you need to check double click without raising a single click at first click, enable this flag */
  34882. static ExclusiveDoubleClickMode: boolean;
  34883. /** @hidden */
  34884. _mirroredCameraPosition: Nullable<Vector3>;
  34885. /**
  34886. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34887. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34888. */
  34889. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34890. /**
  34891. * Observable event triggered each time an keyboard event is received from the hosting window
  34892. */
  34893. onKeyboardObservable: Observable<KeyboardInfo>;
  34894. private _useRightHandedSystem;
  34895. /**
  34896. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34897. */
  34898. useRightHandedSystem: boolean;
  34899. private _timeAccumulator;
  34900. private _currentStepId;
  34901. private _currentInternalStep;
  34902. /**
  34903. * Sets the step Id used by deterministic lock step
  34904. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34905. * @param newStepId defines the step Id
  34906. */
  34907. setStepId(newStepId: number): void;
  34908. /**
  34909. * Gets the step Id used by deterministic lock step
  34910. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34911. * @returns the step Id
  34912. */
  34913. getStepId(): number;
  34914. /**
  34915. * Gets the internal step used by deterministic lock step
  34916. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34917. * @returns the internal step
  34918. */
  34919. getInternalStep(): number;
  34920. private _fogEnabled;
  34921. /**
  34922. * Gets or sets a boolean indicating if fog is enabled on this scene
  34923. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34924. * (Default is true)
  34925. */
  34926. fogEnabled: boolean;
  34927. private _fogMode;
  34928. /**
  34929. * Gets or sets the fog mode to use
  34930. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34931. * | mode | value |
  34932. * | --- | --- |
  34933. * | FOGMODE_NONE | 0 |
  34934. * | FOGMODE_EXP | 1 |
  34935. * | FOGMODE_EXP2 | 2 |
  34936. * | FOGMODE_LINEAR | 3 |
  34937. */
  34938. fogMode: number;
  34939. /**
  34940. * Gets or sets the fog color to use
  34941. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34942. * (Default is Color3(0.2, 0.2, 0.3))
  34943. */
  34944. fogColor: Color3;
  34945. /**
  34946. * Gets or sets the fog density to use
  34947. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34948. * (Default is 0.1)
  34949. */
  34950. fogDensity: number;
  34951. /**
  34952. * Gets or sets the fog start distance to use
  34953. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34954. * (Default is 0)
  34955. */
  34956. fogStart: number;
  34957. /**
  34958. * Gets or sets the fog end distance to use
  34959. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34960. * (Default is 1000)
  34961. */
  34962. fogEnd: number;
  34963. private _shadowsEnabled;
  34964. /**
  34965. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34966. */
  34967. shadowsEnabled: boolean;
  34968. private _lightsEnabled;
  34969. /**
  34970. * Gets or sets a boolean indicating if lights are enabled on this scene
  34971. */
  34972. lightsEnabled: boolean;
  34973. /** All of the active cameras added to this scene. */
  34974. activeCameras: Camera[];
  34975. /** @hidden */
  34976. _activeCamera: Nullable<Camera>;
  34977. /** Gets or sets the current active camera */
  34978. activeCamera: Nullable<Camera>;
  34979. private _defaultMaterial;
  34980. /** The default material used on meshes when no material is affected */
  34981. /** The default material used on meshes when no material is affected */
  34982. defaultMaterial: Material;
  34983. private _texturesEnabled;
  34984. /**
  34985. * Gets or sets a boolean indicating if textures are enabled on this scene
  34986. */
  34987. texturesEnabled: boolean;
  34988. /**
  34989. * Gets or sets a boolean indicating if particles are enabled on this scene
  34990. */
  34991. particlesEnabled: boolean;
  34992. /**
  34993. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34994. */
  34995. spritesEnabled: boolean;
  34996. private _skeletonsEnabled;
  34997. /**
  34998. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34999. */
  35000. skeletonsEnabled: boolean;
  35001. /**
  35002. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  35003. */
  35004. lensFlaresEnabled: boolean;
  35005. /**
  35006. * Gets or sets a boolean indicating if collisions are enabled on this scene
  35007. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  35008. */
  35009. collisionsEnabled: boolean;
  35010. private _collisionCoordinator;
  35011. /** @hidden */
  35012. readonly collisionCoordinator: ICollisionCoordinator;
  35013. /**
  35014. * Defines the gravity applied to this scene (used only for collisions)
  35015. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  35016. */
  35017. gravity: Vector3;
  35018. /**
  35019. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  35020. */
  35021. postProcessesEnabled: boolean;
  35022. /**
  35023. * The list of postprocesses added to the scene
  35024. */
  35025. postProcesses: PostProcess[];
  35026. /**
  35027. * Gets the current postprocess manager
  35028. */
  35029. postProcessManager: PostProcessManager;
  35030. /**
  35031. * Gets or sets a boolean indicating if render targets are enabled on this scene
  35032. */
  35033. renderTargetsEnabled: boolean;
  35034. /**
  35035. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  35036. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  35037. */
  35038. dumpNextRenderTargets: boolean;
  35039. /**
  35040. * The list of user defined render targets added to the scene
  35041. */
  35042. customRenderTargets: RenderTargetTexture[];
  35043. /**
  35044. * Defines if texture loading must be delayed
  35045. * If true, textures will only be loaded when they need to be rendered
  35046. */
  35047. useDelayedTextureLoading: boolean;
  35048. /**
  35049. * Gets the list of meshes imported to the scene through SceneLoader
  35050. */
  35051. importedMeshesFiles: String[];
  35052. /**
  35053. * Gets or sets a boolean indicating if probes are enabled on this scene
  35054. */
  35055. probesEnabled: boolean;
  35056. /**
  35057. * Gets or sets the current offline provider to use to store scene data
  35058. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  35059. */
  35060. offlineProvider: IOfflineProvider;
  35061. /**
  35062. * Gets or sets the action manager associated with the scene
  35063. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35064. */
  35065. actionManager: AbstractActionManager;
  35066. private _meshesForIntersections;
  35067. /**
  35068. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  35069. */
  35070. proceduralTexturesEnabled: boolean;
  35071. private _engine;
  35072. private _totalVertices;
  35073. /** @hidden */
  35074. _activeIndices: PerfCounter;
  35075. /** @hidden */
  35076. _activeParticles: PerfCounter;
  35077. /** @hidden */
  35078. _activeBones: PerfCounter;
  35079. private _animationRatio;
  35080. /** @hidden */
  35081. _animationTimeLast: number;
  35082. /** @hidden */
  35083. _animationTime: number;
  35084. /**
  35085. * Gets or sets a general scale for animation speed
  35086. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  35087. */
  35088. animationTimeScale: number;
  35089. /** @hidden */
  35090. _cachedMaterial: Nullable<Material>;
  35091. /** @hidden */
  35092. _cachedEffect: Nullable<Effect>;
  35093. /** @hidden */
  35094. _cachedVisibility: Nullable<number>;
  35095. private _renderId;
  35096. private _frameId;
  35097. private _executeWhenReadyTimeoutId;
  35098. private _intermediateRendering;
  35099. private _viewUpdateFlag;
  35100. private _projectionUpdateFlag;
  35101. /** @hidden */
  35102. _toBeDisposed: Nullable<IDisposable>[];
  35103. private _activeRequests;
  35104. /** @hidden */
  35105. _pendingData: any[];
  35106. private _isDisposed;
  35107. /**
  35108. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  35109. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  35110. */
  35111. dispatchAllSubMeshesOfActiveMeshes: boolean;
  35112. private _activeMeshes;
  35113. private _processedMaterials;
  35114. private _renderTargets;
  35115. /** @hidden */
  35116. _activeParticleSystems: SmartArray<IParticleSystem>;
  35117. private _activeSkeletons;
  35118. private _softwareSkinnedMeshes;
  35119. private _renderingManager;
  35120. /** @hidden */
  35121. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  35122. private _transformMatrix;
  35123. private _sceneUbo;
  35124. /** @hidden */
  35125. _viewMatrix: Matrix;
  35126. private _projectionMatrix;
  35127. /** @hidden */
  35128. _forcedViewPosition: Nullable<Vector3>;
  35129. /** @hidden */
  35130. _frustumPlanes: Plane[];
  35131. /**
  35132. * Gets the list of frustum planes (built from the active camera)
  35133. */
  35134. readonly frustumPlanes: Plane[];
  35135. /**
  35136. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  35137. * This is useful if there are more lights that the maximum simulteanous authorized
  35138. */
  35139. requireLightSorting: boolean;
  35140. /** @hidden */
  35141. readonly useMaterialMeshMap: boolean;
  35142. /** @hidden */
  35143. readonly useClonedMeshhMap: boolean;
  35144. private _externalData;
  35145. private _uid;
  35146. /**
  35147. * @hidden
  35148. * Backing store of defined scene components.
  35149. */
  35150. _components: ISceneComponent[];
  35151. /**
  35152. * @hidden
  35153. * Backing store of defined scene components.
  35154. */
  35155. _serializableComponents: ISceneSerializableComponent[];
  35156. /**
  35157. * List of components to register on the next registration step.
  35158. */
  35159. private _transientComponents;
  35160. /**
  35161. * Registers the transient components if needed.
  35162. */
  35163. private _registerTransientComponents;
  35164. /**
  35165. * @hidden
  35166. * Add a component to the scene.
  35167. * Note that the ccomponent could be registered on th next frame if this is called after
  35168. * the register component stage.
  35169. * @param component Defines the component to add to the scene
  35170. */
  35171. _addComponent(component: ISceneComponent): void;
  35172. /**
  35173. * @hidden
  35174. * Gets a component from the scene.
  35175. * @param name defines the name of the component to retrieve
  35176. * @returns the component or null if not present
  35177. */
  35178. _getComponent(name: string): Nullable<ISceneComponent>;
  35179. /**
  35180. * @hidden
  35181. * Defines the actions happening before camera updates.
  35182. */
  35183. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  35184. /**
  35185. * @hidden
  35186. * Defines the actions happening before clear the canvas.
  35187. */
  35188. _beforeClearStage: Stage<SimpleStageAction>;
  35189. /**
  35190. * @hidden
  35191. * Defines the actions when collecting render targets for the frame.
  35192. */
  35193. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35194. /**
  35195. * @hidden
  35196. * Defines the actions happening for one camera in the frame.
  35197. */
  35198. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35199. /**
  35200. * @hidden
  35201. * Defines the actions happening during the per mesh ready checks.
  35202. */
  35203. _isReadyForMeshStage: Stage<MeshStageAction>;
  35204. /**
  35205. * @hidden
  35206. * Defines the actions happening before evaluate active mesh checks.
  35207. */
  35208. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  35209. /**
  35210. * @hidden
  35211. * Defines the actions happening during the evaluate sub mesh checks.
  35212. */
  35213. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  35214. /**
  35215. * @hidden
  35216. * Defines the actions happening during the active mesh stage.
  35217. */
  35218. _activeMeshStage: Stage<ActiveMeshStageAction>;
  35219. /**
  35220. * @hidden
  35221. * Defines the actions happening during the per camera render target step.
  35222. */
  35223. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  35224. /**
  35225. * @hidden
  35226. * Defines the actions happening just before the active camera is drawing.
  35227. */
  35228. _beforeCameraDrawStage: Stage<CameraStageAction>;
  35229. /**
  35230. * @hidden
  35231. * Defines the actions happening just before a render target is drawing.
  35232. */
  35233. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35234. /**
  35235. * @hidden
  35236. * Defines the actions happening just before a rendering group is drawing.
  35237. */
  35238. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35239. /**
  35240. * @hidden
  35241. * Defines the actions happening just before a mesh is drawing.
  35242. */
  35243. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35244. /**
  35245. * @hidden
  35246. * Defines the actions happening just after a mesh has been drawn.
  35247. */
  35248. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35249. /**
  35250. * @hidden
  35251. * Defines the actions happening just after a rendering group has been drawn.
  35252. */
  35253. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35254. /**
  35255. * @hidden
  35256. * Defines the actions happening just after the active camera has been drawn.
  35257. */
  35258. _afterCameraDrawStage: Stage<CameraStageAction>;
  35259. /**
  35260. * @hidden
  35261. * Defines the actions happening just after a render target has been drawn.
  35262. */
  35263. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35264. /**
  35265. * @hidden
  35266. * Defines the actions happening just after rendering all cameras and computing intersections.
  35267. */
  35268. _afterRenderStage: Stage<SimpleStageAction>;
  35269. /**
  35270. * @hidden
  35271. * Defines the actions happening when a pointer move event happens.
  35272. */
  35273. _pointerMoveStage: Stage<PointerMoveStageAction>;
  35274. /**
  35275. * @hidden
  35276. * Defines the actions happening when a pointer down event happens.
  35277. */
  35278. _pointerDownStage: Stage<PointerUpDownStageAction>;
  35279. /**
  35280. * @hidden
  35281. * Defines the actions happening when a pointer up event happens.
  35282. */
  35283. _pointerUpStage: Stage<PointerUpDownStageAction>;
  35284. /**
  35285. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  35286. */
  35287. private geometriesByUniqueId;
  35288. /**
  35289. * Creates a new Scene
  35290. * @param engine defines the engine to use to render this scene
  35291. * @param options defines the scene options
  35292. */
  35293. constructor(engine: Engine, options?: SceneOptions);
  35294. /**
  35295. * Gets a string idenfifying the name of the class
  35296. * @returns "Scene" string
  35297. */
  35298. getClassName(): string;
  35299. private _defaultMeshCandidates;
  35300. /**
  35301. * @hidden
  35302. */
  35303. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  35304. private _defaultSubMeshCandidates;
  35305. /**
  35306. * @hidden
  35307. */
  35308. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  35309. /**
  35310. * Sets the default candidate providers for the scene.
  35311. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  35312. * and getCollidingSubMeshCandidates to their default function
  35313. */
  35314. setDefaultCandidateProviders(): void;
  35315. /**
  35316. * Gets the mesh that is currently under the pointer
  35317. */
  35318. readonly meshUnderPointer: Nullable<AbstractMesh>;
  35319. /**
  35320. * Gets or sets the current on-screen X position of the pointer
  35321. */
  35322. pointerX: number;
  35323. /**
  35324. * Gets or sets the current on-screen Y position of the pointer
  35325. */
  35326. pointerY: number;
  35327. /**
  35328. * Gets the cached material (ie. the latest rendered one)
  35329. * @returns the cached material
  35330. */
  35331. getCachedMaterial(): Nullable<Material>;
  35332. /**
  35333. * Gets the cached effect (ie. the latest rendered one)
  35334. * @returns the cached effect
  35335. */
  35336. getCachedEffect(): Nullable<Effect>;
  35337. /**
  35338. * Gets the cached visibility state (ie. the latest rendered one)
  35339. * @returns the cached visibility state
  35340. */
  35341. getCachedVisibility(): Nullable<number>;
  35342. /**
  35343. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  35344. * @param material defines the current material
  35345. * @param effect defines the current effect
  35346. * @param visibility defines the current visibility state
  35347. * @returns true if one parameter is not cached
  35348. */
  35349. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  35350. /**
  35351. * Gets the engine associated with the scene
  35352. * @returns an Engine
  35353. */
  35354. getEngine(): Engine;
  35355. /**
  35356. * Gets the total number of vertices rendered per frame
  35357. * @returns the total number of vertices rendered per frame
  35358. */
  35359. getTotalVertices(): number;
  35360. /**
  35361. * Gets the performance counter for total vertices
  35362. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35363. */
  35364. readonly totalVerticesPerfCounter: PerfCounter;
  35365. /**
  35366. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  35367. * @returns the total number of active indices rendered per frame
  35368. */
  35369. getActiveIndices(): number;
  35370. /**
  35371. * Gets the performance counter for active indices
  35372. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35373. */
  35374. readonly totalActiveIndicesPerfCounter: PerfCounter;
  35375. /**
  35376. * Gets the total number of active particles rendered per frame
  35377. * @returns the total number of active particles rendered per frame
  35378. */
  35379. getActiveParticles(): number;
  35380. /**
  35381. * Gets the performance counter for active particles
  35382. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35383. */
  35384. readonly activeParticlesPerfCounter: PerfCounter;
  35385. /**
  35386. * Gets the total number of active bones rendered per frame
  35387. * @returns the total number of active bones rendered per frame
  35388. */
  35389. getActiveBones(): number;
  35390. /**
  35391. * Gets the performance counter for active bones
  35392. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35393. */
  35394. readonly activeBonesPerfCounter: PerfCounter;
  35395. /**
  35396. * Gets the array of active meshes
  35397. * @returns an array of AbstractMesh
  35398. */
  35399. getActiveMeshes(): SmartArray<AbstractMesh>;
  35400. /**
  35401. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35402. * @returns a number
  35403. */
  35404. getAnimationRatio(): number;
  35405. /**
  35406. * Gets an unique Id for the current render phase
  35407. * @returns a number
  35408. */
  35409. getRenderId(): number;
  35410. /**
  35411. * Gets an unique Id for the current frame
  35412. * @returns a number
  35413. */
  35414. getFrameId(): number;
  35415. /** Call this function if you want to manually increment the render Id*/
  35416. incrementRenderId(): void;
  35417. private _createUbo;
  35418. /**
  35419. * Use this method to simulate a pointer move on a mesh
  35420. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35421. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35422. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35423. * @returns the current scene
  35424. */
  35425. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35426. /**
  35427. * Use this method to simulate a pointer down on a mesh
  35428. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35429. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35430. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35431. * @returns the current scene
  35432. */
  35433. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35434. /**
  35435. * Use this method to simulate a pointer up on a mesh
  35436. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35437. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35438. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35439. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35440. * @returns the current scene
  35441. */
  35442. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35443. /**
  35444. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35445. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35446. * @returns true if the pointer was captured
  35447. */
  35448. isPointerCaptured(pointerId?: number): boolean;
  35449. /**
  35450. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35451. * @param attachUp defines if you want to attach events to pointerup
  35452. * @param attachDown defines if you want to attach events to pointerdown
  35453. * @param attachMove defines if you want to attach events to pointermove
  35454. */
  35455. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35456. /** Detaches all event handlers*/
  35457. detachControl(): void;
  35458. /**
  35459. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35460. * Delay loaded resources are not taking in account
  35461. * @return true if all required resources are ready
  35462. */
  35463. isReady(): boolean;
  35464. /** Resets all cached information relative to material (including effect and visibility) */
  35465. resetCachedMaterial(): void;
  35466. /**
  35467. * Registers a function to be called before every frame render
  35468. * @param func defines the function to register
  35469. */
  35470. registerBeforeRender(func: () => void): void;
  35471. /**
  35472. * Unregisters a function called before every frame render
  35473. * @param func defines the function to unregister
  35474. */
  35475. unregisterBeforeRender(func: () => void): void;
  35476. /**
  35477. * Registers a function to be called after every frame render
  35478. * @param func defines the function to register
  35479. */
  35480. registerAfterRender(func: () => void): void;
  35481. /**
  35482. * Unregisters a function called after every frame render
  35483. * @param func defines the function to unregister
  35484. */
  35485. unregisterAfterRender(func: () => void): void;
  35486. private _executeOnceBeforeRender;
  35487. /**
  35488. * The provided function will run before render once and will be disposed afterwards.
  35489. * A timeout delay can be provided so that the function will be executed in N ms.
  35490. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35491. * @param func The function to be executed.
  35492. * @param timeout optional delay in ms
  35493. */
  35494. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35495. /** @hidden */
  35496. _addPendingData(data: any): void;
  35497. /** @hidden */
  35498. _removePendingData(data: any): void;
  35499. /**
  35500. * Returns the number of items waiting to be loaded
  35501. * @returns the number of items waiting to be loaded
  35502. */
  35503. getWaitingItemsCount(): number;
  35504. /**
  35505. * Returns a boolean indicating if the scene is still loading data
  35506. */
  35507. readonly isLoading: boolean;
  35508. /**
  35509. * Registers a function to be executed when the scene is ready
  35510. * @param {Function} func - the function to be executed
  35511. */
  35512. executeWhenReady(func: () => void): void;
  35513. /**
  35514. * Returns a promise that resolves when the scene is ready
  35515. * @returns A promise that resolves when the scene is ready
  35516. */
  35517. whenReadyAsync(): Promise<void>;
  35518. /** @hidden */
  35519. _checkIsReady(): void;
  35520. /**
  35521. * Gets all animatable attached to the scene
  35522. */
  35523. readonly animatables: Animatable[];
  35524. /**
  35525. * Resets the last animation time frame.
  35526. * Useful to override when animations start running when loading a scene for the first time.
  35527. */
  35528. resetLastAnimationTimeFrame(): void;
  35529. /**
  35530. * Gets the current view matrix
  35531. * @returns a Matrix
  35532. */
  35533. getViewMatrix(): Matrix;
  35534. /**
  35535. * Gets the current projection matrix
  35536. * @returns a Matrix
  35537. */
  35538. getProjectionMatrix(): Matrix;
  35539. /**
  35540. * Gets the current transform matrix
  35541. * @returns a Matrix made of View * Projection
  35542. */
  35543. getTransformMatrix(): Matrix;
  35544. /**
  35545. * Sets the current transform matrix
  35546. * @param viewL defines the View matrix to use
  35547. * @param projectionL defines the Projection matrix to use
  35548. * @param viewR defines the right View matrix to use (if provided)
  35549. * @param projectionR defines the right Projection matrix to use (if provided)
  35550. */
  35551. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35552. /**
  35553. * Gets the uniform buffer used to store scene data
  35554. * @returns a UniformBuffer
  35555. */
  35556. getSceneUniformBuffer(): UniformBuffer;
  35557. /**
  35558. * Gets an unique (relatively to the current scene) Id
  35559. * @returns an unique number for the scene
  35560. */
  35561. getUniqueId(): number;
  35562. /**
  35563. * Add a mesh to the list of scene's meshes
  35564. * @param newMesh defines the mesh to add
  35565. * @param recursive if all child meshes should also be added to the scene
  35566. */
  35567. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35568. /**
  35569. * Remove a mesh for the list of scene's meshes
  35570. * @param toRemove defines the mesh to remove
  35571. * @param recursive if all child meshes should also be removed from the scene
  35572. * @returns the index where the mesh was in the mesh list
  35573. */
  35574. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35575. /**
  35576. * Add a transform node to the list of scene's transform nodes
  35577. * @param newTransformNode defines the transform node to add
  35578. */
  35579. addTransformNode(newTransformNode: TransformNode): void;
  35580. /**
  35581. * Remove a transform node for the list of scene's transform nodes
  35582. * @param toRemove defines the transform node to remove
  35583. * @returns the index where the transform node was in the transform node list
  35584. */
  35585. removeTransformNode(toRemove: TransformNode): number;
  35586. /**
  35587. * Remove a skeleton for the list of scene's skeletons
  35588. * @param toRemove defines the skeleton to remove
  35589. * @returns the index where the skeleton was in the skeleton list
  35590. */
  35591. removeSkeleton(toRemove: Skeleton): number;
  35592. /**
  35593. * Remove a morph target for the list of scene's morph targets
  35594. * @param toRemove defines the morph target to remove
  35595. * @returns the index where the morph target was in the morph target list
  35596. */
  35597. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35598. /**
  35599. * Remove a light for the list of scene's lights
  35600. * @param toRemove defines the light to remove
  35601. * @returns the index where the light was in the light list
  35602. */
  35603. removeLight(toRemove: Light): number;
  35604. /**
  35605. * Remove a camera for the list of scene's cameras
  35606. * @param toRemove defines the camera to remove
  35607. * @returns the index where the camera was in the camera list
  35608. */
  35609. removeCamera(toRemove: Camera): number;
  35610. /**
  35611. * Remove a particle system for the list of scene's particle systems
  35612. * @param toRemove defines the particle system to remove
  35613. * @returns the index where the particle system was in the particle system list
  35614. */
  35615. removeParticleSystem(toRemove: IParticleSystem): number;
  35616. /**
  35617. * Remove a animation for the list of scene's animations
  35618. * @param toRemove defines the animation to remove
  35619. * @returns the index where the animation was in the animation list
  35620. */
  35621. removeAnimation(toRemove: Animation): number;
  35622. /**
  35623. * Will stop the animation of the given target
  35624. * @param target - the target
  35625. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35626. * @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)
  35627. */
  35628. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35629. /**
  35630. * Removes the given animation group from this scene.
  35631. * @param toRemove The animation group to remove
  35632. * @returns The index of the removed animation group
  35633. */
  35634. removeAnimationGroup(toRemove: AnimationGroup): number;
  35635. /**
  35636. * Removes the given multi-material from this scene.
  35637. * @param toRemove The multi-material to remove
  35638. * @returns The index of the removed multi-material
  35639. */
  35640. removeMultiMaterial(toRemove: MultiMaterial): number;
  35641. /**
  35642. * Removes the given material from this scene.
  35643. * @param toRemove The material to remove
  35644. * @returns The index of the removed material
  35645. */
  35646. removeMaterial(toRemove: Material): number;
  35647. /**
  35648. * Removes the given action manager from this scene.
  35649. * @param toRemove The action manager to remove
  35650. * @returns The index of the removed action manager
  35651. */
  35652. removeActionManager(toRemove: AbstractActionManager): number;
  35653. /**
  35654. * Removes the given texture from this scene.
  35655. * @param toRemove The texture to remove
  35656. * @returns The index of the removed texture
  35657. */
  35658. removeTexture(toRemove: BaseTexture): number;
  35659. /**
  35660. * Adds the given light to this scene
  35661. * @param newLight The light to add
  35662. */
  35663. addLight(newLight: Light): void;
  35664. /**
  35665. * Sorts the list list based on light priorities
  35666. */
  35667. sortLightsByPriority(): void;
  35668. /**
  35669. * Adds the given camera to this scene
  35670. * @param newCamera The camera to add
  35671. */
  35672. addCamera(newCamera: Camera): void;
  35673. /**
  35674. * Adds the given skeleton to this scene
  35675. * @param newSkeleton The skeleton to add
  35676. */
  35677. addSkeleton(newSkeleton: Skeleton): void;
  35678. /**
  35679. * Adds the given particle system to this scene
  35680. * @param newParticleSystem The particle system to add
  35681. */
  35682. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35683. /**
  35684. * Adds the given animation to this scene
  35685. * @param newAnimation The animation to add
  35686. */
  35687. addAnimation(newAnimation: Animation): void;
  35688. /**
  35689. * Adds the given animation group to this scene.
  35690. * @param newAnimationGroup The animation group to add
  35691. */
  35692. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35693. /**
  35694. * Adds the given multi-material to this scene
  35695. * @param newMultiMaterial The multi-material to add
  35696. */
  35697. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35698. /**
  35699. * Adds the given material to this scene
  35700. * @param newMaterial The material to add
  35701. */
  35702. addMaterial(newMaterial: Material): void;
  35703. /**
  35704. * Adds the given morph target to this scene
  35705. * @param newMorphTargetManager The morph target to add
  35706. */
  35707. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35708. /**
  35709. * Adds the given geometry to this scene
  35710. * @param newGeometry The geometry to add
  35711. */
  35712. addGeometry(newGeometry: Geometry): void;
  35713. /**
  35714. * Adds the given action manager to this scene
  35715. * @param newActionManager The action manager to add
  35716. */
  35717. addActionManager(newActionManager: AbstractActionManager): void;
  35718. /**
  35719. * Adds the given texture to this scene.
  35720. * @param newTexture The texture to add
  35721. */
  35722. addTexture(newTexture: BaseTexture): void;
  35723. /**
  35724. * Switch active camera
  35725. * @param newCamera defines the new active camera
  35726. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35727. */
  35728. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35729. /**
  35730. * sets the active camera of the scene using its ID
  35731. * @param id defines the camera's ID
  35732. * @return the new active camera or null if none found.
  35733. */
  35734. setActiveCameraByID(id: string): Nullable<Camera>;
  35735. /**
  35736. * sets the active camera of the scene using its name
  35737. * @param name defines the camera's name
  35738. * @returns the new active camera or null if none found.
  35739. */
  35740. setActiveCameraByName(name: string): Nullable<Camera>;
  35741. /**
  35742. * get an animation group using its name
  35743. * @param name defines the material's name
  35744. * @return the animation group or null if none found.
  35745. */
  35746. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35747. /**
  35748. * Get a material using its unique id
  35749. * @param uniqueId defines the material's unique id
  35750. * @return the material or null if none found.
  35751. */
  35752. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35753. /**
  35754. * get a material using its id
  35755. * @param id defines the material's ID
  35756. * @return the material or null if none found.
  35757. */
  35758. getMaterialByID(id: string): Nullable<Material>;
  35759. /**
  35760. * Gets a the last added material using a given id
  35761. * @param id defines the material's ID
  35762. * @return the last material with the given id or null if none found.
  35763. */
  35764. getLastMaterialByID(id: string): Nullable<Material>;
  35765. /**
  35766. * Gets a material using its name
  35767. * @param name defines the material's name
  35768. * @return the material or null if none found.
  35769. */
  35770. getMaterialByName(name: string): Nullable<Material>;
  35771. /**
  35772. * Get a texture using its unique id
  35773. * @param uniqueId defines the texture's unique id
  35774. * @return the texture or null if none found.
  35775. */
  35776. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35777. /**
  35778. * Gets a camera using its id
  35779. * @param id defines the id to look for
  35780. * @returns the camera or null if not found
  35781. */
  35782. getCameraByID(id: string): Nullable<Camera>;
  35783. /**
  35784. * Gets a camera using its unique id
  35785. * @param uniqueId defines the unique id to look for
  35786. * @returns the camera or null if not found
  35787. */
  35788. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35789. /**
  35790. * Gets a camera using its name
  35791. * @param name defines the camera's name
  35792. * @return the camera or null if none found.
  35793. */
  35794. getCameraByName(name: string): Nullable<Camera>;
  35795. /**
  35796. * Gets a bone using its id
  35797. * @param id defines the bone's id
  35798. * @return the bone or null if not found
  35799. */
  35800. getBoneByID(id: string): Nullable<Bone>;
  35801. /**
  35802. * Gets a bone using its id
  35803. * @param name defines the bone's name
  35804. * @return the bone or null if not found
  35805. */
  35806. getBoneByName(name: string): Nullable<Bone>;
  35807. /**
  35808. * Gets a light node using its name
  35809. * @param name defines the the light's name
  35810. * @return the light or null if none found.
  35811. */
  35812. getLightByName(name: string): Nullable<Light>;
  35813. /**
  35814. * Gets a light node using its id
  35815. * @param id defines the light's id
  35816. * @return the light or null if none found.
  35817. */
  35818. getLightByID(id: string): Nullable<Light>;
  35819. /**
  35820. * Gets a light node using its scene-generated unique ID
  35821. * @param uniqueId defines the light's unique id
  35822. * @return the light or null if none found.
  35823. */
  35824. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35825. /**
  35826. * Gets a particle system by id
  35827. * @param id defines the particle system id
  35828. * @return the corresponding system or null if none found
  35829. */
  35830. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35831. /**
  35832. * Gets a geometry using its ID
  35833. * @param id defines the geometry's id
  35834. * @return the geometry or null if none found.
  35835. */
  35836. getGeometryByID(id: string): Nullable<Geometry>;
  35837. private _getGeometryByUniqueID;
  35838. /**
  35839. * Add a new geometry to this scene
  35840. * @param geometry defines the geometry to be added to the scene.
  35841. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35842. * @return a boolean defining if the geometry was added or not
  35843. */
  35844. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35845. /**
  35846. * Removes an existing geometry
  35847. * @param geometry defines the geometry to be removed from the scene
  35848. * @return a boolean defining if the geometry was removed or not
  35849. */
  35850. removeGeometry(geometry: Geometry): boolean;
  35851. /**
  35852. * Gets the list of geometries attached to the scene
  35853. * @returns an array of Geometry
  35854. */
  35855. getGeometries(): Geometry[];
  35856. /**
  35857. * Gets the first added mesh found of a given ID
  35858. * @param id defines the id to search for
  35859. * @return the mesh found or null if not found at all
  35860. */
  35861. getMeshByID(id: string): Nullable<AbstractMesh>;
  35862. /**
  35863. * Gets a list of meshes using their id
  35864. * @param id defines the id to search for
  35865. * @returns a list of meshes
  35866. */
  35867. getMeshesByID(id: string): Array<AbstractMesh>;
  35868. /**
  35869. * Gets the first added transform node found of a given ID
  35870. * @param id defines the id to search for
  35871. * @return the found transform node or null if not found at all.
  35872. */
  35873. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35874. /**
  35875. * Gets a transform node with its auto-generated unique id
  35876. * @param uniqueId efines the unique id to search for
  35877. * @return the found transform node or null if not found at all.
  35878. */
  35879. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35880. /**
  35881. * Gets a list of transform nodes using their id
  35882. * @param id defines the id to search for
  35883. * @returns a list of transform nodes
  35884. */
  35885. getTransformNodesByID(id: string): Array<TransformNode>;
  35886. /**
  35887. * Gets a mesh with its auto-generated unique id
  35888. * @param uniqueId defines the unique id to search for
  35889. * @return the found mesh or null if not found at all.
  35890. */
  35891. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35892. /**
  35893. * Gets a the last added mesh using a given id
  35894. * @param id defines the id to search for
  35895. * @return the found mesh or null if not found at all.
  35896. */
  35897. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35898. /**
  35899. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35900. * @param id defines the id to search for
  35901. * @return the found node or null if not found at all
  35902. */
  35903. getLastEntryByID(id: string): Nullable<Node>;
  35904. /**
  35905. * Gets a node (Mesh, Camera, Light) using a given id
  35906. * @param id defines the id to search for
  35907. * @return the found node or null if not found at all
  35908. */
  35909. getNodeByID(id: string): Nullable<Node>;
  35910. /**
  35911. * Gets a node (Mesh, Camera, Light) using a given name
  35912. * @param name defines the name to search for
  35913. * @return the found node or null if not found at all.
  35914. */
  35915. getNodeByName(name: string): Nullable<Node>;
  35916. /**
  35917. * Gets a mesh using a given name
  35918. * @param name defines the name to search for
  35919. * @return the found mesh or null if not found at all.
  35920. */
  35921. getMeshByName(name: string): Nullable<AbstractMesh>;
  35922. /**
  35923. * Gets a transform node using a given name
  35924. * @param name defines the name to search for
  35925. * @return the found transform node or null if not found at all.
  35926. */
  35927. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35928. /**
  35929. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35930. * @param id defines the id to search for
  35931. * @return the found skeleton or null if not found at all.
  35932. */
  35933. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35934. /**
  35935. * Gets a skeleton using a given auto generated unique id
  35936. * @param uniqueId defines the unique id to search for
  35937. * @return the found skeleton or null if not found at all.
  35938. */
  35939. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35940. /**
  35941. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35942. * @param id defines the id to search for
  35943. * @return the found skeleton or null if not found at all.
  35944. */
  35945. getSkeletonById(id: string): Nullable<Skeleton>;
  35946. /**
  35947. * Gets a skeleton using a given name
  35948. * @param name defines the name to search for
  35949. * @return the found skeleton or null if not found at all.
  35950. */
  35951. getSkeletonByName(name: string): Nullable<Skeleton>;
  35952. /**
  35953. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35954. * @param id defines the id to search for
  35955. * @return the found morph target manager or null if not found at all.
  35956. */
  35957. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35958. /**
  35959. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35960. * @param id defines the id to search for
  35961. * @return the found morph target or null if not found at all.
  35962. */
  35963. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35964. /**
  35965. * Gets a boolean indicating if the given mesh is active
  35966. * @param mesh defines the mesh to look for
  35967. * @returns true if the mesh is in the active list
  35968. */
  35969. isActiveMesh(mesh: AbstractMesh): boolean;
  35970. /**
  35971. * Return a unique id as a string which can serve as an identifier for the scene
  35972. */
  35973. readonly uid: string;
  35974. /**
  35975. * Add an externaly attached data from its key.
  35976. * This method call will fail and return false, if such key already exists.
  35977. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35978. * @param key the unique key that identifies the data
  35979. * @param data the data object to associate to the key for this Engine instance
  35980. * @return true if no such key were already present and the data was added successfully, false otherwise
  35981. */
  35982. addExternalData<T>(key: string, data: T): boolean;
  35983. /**
  35984. * Get an externaly attached data from its key
  35985. * @param key the unique key that identifies the data
  35986. * @return the associated data, if present (can be null), or undefined if not present
  35987. */
  35988. getExternalData<T>(key: string): Nullable<T>;
  35989. /**
  35990. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35991. * @param key the unique key that identifies the data
  35992. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35993. * @return the associated data, can be null if the factory returned null.
  35994. */
  35995. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35996. /**
  35997. * Remove an externaly attached data from the Engine instance
  35998. * @param key the unique key that identifies the data
  35999. * @return true if the data was successfully removed, false if it doesn't exist
  36000. */
  36001. removeExternalData(key: string): boolean;
  36002. private _evaluateSubMesh;
  36003. /**
  36004. * Clear the processed materials smart array preventing retention point in material dispose.
  36005. */
  36006. freeProcessedMaterials(): void;
  36007. private _preventFreeActiveMeshesAndRenderingGroups;
  36008. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  36009. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  36010. * when disposing several meshes in a row or a hierarchy of meshes.
  36011. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  36012. */
  36013. blockfreeActiveMeshesAndRenderingGroups: boolean;
  36014. /**
  36015. * Clear the active meshes smart array preventing retention point in mesh dispose.
  36016. */
  36017. freeActiveMeshes(): void;
  36018. /**
  36019. * Clear the info related to rendering groups preventing retention points during dispose.
  36020. */
  36021. freeRenderingGroups(): void;
  36022. /** @hidden */
  36023. _isInIntermediateRendering(): boolean;
  36024. /**
  36025. * Lambda returning the list of potentially active meshes.
  36026. */
  36027. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  36028. /**
  36029. * Lambda returning the list of potentially active sub meshes.
  36030. */
  36031. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  36032. /**
  36033. * Lambda returning the list of potentially intersecting sub meshes.
  36034. */
  36035. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  36036. /**
  36037. * Lambda returning the list of potentially colliding sub meshes.
  36038. */
  36039. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  36040. private _activeMeshesFrozen;
  36041. private _skipEvaluateActiveMeshesCompletely;
  36042. /**
  36043. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  36044. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  36045. * @returns the current scene
  36046. */
  36047. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  36048. /**
  36049. * Use this function to restart evaluating active meshes on every frame
  36050. * @returns the current scene
  36051. */
  36052. unfreezeActiveMeshes(): Scene;
  36053. private _evaluateActiveMeshes;
  36054. private _activeMesh;
  36055. /**
  36056. * Update the transform matrix to update from the current active camera
  36057. * @param force defines a boolean used to force the update even if cache is up to date
  36058. */
  36059. updateTransformMatrix(force?: boolean): void;
  36060. private _bindFrameBuffer;
  36061. /** @hidden */
  36062. _allowPostProcessClearColor: boolean;
  36063. /** @hidden */
  36064. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  36065. private _processSubCameras;
  36066. private _checkIntersections;
  36067. /** @hidden */
  36068. _advancePhysicsEngineStep(step: number): void;
  36069. /**
  36070. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  36071. */
  36072. getDeterministicFrameTime: () => number;
  36073. /** @hidden */
  36074. _animate(): void;
  36075. /** Execute all animations (for a frame) */
  36076. animate(): void;
  36077. /**
  36078. * Render the scene
  36079. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  36080. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  36081. */
  36082. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  36083. /**
  36084. * Freeze all materials
  36085. * A frozen material will not be updatable but should be faster to render
  36086. */
  36087. freezeMaterials(): void;
  36088. /**
  36089. * Unfreeze all materials
  36090. * A frozen material will not be updatable but should be faster to render
  36091. */
  36092. unfreezeMaterials(): void;
  36093. /**
  36094. * Releases all held ressources
  36095. */
  36096. dispose(): void;
  36097. /**
  36098. * Gets if the scene is already disposed
  36099. */
  36100. readonly isDisposed: boolean;
  36101. /**
  36102. * Call this function to reduce memory footprint of the scene.
  36103. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  36104. */
  36105. clearCachedVertexData(): void;
  36106. /**
  36107. * This function will remove the local cached buffer data from texture.
  36108. * It will save memory but will prevent the texture from being rebuilt
  36109. */
  36110. cleanCachedTextureBuffer(): void;
  36111. /**
  36112. * Get the world extend vectors with an optional filter
  36113. *
  36114. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  36115. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  36116. */
  36117. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  36118. min: Vector3;
  36119. max: Vector3;
  36120. };
  36121. /**
  36122. * Creates a ray that can be used to pick in the scene
  36123. * @param x defines the x coordinate of the origin (on-screen)
  36124. * @param y defines the y coordinate of the origin (on-screen)
  36125. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36126. * @param camera defines the camera to use for the picking
  36127. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36128. * @returns a Ray
  36129. */
  36130. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  36131. /**
  36132. * Creates a ray that can be used to pick in the scene
  36133. * @param x defines the x coordinate of the origin (on-screen)
  36134. * @param y defines the y coordinate of the origin (on-screen)
  36135. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36136. * @param result defines the ray where to store the picking ray
  36137. * @param camera defines the camera to use for the picking
  36138. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36139. * @returns the current scene
  36140. */
  36141. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  36142. /**
  36143. * Creates a ray that can be used to pick in the scene
  36144. * @param x defines the x coordinate of the origin (on-screen)
  36145. * @param y defines the y coordinate of the origin (on-screen)
  36146. * @param camera defines the camera to use for the picking
  36147. * @returns a Ray
  36148. */
  36149. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  36150. /**
  36151. * Creates a ray that can be used to pick in the scene
  36152. * @param x defines the x coordinate of the origin (on-screen)
  36153. * @param y defines the y coordinate of the origin (on-screen)
  36154. * @param result defines the ray where to store the picking ray
  36155. * @param camera defines the camera to use for the picking
  36156. * @returns the current scene
  36157. */
  36158. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  36159. /** Launch a ray to try to pick a mesh in the scene
  36160. * @param x position on screen
  36161. * @param y position on screen
  36162. * @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
  36163. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  36164. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36165. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36166. * @returns a PickingInfo
  36167. */
  36168. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36169. /** Use the given ray to pick a mesh in the scene
  36170. * @param ray The ray to use to pick meshes
  36171. * @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
  36172. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  36173. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36174. * @returns a PickingInfo
  36175. */
  36176. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36177. /**
  36178. * Launch a ray to try to pick a mesh in the scene
  36179. * @param x X position on screen
  36180. * @param y Y position on screen
  36181. * @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
  36182. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36183. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36184. * @returns an array of PickingInfo
  36185. */
  36186. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36187. /**
  36188. * Launch a ray to try to pick a mesh in the scene
  36189. * @param ray Ray to use
  36190. * @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
  36191. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36192. * @returns an array of PickingInfo
  36193. */
  36194. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36195. /**
  36196. * Force the value of meshUnderPointer
  36197. * @param mesh defines the mesh to use
  36198. */
  36199. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  36200. /**
  36201. * Gets the mesh under the pointer
  36202. * @returns a Mesh or null if no mesh is under the pointer
  36203. */
  36204. getPointerOverMesh(): Nullable<AbstractMesh>;
  36205. /** @hidden */
  36206. _rebuildGeometries(): void;
  36207. /** @hidden */
  36208. _rebuildTextures(): void;
  36209. private _getByTags;
  36210. /**
  36211. * Get a list of meshes by tags
  36212. * @param tagsQuery defines the tags query to use
  36213. * @param forEach defines a predicate used to filter results
  36214. * @returns an array of Mesh
  36215. */
  36216. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  36217. /**
  36218. * Get a list of cameras by tags
  36219. * @param tagsQuery defines the tags query to use
  36220. * @param forEach defines a predicate used to filter results
  36221. * @returns an array of Camera
  36222. */
  36223. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  36224. /**
  36225. * Get a list of lights by tags
  36226. * @param tagsQuery defines the tags query to use
  36227. * @param forEach defines a predicate used to filter results
  36228. * @returns an array of Light
  36229. */
  36230. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  36231. /**
  36232. * Get a list of materials by tags
  36233. * @param tagsQuery defines the tags query to use
  36234. * @param forEach defines a predicate used to filter results
  36235. * @returns an array of Material
  36236. */
  36237. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  36238. /**
  36239. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  36240. * This allowed control for front to back rendering or reversly depending of the special needs.
  36241. *
  36242. * @param renderingGroupId The rendering group id corresponding to its index
  36243. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  36244. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  36245. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  36246. */
  36247. 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;
  36248. /**
  36249. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  36250. *
  36251. * @param renderingGroupId The rendering group id corresponding to its index
  36252. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  36253. * @param depth Automatically clears depth between groups if true and autoClear is true.
  36254. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  36255. */
  36256. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  36257. /**
  36258. * Gets the current auto clear configuration for one rendering group of the rendering
  36259. * manager.
  36260. * @param index the rendering group index to get the information for
  36261. * @returns The auto clear setup for the requested rendering group
  36262. */
  36263. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  36264. private _blockMaterialDirtyMechanism;
  36265. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  36266. blockMaterialDirtyMechanism: boolean;
  36267. /**
  36268. * Will flag all materials as dirty to trigger new shader compilation
  36269. * @param flag defines the flag used to specify which material part must be marked as dirty
  36270. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  36271. */
  36272. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  36273. /** @hidden */
  36274. _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;
  36275. /** @hidden */
  36276. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36277. /** @hidden */
  36278. _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;
  36279. /** @hidden */
  36280. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  36281. /** @hidden */
  36282. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  36283. /** @hidden */
  36284. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36285. }
  36286. }
  36287. declare module "babylonjs/assetContainer" {
  36288. import { AbstractScene } from "babylonjs/abstractScene";
  36289. import { Scene } from "babylonjs/scene";
  36290. import { Mesh } from "babylonjs/Meshes/mesh";
  36291. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36292. import { Skeleton } from "babylonjs/Bones/skeleton";
  36293. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36294. /**
  36295. * Set of assets to keep when moving a scene into an asset container.
  36296. */
  36297. export class KeepAssets extends AbstractScene {
  36298. }
  36299. /**
  36300. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  36301. */
  36302. export class InstantiatedEntries {
  36303. /**
  36304. * List of new root nodes (eg. nodes with no parent)
  36305. */
  36306. rootNodes: TransformNode[];
  36307. /**
  36308. * List of new skeletons
  36309. */
  36310. skeletons: Skeleton[];
  36311. /**
  36312. * List of new animation groups
  36313. */
  36314. animationGroups: AnimationGroup[];
  36315. }
  36316. /**
  36317. * Container with a set of assets that can be added or removed from a scene.
  36318. */
  36319. export class AssetContainer extends AbstractScene {
  36320. /**
  36321. * The scene the AssetContainer belongs to.
  36322. */
  36323. scene: Scene;
  36324. /**
  36325. * Instantiates an AssetContainer.
  36326. * @param scene The scene the AssetContainer belongs to.
  36327. */
  36328. constructor(scene: Scene);
  36329. /**
  36330. * Instantiate or clone all meshes and add the new ones to the scene.
  36331. * Skeletons and animation groups will all be cloned
  36332. * @param nameFunction defines an optional function used to get new names for clones
  36333. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  36334. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  36335. */
  36336. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  36337. /**
  36338. * Adds all the assets from the container to the scene.
  36339. */
  36340. addAllToScene(): void;
  36341. /**
  36342. * Removes all the assets in the container from the scene
  36343. */
  36344. removeAllFromScene(): void;
  36345. /**
  36346. * Disposes all the assets in the container
  36347. */
  36348. dispose(): void;
  36349. private _moveAssets;
  36350. /**
  36351. * Removes all the assets contained in the scene and adds them to the container.
  36352. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  36353. */
  36354. moveAllFromScene(keepAssets?: KeepAssets): void;
  36355. /**
  36356. * 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.
  36357. * @returns the root mesh
  36358. */
  36359. createRootMesh(): Mesh;
  36360. }
  36361. }
  36362. declare module "babylonjs/abstractScene" {
  36363. import { Scene } from "babylonjs/scene";
  36364. import { Nullable } from "babylonjs/types";
  36365. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36366. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36367. import { Geometry } from "babylonjs/Meshes/geometry";
  36368. import { Skeleton } from "babylonjs/Bones/skeleton";
  36369. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  36370. import { AssetContainer } from "babylonjs/assetContainer";
  36371. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  36372. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36373. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  36374. import { Material } from "babylonjs/Materials/material";
  36375. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  36376. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  36377. import { Camera } from "babylonjs/Cameras/camera";
  36378. import { Light } from "babylonjs/Lights/light";
  36379. import { Node } from "babylonjs/node";
  36380. import { Animation } from "babylonjs/Animations/animation";
  36381. /**
  36382. * Defines how the parser contract is defined.
  36383. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  36384. */
  36385. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  36386. /**
  36387. * Defines how the individual parser contract is defined.
  36388. * These parser can parse an individual asset
  36389. */
  36390. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  36391. /**
  36392. * Base class of the scene acting as a container for the different elements composing a scene.
  36393. * This class is dynamically extended by the different components of the scene increasing
  36394. * flexibility and reducing coupling
  36395. */
  36396. export abstract class AbstractScene {
  36397. /**
  36398. * Stores the list of available parsers in the application.
  36399. */
  36400. private static _BabylonFileParsers;
  36401. /**
  36402. * Stores the list of available individual parsers in the application.
  36403. */
  36404. private static _IndividualBabylonFileParsers;
  36405. /**
  36406. * Adds a parser in the list of available ones
  36407. * @param name Defines the name of the parser
  36408. * @param parser Defines the parser to add
  36409. */
  36410. static AddParser(name: string, parser: BabylonFileParser): void;
  36411. /**
  36412. * Gets a general parser from the list of avaialble ones
  36413. * @param name Defines the name of the parser
  36414. * @returns the requested parser or null
  36415. */
  36416. static GetParser(name: string): Nullable<BabylonFileParser>;
  36417. /**
  36418. * Adds n individual parser in the list of available ones
  36419. * @param name Defines the name of the parser
  36420. * @param parser Defines the parser to add
  36421. */
  36422. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36423. /**
  36424. * Gets an individual parser from the list of avaialble ones
  36425. * @param name Defines the name of the parser
  36426. * @returns the requested parser or null
  36427. */
  36428. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36429. /**
  36430. * Parser json data and populate both a scene and its associated container object
  36431. * @param jsonData Defines the data to parse
  36432. * @param scene Defines the scene to parse the data for
  36433. * @param container Defines the container attached to the parsing sequence
  36434. * @param rootUrl Defines the root url of the data
  36435. */
  36436. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36437. /**
  36438. * Gets the list of root nodes (ie. nodes with no parent)
  36439. */
  36440. rootNodes: Node[];
  36441. /** All of the cameras added to this scene
  36442. * @see http://doc.babylonjs.com/babylon101/cameras
  36443. */
  36444. cameras: Camera[];
  36445. /**
  36446. * All of the lights added to this scene
  36447. * @see http://doc.babylonjs.com/babylon101/lights
  36448. */
  36449. lights: Light[];
  36450. /**
  36451. * All of the (abstract) meshes added to this scene
  36452. */
  36453. meshes: AbstractMesh[];
  36454. /**
  36455. * The list of skeletons added to the scene
  36456. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36457. */
  36458. skeletons: Skeleton[];
  36459. /**
  36460. * All of the particle systems added to this scene
  36461. * @see http://doc.babylonjs.com/babylon101/particles
  36462. */
  36463. particleSystems: IParticleSystem[];
  36464. /**
  36465. * Gets a list of Animations associated with the scene
  36466. */
  36467. animations: Animation[];
  36468. /**
  36469. * All of the animation groups added to this scene
  36470. * @see http://doc.babylonjs.com/how_to/group
  36471. */
  36472. animationGroups: AnimationGroup[];
  36473. /**
  36474. * All of the multi-materials added to this scene
  36475. * @see http://doc.babylonjs.com/how_to/multi_materials
  36476. */
  36477. multiMaterials: MultiMaterial[];
  36478. /**
  36479. * All of the materials added to this scene
  36480. * In the context of a Scene, it is not supposed to be modified manually.
  36481. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36482. * Note also that the order of the Material within the array is not significant and might change.
  36483. * @see http://doc.babylonjs.com/babylon101/materials
  36484. */
  36485. materials: Material[];
  36486. /**
  36487. * The list of morph target managers added to the scene
  36488. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36489. */
  36490. morphTargetManagers: MorphTargetManager[];
  36491. /**
  36492. * The list of geometries used in the scene.
  36493. */
  36494. geometries: Geometry[];
  36495. /**
  36496. * All of the tranform nodes added to this scene
  36497. * In the context of a Scene, it is not supposed to be modified manually.
  36498. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36499. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36500. * @see http://doc.babylonjs.com/how_to/transformnode
  36501. */
  36502. transformNodes: TransformNode[];
  36503. /**
  36504. * ActionManagers available on the scene.
  36505. */
  36506. actionManagers: AbstractActionManager[];
  36507. /**
  36508. * Textures to keep.
  36509. */
  36510. textures: BaseTexture[];
  36511. /**
  36512. * Environment texture for the scene
  36513. */
  36514. environmentTexture: Nullable<BaseTexture>;
  36515. }
  36516. }
  36517. declare module "babylonjs/Audio/sound" {
  36518. import { Observable } from "babylonjs/Misc/observable";
  36519. import { Vector3 } from "babylonjs/Maths/math.vector";
  36520. import { Nullable } from "babylonjs/types";
  36521. import { Scene } from "babylonjs/scene";
  36522. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36523. /**
  36524. * Interface used to define options for Sound class
  36525. */
  36526. export interface ISoundOptions {
  36527. /**
  36528. * Does the sound autoplay once loaded.
  36529. */
  36530. autoplay?: boolean;
  36531. /**
  36532. * Does the sound loop after it finishes playing once.
  36533. */
  36534. loop?: boolean;
  36535. /**
  36536. * Sound's volume
  36537. */
  36538. volume?: number;
  36539. /**
  36540. * Is it a spatial sound?
  36541. */
  36542. spatialSound?: boolean;
  36543. /**
  36544. * Maximum distance to hear that sound
  36545. */
  36546. maxDistance?: number;
  36547. /**
  36548. * Uses user defined attenuation function
  36549. */
  36550. useCustomAttenuation?: boolean;
  36551. /**
  36552. * Define the roll off factor of spatial sounds.
  36553. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36554. */
  36555. rolloffFactor?: number;
  36556. /**
  36557. * Define the reference distance the sound should be heard perfectly.
  36558. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36559. */
  36560. refDistance?: number;
  36561. /**
  36562. * Define the distance attenuation model the sound will follow.
  36563. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36564. */
  36565. distanceModel?: string;
  36566. /**
  36567. * Defines the playback speed (1 by default)
  36568. */
  36569. playbackRate?: number;
  36570. /**
  36571. * Defines if the sound is from a streaming source
  36572. */
  36573. streaming?: boolean;
  36574. /**
  36575. * Defines an optional length (in seconds) inside the sound file
  36576. */
  36577. length?: number;
  36578. /**
  36579. * Defines an optional offset (in seconds) inside the sound file
  36580. */
  36581. offset?: number;
  36582. /**
  36583. * If true, URLs will not be required to state the audio file codec to use.
  36584. */
  36585. skipCodecCheck?: boolean;
  36586. }
  36587. /**
  36588. * Defines a sound that can be played in the application.
  36589. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36590. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36591. */
  36592. export class Sound {
  36593. /**
  36594. * The name of the sound in the scene.
  36595. */
  36596. name: string;
  36597. /**
  36598. * Does the sound autoplay once loaded.
  36599. */
  36600. autoplay: boolean;
  36601. /**
  36602. * Does the sound loop after it finishes playing once.
  36603. */
  36604. loop: boolean;
  36605. /**
  36606. * Does the sound use a custom attenuation curve to simulate the falloff
  36607. * happening when the source gets further away from the camera.
  36608. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36609. */
  36610. useCustomAttenuation: boolean;
  36611. /**
  36612. * The sound track id this sound belongs to.
  36613. */
  36614. soundTrackId: number;
  36615. /**
  36616. * Is this sound currently played.
  36617. */
  36618. isPlaying: boolean;
  36619. /**
  36620. * Is this sound currently paused.
  36621. */
  36622. isPaused: boolean;
  36623. /**
  36624. * Does this sound enables spatial sound.
  36625. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36626. */
  36627. spatialSound: boolean;
  36628. /**
  36629. * Define the reference distance the sound should be heard perfectly.
  36630. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36631. */
  36632. refDistance: number;
  36633. /**
  36634. * Define the roll off factor of spatial sounds.
  36635. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36636. */
  36637. rolloffFactor: number;
  36638. /**
  36639. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36640. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36641. */
  36642. maxDistance: number;
  36643. /**
  36644. * Define the distance attenuation model the sound will follow.
  36645. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36646. */
  36647. distanceModel: string;
  36648. /**
  36649. * @hidden
  36650. * Back Compat
  36651. **/
  36652. onended: () => any;
  36653. /**
  36654. * Observable event when the current playing sound finishes.
  36655. */
  36656. onEndedObservable: Observable<Sound>;
  36657. private _panningModel;
  36658. private _playbackRate;
  36659. private _streaming;
  36660. private _startTime;
  36661. private _startOffset;
  36662. private _position;
  36663. /** @hidden */
  36664. _positionInEmitterSpace: boolean;
  36665. private _localDirection;
  36666. private _volume;
  36667. private _isReadyToPlay;
  36668. private _isDirectional;
  36669. private _readyToPlayCallback;
  36670. private _audioBuffer;
  36671. private _soundSource;
  36672. private _streamingSource;
  36673. private _soundPanner;
  36674. private _soundGain;
  36675. private _inputAudioNode;
  36676. private _outputAudioNode;
  36677. private _coneInnerAngle;
  36678. private _coneOuterAngle;
  36679. private _coneOuterGain;
  36680. private _scene;
  36681. private _connectedTransformNode;
  36682. private _customAttenuationFunction;
  36683. private _registerFunc;
  36684. private _isOutputConnected;
  36685. private _htmlAudioElement;
  36686. private _urlType;
  36687. private _length?;
  36688. private _offset?;
  36689. /** @hidden */
  36690. static _SceneComponentInitialization: (scene: Scene) => void;
  36691. /**
  36692. * Create a sound and attach it to a scene
  36693. * @param name Name of your sound
  36694. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36695. * @param scene defines the scene the sound belongs to
  36696. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36697. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36698. */
  36699. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36700. /**
  36701. * Release the sound and its associated resources
  36702. */
  36703. dispose(): void;
  36704. /**
  36705. * Gets if the sounds is ready to be played or not.
  36706. * @returns true if ready, otherwise false
  36707. */
  36708. isReady(): boolean;
  36709. private _soundLoaded;
  36710. /**
  36711. * Sets the data of the sound from an audiobuffer
  36712. * @param audioBuffer The audioBuffer containing the data
  36713. */
  36714. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36715. /**
  36716. * Updates the current sounds options such as maxdistance, loop...
  36717. * @param options A JSON object containing values named as the object properties
  36718. */
  36719. updateOptions(options: ISoundOptions): void;
  36720. private _createSpatialParameters;
  36721. private _updateSpatialParameters;
  36722. /**
  36723. * Switch the panning model to HRTF:
  36724. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36725. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36726. */
  36727. switchPanningModelToHRTF(): void;
  36728. /**
  36729. * Switch the panning model to Equal Power:
  36730. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36731. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36732. */
  36733. switchPanningModelToEqualPower(): void;
  36734. private _switchPanningModel;
  36735. /**
  36736. * Connect this sound to a sound track audio node like gain...
  36737. * @param soundTrackAudioNode the sound track audio node to connect to
  36738. */
  36739. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36740. /**
  36741. * Transform this sound into a directional source
  36742. * @param coneInnerAngle Size of the inner cone in degree
  36743. * @param coneOuterAngle Size of the outer cone in degree
  36744. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36745. */
  36746. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36747. /**
  36748. * Gets or sets the inner angle for the directional cone.
  36749. */
  36750. /**
  36751. * Gets or sets the inner angle for the directional cone.
  36752. */
  36753. directionalConeInnerAngle: number;
  36754. /**
  36755. * Gets or sets the outer angle for the directional cone.
  36756. */
  36757. /**
  36758. * Gets or sets the outer angle for the directional cone.
  36759. */
  36760. directionalConeOuterAngle: number;
  36761. /**
  36762. * Sets the position of the emitter if spatial sound is enabled
  36763. * @param newPosition Defines the new posisiton
  36764. */
  36765. setPosition(newPosition: Vector3): void;
  36766. /**
  36767. * Sets the local direction of the emitter if spatial sound is enabled
  36768. * @param newLocalDirection Defines the new local direction
  36769. */
  36770. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36771. private _updateDirection;
  36772. /** @hidden */
  36773. updateDistanceFromListener(): void;
  36774. /**
  36775. * Sets a new custom attenuation function for the sound.
  36776. * @param callback Defines the function used for the attenuation
  36777. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36778. */
  36779. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36780. /**
  36781. * Play the sound
  36782. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36783. * @param offset (optional) Start the sound at a specific time in seconds
  36784. * @param length (optional) Sound duration (in seconds)
  36785. */
  36786. play(time?: number, offset?: number, length?: number): void;
  36787. private _onended;
  36788. /**
  36789. * Stop the sound
  36790. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36791. */
  36792. stop(time?: number): void;
  36793. /**
  36794. * Put the sound in pause
  36795. */
  36796. pause(): void;
  36797. /**
  36798. * Sets a dedicated volume for this sounds
  36799. * @param newVolume Define the new volume of the sound
  36800. * @param time Define time for gradual change to new volume
  36801. */
  36802. setVolume(newVolume: number, time?: number): void;
  36803. /**
  36804. * Set the sound play back rate
  36805. * @param newPlaybackRate Define the playback rate the sound should be played at
  36806. */
  36807. setPlaybackRate(newPlaybackRate: number): void;
  36808. /**
  36809. * Gets the volume of the sound.
  36810. * @returns the volume of the sound
  36811. */
  36812. getVolume(): number;
  36813. /**
  36814. * Attach the sound to a dedicated mesh
  36815. * @param transformNode The transform node to connect the sound with
  36816. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36817. */
  36818. attachToMesh(transformNode: TransformNode): void;
  36819. /**
  36820. * Detach the sound from the previously attached mesh
  36821. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36822. */
  36823. detachFromMesh(): void;
  36824. private _onRegisterAfterWorldMatrixUpdate;
  36825. /**
  36826. * Clone the current sound in the scene.
  36827. * @returns the new sound clone
  36828. */
  36829. clone(): Nullable<Sound>;
  36830. /**
  36831. * Gets the current underlying audio buffer containing the data
  36832. * @returns the audio buffer
  36833. */
  36834. getAudioBuffer(): Nullable<AudioBuffer>;
  36835. /**
  36836. * Serializes the Sound in a JSON representation
  36837. * @returns the JSON representation of the sound
  36838. */
  36839. serialize(): any;
  36840. /**
  36841. * Parse a JSON representation of a sound to innstantiate in a given scene
  36842. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36843. * @param scene Define the scene the new parsed sound should be created in
  36844. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36845. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36846. * @returns the newly parsed sound
  36847. */
  36848. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36849. }
  36850. }
  36851. declare module "babylonjs/Actions/directAudioActions" {
  36852. import { Action } from "babylonjs/Actions/action";
  36853. import { Condition } from "babylonjs/Actions/condition";
  36854. import { Sound } from "babylonjs/Audio/sound";
  36855. /**
  36856. * This defines an action helpful to play a defined sound on a triggered action.
  36857. */
  36858. export class PlaySoundAction extends Action {
  36859. private _sound;
  36860. /**
  36861. * Instantiate the action
  36862. * @param triggerOptions defines the trigger options
  36863. * @param sound defines the sound to play
  36864. * @param condition defines the trigger related conditions
  36865. */
  36866. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36867. /** @hidden */
  36868. _prepare(): void;
  36869. /**
  36870. * Execute the action and play the sound.
  36871. */
  36872. execute(): void;
  36873. /**
  36874. * Serializes the actions and its related information.
  36875. * @param parent defines the object to serialize in
  36876. * @returns the serialized object
  36877. */
  36878. serialize(parent: any): any;
  36879. }
  36880. /**
  36881. * This defines an action helpful to stop a defined sound on a triggered action.
  36882. */
  36883. export class StopSoundAction extends Action {
  36884. private _sound;
  36885. /**
  36886. * Instantiate the action
  36887. * @param triggerOptions defines the trigger options
  36888. * @param sound defines the sound to stop
  36889. * @param condition defines the trigger related conditions
  36890. */
  36891. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36892. /** @hidden */
  36893. _prepare(): void;
  36894. /**
  36895. * Execute the action and stop the sound.
  36896. */
  36897. execute(): void;
  36898. /**
  36899. * Serializes the actions and its related information.
  36900. * @param parent defines the object to serialize in
  36901. * @returns the serialized object
  36902. */
  36903. serialize(parent: any): any;
  36904. }
  36905. }
  36906. declare module "babylonjs/Actions/interpolateValueAction" {
  36907. import { Action } from "babylonjs/Actions/action";
  36908. import { Condition } from "babylonjs/Actions/condition";
  36909. import { Observable } from "babylonjs/Misc/observable";
  36910. /**
  36911. * This defines an action responsible to change the value of a property
  36912. * by interpolating between its current value and the newly set one once triggered.
  36913. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36914. */
  36915. export class InterpolateValueAction extends Action {
  36916. /**
  36917. * Defines the path of the property where the value should be interpolated
  36918. */
  36919. propertyPath: string;
  36920. /**
  36921. * Defines the target value at the end of the interpolation.
  36922. */
  36923. value: any;
  36924. /**
  36925. * Defines the time it will take for the property to interpolate to the value.
  36926. */
  36927. duration: number;
  36928. /**
  36929. * Defines if the other scene animations should be stopped when the action has been triggered
  36930. */
  36931. stopOtherAnimations?: boolean;
  36932. /**
  36933. * Defines a callback raised once the interpolation animation has been done.
  36934. */
  36935. onInterpolationDone?: () => void;
  36936. /**
  36937. * Observable triggered once the interpolation animation has been done.
  36938. */
  36939. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36940. private _target;
  36941. private _effectiveTarget;
  36942. private _property;
  36943. /**
  36944. * Instantiate the action
  36945. * @param triggerOptions defines the trigger options
  36946. * @param target defines the object containing the value to interpolate
  36947. * @param propertyPath defines the path to the property in the target object
  36948. * @param value defines the target value at the end of the interpolation
  36949. * @param duration deines the time it will take for the property to interpolate to the value.
  36950. * @param condition defines the trigger related conditions
  36951. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36952. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36953. */
  36954. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36955. /** @hidden */
  36956. _prepare(): void;
  36957. /**
  36958. * Execute the action starts the value interpolation.
  36959. */
  36960. execute(): void;
  36961. /**
  36962. * Serializes the actions and its related information.
  36963. * @param parent defines the object to serialize in
  36964. * @returns the serialized object
  36965. */
  36966. serialize(parent: any): any;
  36967. }
  36968. }
  36969. declare module "babylonjs/Actions/index" {
  36970. export * from "babylonjs/Actions/abstractActionManager";
  36971. export * from "babylonjs/Actions/action";
  36972. export * from "babylonjs/Actions/actionEvent";
  36973. export * from "babylonjs/Actions/actionManager";
  36974. export * from "babylonjs/Actions/condition";
  36975. export * from "babylonjs/Actions/directActions";
  36976. export * from "babylonjs/Actions/directAudioActions";
  36977. export * from "babylonjs/Actions/interpolateValueAction";
  36978. }
  36979. declare module "babylonjs/Animations/index" {
  36980. export * from "babylonjs/Animations/animatable";
  36981. export * from "babylonjs/Animations/animation";
  36982. export * from "babylonjs/Animations/animationGroup";
  36983. export * from "babylonjs/Animations/animationPropertiesOverride";
  36984. export * from "babylonjs/Animations/easing";
  36985. export * from "babylonjs/Animations/runtimeAnimation";
  36986. export * from "babylonjs/Animations/animationEvent";
  36987. export * from "babylonjs/Animations/animationGroup";
  36988. export * from "babylonjs/Animations/animationKey";
  36989. export * from "babylonjs/Animations/animationRange";
  36990. export * from "babylonjs/Animations/animatable.interface";
  36991. }
  36992. declare module "babylonjs/Audio/soundTrack" {
  36993. import { Sound } from "babylonjs/Audio/sound";
  36994. import { Analyser } from "babylonjs/Audio/analyser";
  36995. import { Scene } from "babylonjs/scene";
  36996. /**
  36997. * Options allowed during the creation of a sound track.
  36998. */
  36999. export interface ISoundTrackOptions {
  37000. /**
  37001. * The volume the sound track should take during creation
  37002. */
  37003. volume?: number;
  37004. /**
  37005. * Define if the sound track is the main sound track of the scene
  37006. */
  37007. mainTrack?: boolean;
  37008. }
  37009. /**
  37010. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  37011. * It will be also used in a future release to apply effects on a specific track.
  37012. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  37013. */
  37014. export class SoundTrack {
  37015. /**
  37016. * The unique identifier of the sound track in the scene.
  37017. */
  37018. id: number;
  37019. /**
  37020. * The list of sounds included in the sound track.
  37021. */
  37022. soundCollection: Array<Sound>;
  37023. private _outputAudioNode;
  37024. private _scene;
  37025. private _connectedAnalyser;
  37026. private _options;
  37027. private _isInitialized;
  37028. /**
  37029. * Creates a new sound track.
  37030. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  37031. * @param scene Define the scene the sound track belongs to
  37032. * @param options
  37033. */
  37034. constructor(scene: Scene, options?: ISoundTrackOptions);
  37035. private _initializeSoundTrackAudioGraph;
  37036. /**
  37037. * Release the sound track and its associated resources
  37038. */
  37039. dispose(): void;
  37040. /**
  37041. * Adds a sound to this sound track
  37042. * @param sound define the cound to add
  37043. * @ignoreNaming
  37044. */
  37045. AddSound(sound: Sound): void;
  37046. /**
  37047. * Removes a sound to this sound track
  37048. * @param sound define the cound to remove
  37049. * @ignoreNaming
  37050. */
  37051. RemoveSound(sound: Sound): void;
  37052. /**
  37053. * Set a global volume for the full sound track.
  37054. * @param newVolume Define the new volume of the sound track
  37055. */
  37056. setVolume(newVolume: number): void;
  37057. /**
  37058. * Switch the panning model to HRTF:
  37059. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  37060. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  37061. */
  37062. switchPanningModelToHRTF(): void;
  37063. /**
  37064. * Switch the panning model to Equal Power:
  37065. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  37066. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  37067. */
  37068. switchPanningModelToEqualPower(): void;
  37069. /**
  37070. * Connect the sound track to an audio analyser allowing some amazing
  37071. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  37072. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  37073. * @param analyser The analyser to connect to the engine
  37074. */
  37075. connectToAnalyser(analyser: Analyser): void;
  37076. }
  37077. }
  37078. declare module "babylonjs/Audio/audioSceneComponent" {
  37079. import { Sound } from "babylonjs/Audio/sound";
  37080. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  37081. import { Nullable } from "babylonjs/types";
  37082. import { Vector3 } from "babylonjs/Maths/math.vector";
  37083. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  37084. import { Scene } from "babylonjs/scene";
  37085. import { AbstractScene } from "babylonjs/abstractScene";
  37086. import "babylonjs/Audio/audioEngine";
  37087. module "babylonjs/abstractScene" {
  37088. interface AbstractScene {
  37089. /**
  37090. * The list of sounds used in the scene.
  37091. */
  37092. sounds: Nullable<Array<Sound>>;
  37093. }
  37094. }
  37095. module "babylonjs/scene" {
  37096. interface Scene {
  37097. /**
  37098. * @hidden
  37099. * Backing field
  37100. */
  37101. _mainSoundTrack: SoundTrack;
  37102. /**
  37103. * The main sound track played by the scene.
  37104. * It cotains your primary collection of sounds.
  37105. */
  37106. mainSoundTrack: SoundTrack;
  37107. /**
  37108. * The list of sound tracks added to the scene
  37109. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37110. */
  37111. soundTracks: Nullable<Array<SoundTrack>>;
  37112. /**
  37113. * Gets a sound using a given name
  37114. * @param name defines the name to search for
  37115. * @return the found sound or null if not found at all.
  37116. */
  37117. getSoundByName(name: string): Nullable<Sound>;
  37118. /**
  37119. * Gets or sets if audio support is enabled
  37120. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37121. */
  37122. audioEnabled: boolean;
  37123. /**
  37124. * Gets or sets if audio will be output to headphones
  37125. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37126. */
  37127. headphone: boolean;
  37128. /**
  37129. * Gets or sets custom audio listener position provider
  37130. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37131. */
  37132. audioListenerPositionProvider: Nullable<() => Vector3>;
  37133. /**
  37134. * Gets or sets a refresh rate when using 3D audio positioning
  37135. */
  37136. audioPositioningRefreshRate: number;
  37137. }
  37138. }
  37139. /**
  37140. * Defines the sound scene component responsible to manage any sounds
  37141. * in a given scene.
  37142. */
  37143. export class AudioSceneComponent implements ISceneSerializableComponent {
  37144. /**
  37145. * The component name helpfull to identify the component in the list of scene components.
  37146. */
  37147. readonly name: string;
  37148. /**
  37149. * The scene the component belongs to.
  37150. */
  37151. scene: Scene;
  37152. private _audioEnabled;
  37153. /**
  37154. * Gets whether audio is enabled or not.
  37155. * Please use related enable/disable method to switch state.
  37156. */
  37157. readonly audioEnabled: boolean;
  37158. private _headphone;
  37159. /**
  37160. * Gets whether audio is outputing to headphone or not.
  37161. * Please use the according Switch methods to change output.
  37162. */
  37163. readonly headphone: boolean;
  37164. /**
  37165. * Gets or sets a refresh rate when using 3D audio positioning
  37166. */
  37167. audioPositioningRefreshRate: number;
  37168. private _audioListenerPositionProvider;
  37169. /**
  37170. * Gets the current audio listener position provider
  37171. */
  37172. /**
  37173. * Sets a custom listener position for all sounds in the scene
  37174. * By default, this is the position of the first active camera
  37175. */
  37176. audioListenerPositionProvider: Nullable<() => Vector3>;
  37177. /**
  37178. * Creates a new instance of the component for the given scene
  37179. * @param scene Defines the scene to register the component in
  37180. */
  37181. constructor(scene: Scene);
  37182. /**
  37183. * Registers the component in a given scene
  37184. */
  37185. register(): void;
  37186. /**
  37187. * Rebuilds the elements related to this component in case of
  37188. * context lost for instance.
  37189. */
  37190. rebuild(): void;
  37191. /**
  37192. * Serializes the component data to the specified json object
  37193. * @param serializationObject The object to serialize to
  37194. */
  37195. serialize(serializationObject: any): void;
  37196. /**
  37197. * Adds all the elements from the container to the scene
  37198. * @param container the container holding the elements
  37199. */
  37200. addFromContainer(container: AbstractScene): void;
  37201. /**
  37202. * Removes all the elements in the container from the scene
  37203. * @param container contains the elements to remove
  37204. * @param dispose if the removed element should be disposed (default: false)
  37205. */
  37206. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  37207. /**
  37208. * Disposes the component and the associated ressources.
  37209. */
  37210. dispose(): void;
  37211. /**
  37212. * Disables audio in the associated scene.
  37213. */
  37214. disableAudio(): void;
  37215. /**
  37216. * Enables audio in the associated scene.
  37217. */
  37218. enableAudio(): void;
  37219. /**
  37220. * Switch audio to headphone output.
  37221. */
  37222. switchAudioModeForHeadphones(): void;
  37223. /**
  37224. * Switch audio to normal speakers.
  37225. */
  37226. switchAudioModeForNormalSpeakers(): void;
  37227. private _cachedCameraDirection;
  37228. private _cachedCameraPosition;
  37229. private _lastCheck;
  37230. private _afterRender;
  37231. }
  37232. }
  37233. declare module "babylonjs/Audio/weightedsound" {
  37234. import { Sound } from "babylonjs/Audio/sound";
  37235. /**
  37236. * Wraps one or more Sound objects and selects one with random weight for playback.
  37237. */
  37238. export class WeightedSound {
  37239. /** When true a Sound will be selected and played when the current playing Sound completes. */
  37240. loop: boolean;
  37241. private _coneInnerAngle;
  37242. private _coneOuterAngle;
  37243. private _volume;
  37244. /** A Sound is currently playing. */
  37245. isPlaying: boolean;
  37246. /** A Sound is currently paused. */
  37247. isPaused: boolean;
  37248. private _sounds;
  37249. private _weights;
  37250. private _currentIndex?;
  37251. /**
  37252. * Creates a new WeightedSound from the list of sounds given.
  37253. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  37254. * @param sounds Array of Sounds that will be selected from.
  37255. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  37256. */
  37257. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  37258. /**
  37259. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  37260. */
  37261. /**
  37262. * The size of cone in degress for a directional sound in which there will be no attenuation.
  37263. */
  37264. directionalConeInnerAngle: number;
  37265. /**
  37266. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37267. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37268. */
  37269. /**
  37270. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37271. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37272. */
  37273. directionalConeOuterAngle: number;
  37274. /**
  37275. * Playback volume.
  37276. */
  37277. /**
  37278. * Playback volume.
  37279. */
  37280. volume: number;
  37281. private _onended;
  37282. /**
  37283. * Suspend playback
  37284. */
  37285. pause(): void;
  37286. /**
  37287. * Stop playback
  37288. */
  37289. stop(): void;
  37290. /**
  37291. * Start playback.
  37292. * @param startOffset Position the clip head at a specific time in seconds.
  37293. */
  37294. play(startOffset?: number): void;
  37295. }
  37296. }
  37297. declare module "babylonjs/Audio/index" {
  37298. export * from "babylonjs/Audio/analyser";
  37299. export * from "babylonjs/Audio/audioEngine";
  37300. export * from "babylonjs/Audio/audioSceneComponent";
  37301. export * from "babylonjs/Audio/sound";
  37302. export * from "babylonjs/Audio/soundTrack";
  37303. export * from "babylonjs/Audio/weightedsound";
  37304. }
  37305. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  37306. import { Behavior } from "babylonjs/Behaviors/behavior";
  37307. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37308. import { BackEase } from "babylonjs/Animations/easing";
  37309. /**
  37310. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  37311. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37312. */
  37313. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  37314. /**
  37315. * Gets the name of the behavior.
  37316. */
  37317. readonly name: string;
  37318. /**
  37319. * The easing function used by animations
  37320. */
  37321. static EasingFunction: BackEase;
  37322. /**
  37323. * The easing mode used by animations
  37324. */
  37325. static EasingMode: number;
  37326. /**
  37327. * The duration of the animation, in milliseconds
  37328. */
  37329. transitionDuration: number;
  37330. /**
  37331. * Length of the distance animated by the transition when lower radius is reached
  37332. */
  37333. lowerRadiusTransitionRange: number;
  37334. /**
  37335. * Length of the distance animated by the transition when upper radius is reached
  37336. */
  37337. upperRadiusTransitionRange: number;
  37338. private _autoTransitionRange;
  37339. /**
  37340. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37341. */
  37342. /**
  37343. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37344. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  37345. */
  37346. autoTransitionRange: boolean;
  37347. private _attachedCamera;
  37348. private _onAfterCheckInputsObserver;
  37349. private _onMeshTargetChangedObserver;
  37350. /**
  37351. * Initializes the behavior.
  37352. */
  37353. init(): void;
  37354. /**
  37355. * Attaches the behavior to its arc rotate camera.
  37356. * @param camera Defines the camera to attach the behavior to
  37357. */
  37358. attach(camera: ArcRotateCamera): void;
  37359. /**
  37360. * Detaches the behavior from its current arc rotate camera.
  37361. */
  37362. detach(): void;
  37363. private _radiusIsAnimating;
  37364. private _radiusBounceTransition;
  37365. private _animatables;
  37366. private _cachedWheelPrecision;
  37367. /**
  37368. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  37369. * @param radiusLimit The limit to check against.
  37370. * @return Bool to indicate if at limit.
  37371. */
  37372. private _isRadiusAtLimit;
  37373. /**
  37374. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  37375. * @param radiusDelta The delta by which to animate to. Can be negative.
  37376. */
  37377. private _applyBoundRadiusAnimation;
  37378. /**
  37379. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  37380. */
  37381. protected _clearAnimationLocks(): void;
  37382. /**
  37383. * Stops and removes all animations that have been applied to the camera
  37384. */
  37385. stopAllAnimations(): void;
  37386. }
  37387. }
  37388. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  37389. import { Behavior } from "babylonjs/Behaviors/behavior";
  37390. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37391. import { ExponentialEase } from "babylonjs/Animations/easing";
  37392. import { Nullable } from "babylonjs/types";
  37393. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37394. import { Vector3 } from "babylonjs/Maths/math.vector";
  37395. /**
  37396. * 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.
  37397. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37398. */
  37399. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37400. /**
  37401. * Gets the name of the behavior.
  37402. */
  37403. readonly name: string;
  37404. private _mode;
  37405. private _radiusScale;
  37406. private _positionScale;
  37407. private _defaultElevation;
  37408. private _elevationReturnTime;
  37409. private _elevationReturnWaitTime;
  37410. private _zoomStopsAnimation;
  37411. private _framingTime;
  37412. /**
  37413. * The easing function used by animations
  37414. */
  37415. static EasingFunction: ExponentialEase;
  37416. /**
  37417. * The easing mode used by animations
  37418. */
  37419. static EasingMode: number;
  37420. /**
  37421. * Sets the current mode used by the behavior
  37422. */
  37423. /**
  37424. * Gets current mode used by the behavior.
  37425. */
  37426. mode: number;
  37427. /**
  37428. * Sets the scale applied to the radius (1 by default)
  37429. */
  37430. /**
  37431. * Gets the scale applied to the radius
  37432. */
  37433. radiusScale: number;
  37434. /**
  37435. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37436. */
  37437. /**
  37438. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37439. */
  37440. positionScale: number;
  37441. /**
  37442. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37443. * behaviour is triggered, in radians.
  37444. */
  37445. /**
  37446. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37447. * behaviour is triggered, in radians.
  37448. */
  37449. defaultElevation: number;
  37450. /**
  37451. * Sets the time (in milliseconds) taken to return to the default beta position.
  37452. * Negative value indicates camera should not return to default.
  37453. */
  37454. /**
  37455. * Gets the time (in milliseconds) taken to return to the default beta position.
  37456. * Negative value indicates camera should not return to default.
  37457. */
  37458. elevationReturnTime: number;
  37459. /**
  37460. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37461. */
  37462. /**
  37463. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37464. */
  37465. elevationReturnWaitTime: number;
  37466. /**
  37467. * Sets the flag that indicates if user zooming should stop animation.
  37468. */
  37469. /**
  37470. * Gets the flag that indicates if user zooming should stop animation.
  37471. */
  37472. zoomStopsAnimation: boolean;
  37473. /**
  37474. * Sets the transition time when framing the mesh, in milliseconds
  37475. */
  37476. /**
  37477. * Gets the transition time when framing the mesh, in milliseconds
  37478. */
  37479. framingTime: number;
  37480. /**
  37481. * Define if the behavior should automatically change the configured
  37482. * camera limits and sensibilities.
  37483. */
  37484. autoCorrectCameraLimitsAndSensibility: boolean;
  37485. private _onPrePointerObservableObserver;
  37486. private _onAfterCheckInputsObserver;
  37487. private _onMeshTargetChangedObserver;
  37488. private _attachedCamera;
  37489. private _isPointerDown;
  37490. private _lastInteractionTime;
  37491. /**
  37492. * Initializes the behavior.
  37493. */
  37494. init(): void;
  37495. /**
  37496. * Attaches the behavior to its arc rotate camera.
  37497. * @param camera Defines the camera to attach the behavior to
  37498. */
  37499. attach(camera: ArcRotateCamera): void;
  37500. /**
  37501. * Detaches the behavior from its current arc rotate camera.
  37502. */
  37503. detach(): void;
  37504. private _animatables;
  37505. private _betaIsAnimating;
  37506. private _betaTransition;
  37507. private _radiusTransition;
  37508. private _vectorTransition;
  37509. /**
  37510. * Targets the given mesh and updates zoom level accordingly.
  37511. * @param mesh The mesh to target.
  37512. * @param radius Optional. If a cached radius position already exists, overrides default.
  37513. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37514. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37515. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37516. */
  37517. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37518. /**
  37519. * Targets the given mesh with its children and updates zoom level accordingly.
  37520. * @param mesh The mesh to target.
  37521. * @param radius Optional. If a cached radius position already exists, overrides default.
  37522. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37523. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37524. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37525. */
  37526. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37527. /**
  37528. * Targets the given meshes with their children and updates zoom level accordingly.
  37529. * @param meshes The mesh to target.
  37530. * @param radius Optional. If a cached radius position already exists, overrides default.
  37531. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37532. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37533. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37534. */
  37535. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37536. /**
  37537. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37538. * @param minimumWorld Determines the smaller position of the bounding box extend
  37539. * @param maximumWorld Determines the bigger position of the bounding box extend
  37540. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37541. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37542. */
  37543. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37544. /**
  37545. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37546. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37547. * frustum width.
  37548. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37549. * to fully enclose the mesh in the viewing frustum.
  37550. */
  37551. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37552. /**
  37553. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37554. * is automatically returned to its default position (expected to be above ground plane).
  37555. */
  37556. private _maintainCameraAboveGround;
  37557. /**
  37558. * Returns the frustum slope based on the canvas ratio and camera FOV
  37559. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37560. */
  37561. private _getFrustumSlope;
  37562. /**
  37563. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37564. */
  37565. private _clearAnimationLocks;
  37566. /**
  37567. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37568. */
  37569. private _applyUserInteraction;
  37570. /**
  37571. * Stops and removes all animations that have been applied to the camera
  37572. */
  37573. stopAllAnimations(): void;
  37574. /**
  37575. * Gets a value indicating if the user is moving the camera
  37576. */
  37577. readonly isUserIsMoving: boolean;
  37578. /**
  37579. * The camera can move all the way towards the mesh.
  37580. */
  37581. static IgnoreBoundsSizeMode: number;
  37582. /**
  37583. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37584. */
  37585. static FitFrustumSidesMode: number;
  37586. }
  37587. }
  37588. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37589. import { Nullable } from "babylonjs/types";
  37590. import { Camera } from "babylonjs/Cameras/camera";
  37591. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37592. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37593. /**
  37594. * Base class for Camera Pointer Inputs.
  37595. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37596. * for example usage.
  37597. */
  37598. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37599. /**
  37600. * Defines the camera the input is attached to.
  37601. */
  37602. abstract camera: Camera;
  37603. /**
  37604. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37605. */
  37606. protected _altKey: boolean;
  37607. protected _ctrlKey: boolean;
  37608. protected _metaKey: boolean;
  37609. protected _shiftKey: boolean;
  37610. /**
  37611. * Which mouse buttons were pressed at time of last mouse event.
  37612. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37613. */
  37614. protected _buttonsPressed: number;
  37615. /**
  37616. * Defines the buttons associated with the input to handle camera move.
  37617. */
  37618. buttons: number[];
  37619. /**
  37620. * Attach the input controls to a specific dom element to get the input from.
  37621. * @param element Defines the element the controls should be listened from
  37622. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37623. */
  37624. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37625. /**
  37626. * Detach the current controls from the specified dom element.
  37627. * @param element Defines the element to stop listening the inputs from
  37628. */
  37629. detachControl(element: Nullable<HTMLElement>): void;
  37630. /**
  37631. * Gets the class name of the current input.
  37632. * @returns the class name
  37633. */
  37634. getClassName(): string;
  37635. /**
  37636. * Get the friendly name associated with the input class.
  37637. * @returns the input friendly name
  37638. */
  37639. getSimpleName(): string;
  37640. /**
  37641. * Called on pointer POINTERDOUBLETAP event.
  37642. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37643. */
  37644. protected onDoubleTap(type: string): void;
  37645. /**
  37646. * Called on pointer POINTERMOVE event if only a single touch is active.
  37647. * Override this method to provide functionality.
  37648. */
  37649. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37650. /**
  37651. * Called on pointer POINTERMOVE event if multiple touches are active.
  37652. * Override this method to provide functionality.
  37653. */
  37654. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37655. /**
  37656. * Called on JS contextmenu event.
  37657. * Override this method to provide functionality.
  37658. */
  37659. protected onContextMenu(evt: PointerEvent): void;
  37660. /**
  37661. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37662. * press.
  37663. * Override this method to provide functionality.
  37664. */
  37665. protected onButtonDown(evt: PointerEvent): void;
  37666. /**
  37667. * Called each time a new POINTERUP event occurs. Ie, for each button
  37668. * release.
  37669. * Override this method to provide functionality.
  37670. */
  37671. protected onButtonUp(evt: PointerEvent): void;
  37672. /**
  37673. * Called when window becomes inactive.
  37674. * Override this method to provide functionality.
  37675. */
  37676. protected onLostFocus(): void;
  37677. private _pointerInput;
  37678. private _observer;
  37679. private _onLostFocus;
  37680. private pointA;
  37681. private pointB;
  37682. }
  37683. }
  37684. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37685. import { Nullable } from "babylonjs/types";
  37686. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37687. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37688. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37689. /**
  37690. * Manage the pointers inputs to control an arc rotate camera.
  37691. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37692. */
  37693. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37694. /**
  37695. * Defines the camera the input is attached to.
  37696. */
  37697. camera: ArcRotateCamera;
  37698. /**
  37699. * Gets the class name of the current input.
  37700. * @returns the class name
  37701. */
  37702. getClassName(): string;
  37703. /**
  37704. * Defines the buttons associated with the input to handle camera move.
  37705. */
  37706. buttons: number[];
  37707. /**
  37708. * Defines the pointer angular sensibility along the X axis or how fast is
  37709. * the camera rotating.
  37710. */
  37711. angularSensibilityX: number;
  37712. /**
  37713. * Defines the pointer angular sensibility along the Y axis or how fast is
  37714. * the camera rotating.
  37715. */
  37716. angularSensibilityY: number;
  37717. /**
  37718. * Defines the pointer pinch precision or how fast is the camera zooming.
  37719. */
  37720. pinchPrecision: number;
  37721. /**
  37722. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37723. * from 0.
  37724. * It defines the percentage of current camera.radius to use as delta when
  37725. * pinch zoom is used.
  37726. */
  37727. pinchDeltaPercentage: number;
  37728. /**
  37729. * Defines the pointer panning sensibility or how fast is the camera moving.
  37730. */
  37731. panningSensibility: number;
  37732. /**
  37733. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37734. */
  37735. multiTouchPanning: boolean;
  37736. /**
  37737. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37738. * zoom (pinch) through multitouch.
  37739. */
  37740. multiTouchPanAndZoom: boolean;
  37741. /**
  37742. * Revers pinch action direction.
  37743. */
  37744. pinchInwards: boolean;
  37745. private _isPanClick;
  37746. private _twoFingerActivityCount;
  37747. private _isPinching;
  37748. /**
  37749. * Called on pointer POINTERMOVE event if only a single touch is active.
  37750. */
  37751. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37752. /**
  37753. * Called on pointer POINTERDOUBLETAP event.
  37754. */
  37755. protected onDoubleTap(type: string): void;
  37756. /**
  37757. * Called on pointer POINTERMOVE event if multiple touches are active.
  37758. */
  37759. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37760. /**
  37761. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37762. * press.
  37763. */
  37764. protected onButtonDown(evt: PointerEvent): void;
  37765. /**
  37766. * Called each time a new POINTERUP event occurs. Ie, for each button
  37767. * release.
  37768. */
  37769. protected onButtonUp(evt: PointerEvent): void;
  37770. /**
  37771. * Called when window becomes inactive.
  37772. */
  37773. protected onLostFocus(): void;
  37774. }
  37775. }
  37776. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37777. import { Nullable } from "babylonjs/types";
  37778. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37779. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37780. /**
  37781. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37782. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37783. */
  37784. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37785. /**
  37786. * Defines the camera the input is attached to.
  37787. */
  37788. camera: ArcRotateCamera;
  37789. /**
  37790. * Defines the list of key codes associated with the up action (increase alpha)
  37791. */
  37792. keysUp: number[];
  37793. /**
  37794. * Defines the list of key codes associated with the down action (decrease alpha)
  37795. */
  37796. keysDown: number[];
  37797. /**
  37798. * Defines the list of key codes associated with the left action (increase beta)
  37799. */
  37800. keysLeft: number[];
  37801. /**
  37802. * Defines the list of key codes associated with the right action (decrease beta)
  37803. */
  37804. keysRight: number[];
  37805. /**
  37806. * Defines the list of key codes associated with the reset action.
  37807. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37808. */
  37809. keysReset: number[];
  37810. /**
  37811. * Defines the panning sensibility of the inputs.
  37812. * (How fast is the camera paning)
  37813. */
  37814. panningSensibility: number;
  37815. /**
  37816. * Defines the zooming sensibility of the inputs.
  37817. * (How fast is the camera zooming)
  37818. */
  37819. zoomingSensibility: number;
  37820. /**
  37821. * Defines wether maintaining the alt key down switch the movement mode from
  37822. * orientation to zoom.
  37823. */
  37824. useAltToZoom: boolean;
  37825. /**
  37826. * Rotation speed of the camera
  37827. */
  37828. angularSpeed: number;
  37829. private _keys;
  37830. private _ctrlPressed;
  37831. private _altPressed;
  37832. private _onCanvasBlurObserver;
  37833. private _onKeyboardObserver;
  37834. private _engine;
  37835. private _scene;
  37836. /**
  37837. * Attach the input controls to a specific dom element to get the input from.
  37838. * @param element Defines the element the controls should be listened from
  37839. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37840. */
  37841. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37842. /**
  37843. * Detach the current controls from the specified dom element.
  37844. * @param element Defines the element to stop listening the inputs from
  37845. */
  37846. detachControl(element: Nullable<HTMLElement>): void;
  37847. /**
  37848. * Update the current camera state depending on the inputs that have been used this frame.
  37849. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37850. */
  37851. checkInputs(): void;
  37852. /**
  37853. * Gets the class name of the current intput.
  37854. * @returns the class name
  37855. */
  37856. getClassName(): string;
  37857. /**
  37858. * Get the friendly name associated with the input class.
  37859. * @returns the input friendly name
  37860. */
  37861. getSimpleName(): string;
  37862. }
  37863. }
  37864. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37865. import { Nullable } from "babylonjs/types";
  37866. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37867. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37868. /**
  37869. * Manage the mouse wheel inputs to control an arc rotate camera.
  37870. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37871. */
  37872. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37873. /**
  37874. * Defines the camera the input is attached to.
  37875. */
  37876. camera: ArcRotateCamera;
  37877. /**
  37878. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37879. */
  37880. wheelPrecision: number;
  37881. /**
  37882. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37883. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37884. */
  37885. wheelDeltaPercentage: number;
  37886. private _wheel;
  37887. private _observer;
  37888. private computeDeltaFromMouseWheelLegacyEvent;
  37889. /**
  37890. * Attach the input controls to a specific dom element to get the input from.
  37891. * @param element Defines the element the controls should be listened from
  37892. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37893. */
  37894. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37895. /**
  37896. * Detach the current controls from the specified dom element.
  37897. * @param element Defines the element to stop listening the inputs from
  37898. */
  37899. detachControl(element: Nullable<HTMLElement>): void;
  37900. /**
  37901. * Gets the class name of the current intput.
  37902. * @returns the class name
  37903. */
  37904. getClassName(): string;
  37905. /**
  37906. * Get the friendly name associated with the input class.
  37907. * @returns the input friendly name
  37908. */
  37909. getSimpleName(): string;
  37910. }
  37911. }
  37912. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37913. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37914. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37915. /**
  37916. * Default Inputs manager for the ArcRotateCamera.
  37917. * It groups all the default supported inputs for ease of use.
  37918. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37919. */
  37920. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37921. /**
  37922. * Instantiates a new ArcRotateCameraInputsManager.
  37923. * @param camera Defines the camera the inputs belong to
  37924. */
  37925. constructor(camera: ArcRotateCamera);
  37926. /**
  37927. * Add mouse wheel input support to the input manager.
  37928. * @returns the current input manager
  37929. */
  37930. addMouseWheel(): ArcRotateCameraInputsManager;
  37931. /**
  37932. * Add pointers input support to the input manager.
  37933. * @returns the current input manager
  37934. */
  37935. addPointers(): ArcRotateCameraInputsManager;
  37936. /**
  37937. * Add keyboard input support to the input manager.
  37938. * @returns the current input manager
  37939. */
  37940. addKeyboard(): ArcRotateCameraInputsManager;
  37941. }
  37942. }
  37943. declare module "babylonjs/Cameras/arcRotateCamera" {
  37944. import { Observable } from "babylonjs/Misc/observable";
  37945. import { Nullable } from "babylonjs/types";
  37946. import { Scene } from "babylonjs/scene";
  37947. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37948. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37949. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37950. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37951. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37952. import { Camera } from "babylonjs/Cameras/camera";
  37953. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37954. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37955. import { Collider } from "babylonjs/Collisions/collider";
  37956. /**
  37957. * This represents an orbital type of camera.
  37958. *
  37959. * 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.
  37960. * 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.
  37961. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37962. */
  37963. export class ArcRotateCamera extends TargetCamera {
  37964. /**
  37965. * Defines the rotation angle of the camera along the longitudinal axis.
  37966. */
  37967. alpha: number;
  37968. /**
  37969. * Defines the rotation angle of the camera along the latitudinal axis.
  37970. */
  37971. beta: number;
  37972. /**
  37973. * Defines the radius of the camera from it s target point.
  37974. */
  37975. radius: number;
  37976. protected _target: Vector3;
  37977. protected _targetHost: Nullable<AbstractMesh>;
  37978. /**
  37979. * Defines the target point of the camera.
  37980. * The camera looks towards it form the radius distance.
  37981. */
  37982. target: Vector3;
  37983. /**
  37984. * Define the current local position of the camera in the scene
  37985. */
  37986. position: Vector3;
  37987. protected _upVector: Vector3;
  37988. protected _upToYMatrix: Matrix;
  37989. protected _YToUpMatrix: Matrix;
  37990. /**
  37991. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37992. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37993. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37994. */
  37995. upVector: Vector3;
  37996. /**
  37997. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37998. */
  37999. setMatUp(): void;
  38000. /**
  38001. * Current inertia value on the longitudinal axis.
  38002. * The bigger this number the longer it will take for the camera to stop.
  38003. */
  38004. inertialAlphaOffset: number;
  38005. /**
  38006. * Current inertia value on the latitudinal axis.
  38007. * The bigger this number the longer it will take for the camera to stop.
  38008. */
  38009. inertialBetaOffset: number;
  38010. /**
  38011. * Current inertia value on the radius axis.
  38012. * The bigger this number the longer it will take for the camera to stop.
  38013. */
  38014. inertialRadiusOffset: number;
  38015. /**
  38016. * Minimum allowed angle on the longitudinal axis.
  38017. * This can help limiting how the Camera is able to move in the scene.
  38018. */
  38019. lowerAlphaLimit: Nullable<number>;
  38020. /**
  38021. * Maximum allowed angle on the longitudinal axis.
  38022. * This can help limiting how the Camera is able to move in the scene.
  38023. */
  38024. upperAlphaLimit: Nullable<number>;
  38025. /**
  38026. * Minimum allowed angle on the latitudinal axis.
  38027. * This can help limiting how the Camera is able to move in the scene.
  38028. */
  38029. lowerBetaLimit: number;
  38030. /**
  38031. * Maximum allowed angle on the latitudinal axis.
  38032. * This can help limiting how the Camera is able to move in the scene.
  38033. */
  38034. upperBetaLimit: number;
  38035. /**
  38036. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  38037. * This can help limiting how the Camera is able to move in the scene.
  38038. */
  38039. lowerRadiusLimit: Nullable<number>;
  38040. /**
  38041. * Maximum allowed distance of the camera to the target (The camera can not get further).
  38042. * This can help limiting how the Camera is able to move in the scene.
  38043. */
  38044. upperRadiusLimit: Nullable<number>;
  38045. /**
  38046. * Defines the current inertia value used during panning of the camera along the X axis.
  38047. */
  38048. inertialPanningX: number;
  38049. /**
  38050. * Defines the current inertia value used during panning of the camera along the Y axis.
  38051. */
  38052. inertialPanningY: number;
  38053. /**
  38054. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  38055. * Basically if your fingers moves away from more than this distance you will be considered
  38056. * in pinch mode.
  38057. */
  38058. pinchToPanMaxDistance: number;
  38059. /**
  38060. * Defines the maximum distance the camera can pan.
  38061. * This could help keeping the cammera always in your scene.
  38062. */
  38063. panningDistanceLimit: Nullable<number>;
  38064. /**
  38065. * Defines the target of the camera before paning.
  38066. */
  38067. panningOriginTarget: Vector3;
  38068. /**
  38069. * Defines the value of the inertia used during panning.
  38070. * 0 would mean stop inertia and one would mean no decelleration at all.
  38071. */
  38072. panningInertia: number;
  38073. /**
  38074. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  38075. */
  38076. angularSensibilityX: number;
  38077. /**
  38078. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  38079. */
  38080. angularSensibilityY: number;
  38081. /**
  38082. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  38083. */
  38084. pinchPrecision: number;
  38085. /**
  38086. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  38087. * It will be used instead of pinchDeltaPrecision if different from 0.
  38088. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38089. */
  38090. pinchDeltaPercentage: number;
  38091. /**
  38092. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  38093. */
  38094. panningSensibility: number;
  38095. /**
  38096. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  38097. */
  38098. keysUp: number[];
  38099. /**
  38100. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  38101. */
  38102. keysDown: number[];
  38103. /**
  38104. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  38105. */
  38106. keysLeft: number[];
  38107. /**
  38108. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  38109. */
  38110. keysRight: number[];
  38111. /**
  38112. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  38113. */
  38114. wheelPrecision: number;
  38115. /**
  38116. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  38117. * It will be used instead of pinchDeltaPrecision if different from 0.
  38118. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38119. */
  38120. wheelDeltaPercentage: number;
  38121. /**
  38122. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  38123. */
  38124. zoomOnFactor: number;
  38125. /**
  38126. * Defines a screen offset for the camera position.
  38127. */
  38128. targetScreenOffset: Vector2;
  38129. /**
  38130. * Allows the camera to be completely reversed.
  38131. * If false the camera can not arrive upside down.
  38132. */
  38133. allowUpsideDown: boolean;
  38134. /**
  38135. * Define if double tap/click is used to restore the previously saved state of the camera.
  38136. */
  38137. useInputToRestoreState: boolean;
  38138. /** @hidden */
  38139. _viewMatrix: Matrix;
  38140. /** @hidden */
  38141. _useCtrlForPanning: boolean;
  38142. /** @hidden */
  38143. _panningMouseButton: number;
  38144. /**
  38145. * Defines the input associated to the camera.
  38146. */
  38147. inputs: ArcRotateCameraInputsManager;
  38148. /** @hidden */
  38149. _reset: () => void;
  38150. /**
  38151. * Defines the allowed panning axis.
  38152. */
  38153. panningAxis: Vector3;
  38154. protected _localDirection: Vector3;
  38155. protected _transformedDirection: Vector3;
  38156. private _bouncingBehavior;
  38157. /**
  38158. * Gets the bouncing behavior of the camera if it has been enabled.
  38159. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38160. */
  38161. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  38162. /**
  38163. * Defines if the bouncing behavior of the camera is enabled on the camera.
  38164. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38165. */
  38166. useBouncingBehavior: boolean;
  38167. private _framingBehavior;
  38168. /**
  38169. * Gets the framing behavior of the camera if it has been enabled.
  38170. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38171. */
  38172. readonly framingBehavior: Nullable<FramingBehavior>;
  38173. /**
  38174. * Defines if the framing behavior of the camera is enabled on the camera.
  38175. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38176. */
  38177. useFramingBehavior: boolean;
  38178. private _autoRotationBehavior;
  38179. /**
  38180. * Gets the auto rotation behavior of the camera if it has been enabled.
  38181. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38182. */
  38183. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  38184. /**
  38185. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  38186. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38187. */
  38188. useAutoRotationBehavior: boolean;
  38189. /**
  38190. * Observable triggered when the mesh target has been changed on the camera.
  38191. */
  38192. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  38193. /**
  38194. * Event raised when the camera is colliding with a mesh.
  38195. */
  38196. onCollide: (collidedMesh: AbstractMesh) => void;
  38197. /**
  38198. * Defines whether the camera should check collision with the objects oh the scene.
  38199. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  38200. */
  38201. checkCollisions: boolean;
  38202. /**
  38203. * Defines the collision radius of the camera.
  38204. * This simulates a sphere around the camera.
  38205. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38206. */
  38207. collisionRadius: Vector3;
  38208. protected _collider: Collider;
  38209. protected _previousPosition: Vector3;
  38210. protected _collisionVelocity: Vector3;
  38211. protected _newPosition: Vector3;
  38212. protected _previousAlpha: number;
  38213. protected _previousBeta: number;
  38214. protected _previousRadius: number;
  38215. protected _collisionTriggered: boolean;
  38216. protected _targetBoundingCenter: Nullable<Vector3>;
  38217. private _computationVector;
  38218. /**
  38219. * Instantiates a new ArcRotateCamera in a given scene
  38220. * @param name Defines the name of the camera
  38221. * @param alpha Defines the camera rotation along the logitudinal axis
  38222. * @param beta Defines the camera rotation along the latitudinal axis
  38223. * @param radius Defines the camera distance from its target
  38224. * @param target Defines the camera target
  38225. * @param scene Defines the scene the camera belongs to
  38226. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  38227. */
  38228. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38229. /** @hidden */
  38230. _initCache(): void;
  38231. /** @hidden */
  38232. _updateCache(ignoreParentClass?: boolean): void;
  38233. protected _getTargetPosition(): Vector3;
  38234. private _storedAlpha;
  38235. private _storedBeta;
  38236. private _storedRadius;
  38237. private _storedTarget;
  38238. private _storedTargetScreenOffset;
  38239. /**
  38240. * Stores the current state of the camera (alpha, beta, radius and target)
  38241. * @returns the camera itself
  38242. */
  38243. storeState(): Camera;
  38244. /**
  38245. * @hidden
  38246. * Restored camera state. You must call storeState() first
  38247. */
  38248. _restoreStateValues(): boolean;
  38249. /** @hidden */
  38250. _isSynchronizedViewMatrix(): boolean;
  38251. /**
  38252. * Attached controls to the current camera.
  38253. * @param element Defines the element the controls should be listened from
  38254. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38255. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  38256. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  38257. */
  38258. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  38259. /**
  38260. * Detach the current controls from the camera.
  38261. * The camera will stop reacting to inputs.
  38262. * @param element Defines the element to stop listening the inputs from
  38263. */
  38264. detachControl(element: HTMLElement): void;
  38265. /** @hidden */
  38266. _checkInputs(): void;
  38267. protected _checkLimits(): void;
  38268. /**
  38269. * Rebuilds angles (alpha, beta) and radius from the give position and target
  38270. */
  38271. rebuildAnglesAndRadius(): void;
  38272. /**
  38273. * Use a position to define the current camera related information like alpha, beta and radius
  38274. * @param position Defines the position to set the camera at
  38275. */
  38276. setPosition(position: Vector3): void;
  38277. /**
  38278. * Defines the target the camera should look at.
  38279. * This will automatically adapt alpha beta and radius to fit within the new target.
  38280. * @param target Defines the new target as a Vector or a mesh
  38281. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  38282. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  38283. */
  38284. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  38285. /** @hidden */
  38286. _getViewMatrix(): Matrix;
  38287. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  38288. /**
  38289. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  38290. * @param meshes Defines the mesh to zoom on
  38291. * @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)
  38292. */
  38293. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  38294. /**
  38295. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  38296. * The target will be changed but the radius
  38297. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  38298. * @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)
  38299. */
  38300. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  38301. min: Vector3;
  38302. max: Vector3;
  38303. distance: number;
  38304. }, doNotUpdateMaxZ?: boolean): void;
  38305. /**
  38306. * @override
  38307. * Override Camera.createRigCamera
  38308. */
  38309. createRigCamera(name: string, cameraIndex: number): Camera;
  38310. /**
  38311. * @hidden
  38312. * @override
  38313. * Override Camera._updateRigCameras
  38314. */
  38315. _updateRigCameras(): void;
  38316. /**
  38317. * Destroy the camera and release the current resources hold by it.
  38318. */
  38319. dispose(): void;
  38320. /**
  38321. * Gets the current object class name.
  38322. * @return the class name
  38323. */
  38324. getClassName(): string;
  38325. }
  38326. }
  38327. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  38328. import { Behavior } from "babylonjs/Behaviors/behavior";
  38329. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38330. /**
  38331. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  38332. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38333. */
  38334. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  38335. /**
  38336. * Gets the name of the behavior.
  38337. */
  38338. readonly name: string;
  38339. private _zoomStopsAnimation;
  38340. private _idleRotationSpeed;
  38341. private _idleRotationWaitTime;
  38342. private _idleRotationSpinupTime;
  38343. /**
  38344. * Sets the flag that indicates if user zooming should stop animation.
  38345. */
  38346. /**
  38347. * Gets the flag that indicates if user zooming should stop animation.
  38348. */
  38349. zoomStopsAnimation: boolean;
  38350. /**
  38351. * Sets the default speed at which the camera rotates around the model.
  38352. */
  38353. /**
  38354. * Gets the default speed at which the camera rotates around the model.
  38355. */
  38356. idleRotationSpeed: number;
  38357. /**
  38358. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  38359. */
  38360. /**
  38361. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  38362. */
  38363. idleRotationWaitTime: number;
  38364. /**
  38365. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38366. */
  38367. /**
  38368. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38369. */
  38370. idleRotationSpinupTime: number;
  38371. /**
  38372. * Gets a value indicating if the camera is currently rotating because of this behavior
  38373. */
  38374. readonly rotationInProgress: boolean;
  38375. private _onPrePointerObservableObserver;
  38376. private _onAfterCheckInputsObserver;
  38377. private _attachedCamera;
  38378. private _isPointerDown;
  38379. private _lastFrameTime;
  38380. private _lastInteractionTime;
  38381. private _cameraRotationSpeed;
  38382. /**
  38383. * Initializes the behavior.
  38384. */
  38385. init(): void;
  38386. /**
  38387. * Attaches the behavior to its arc rotate camera.
  38388. * @param camera Defines the camera to attach the behavior to
  38389. */
  38390. attach(camera: ArcRotateCamera): void;
  38391. /**
  38392. * Detaches the behavior from its current arc rotate camera.
  38393. */
  38394. detach(): void;
  38395. /**
  38396. * Returns true if user is scrolling.
  38397. * @return true if user is scrolling.
  38398. */
  38399. private _userIsZooming;
  38400. private _lastFrameRadius;
  38401. private _shouldAnimationStopForInteraction;
  38402. /**
  38403. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38404. */
  38405. private _applyUserInteraction;
  38406. private _userIsMoving;
  38407. }
  38408. }
  38409. declare module "babylonjs/Behaviors/Cameras/index" {
  38410. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38411. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38412. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38413. }
  38414. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38415. import { Mesh } from "babylonjs/Meshes/mesh";
  38416. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38417. import { Behavior } from "babylonjs/Behaviors/behavior";
  38418. /**
  38419. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38420. */
  38421. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38422. private ui;
  38423. /**
  38424. * The name of the behavior
  38425. */
  38426. name: string;
  38427. /**
  38428. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38429. */
  38430. distanceAwayFromFace: number;
  38431. /**
  38432. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38433. */
  38434. distanceAwayFromBottomOfFace: number;
  38435. private _faceVectors;
  38436. private _target;
  38437. private _scene;
  38438. private _onRenderObserver;
  38439. private _tmpMatrix;
  38440. private _tmpVector;
  38441. /**
  38442. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38443. * @param ui The transform node that should be attched to the mesh
  38444. */
  38445. constructor(ui: TransformNode);
  38446. /**
  38447. * Initializes the behavior
  38448. */
  38449. init(): void;
  38450. private _closestFace;
  38451. private _zeroVector;
  38452. private _lookAtTmpMatrix;
  38453. private _lookAtToRef;
  38454. /**
  38455. * Attaches the AttachToBoxBehavior to the passed in mesh
  38456. * @param target The mesh that the specified node will be attached to
  38457. */
  38458. attach(target: Mesh): void;
  38459. /**
  38460. * Detaches the behavior from the mesh
  38461. */
  38462. detach(): void;
  38463. }
  38464. }
  38465. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38466. import { Behavior } from "babylonjs/Behaviors/behavior";
  38467. import { Mesh } from "babylonjs/Meshes/mesh";
  38468. /**
  38469. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38470. */
  38471. export class FadeInOutBehavior implements Behavior<Mesh> {
  38472. /**
  38473. * Time in milliseconds to delay before fading in (Default: 0)
  38474. */
  38475. delay: number;
  38476. /**
  38477. * Time in milliseconds for the mesh to fade in (Default: 300)
  38478. */
  38479. fadeInTime: number;
  38480. private _millisecondsPerFrame;
  38481. private _hovered;
  38482. private _hoverValue;
  38483. private _ownerNode;
  38484. /**
  38485. * Instatiates the FadeInOutBehavior
  38486. */
  38487. constructor();
  38488. /**
  38489. * The name of the behavior
  38490. */
  38491. readonly name: string;
  38492. /**
  38493. * Initializes the behavior
  38494. */
  38495. init(): void;
  38496. /**
  38497. * Attaches the fade behavior on the passed in mesh
  38498. * @param ownerNode The mesh that will be faded in/out once attached
  38499. */
  38500. attach(ownerNode: Mesh): void;
  38501. /**
  38502. * Detaches the behavior from the mesh
  38503. */
  38504. detach(): void;
  38505. /**
  38506. * Triggers the mesh to begin fading in or out
  38507. * @param value if the object should fade in or out (true to fade in)
  38508. */
  38509. fadeIn(value: boolean): void;
  38510. private _update;
  38511. private _setAllVisibility;
  38512. }
  38513. }
  38514. declare module "babylonjs/Misc/pivotTools" {
  38515. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38516. /**
  38517. * Class containing a set of static utilities functions for managing Pivots
  38518. * @hidden
  38519. */
  38520. export class PivotTools {
  38521. private static _PivotCached;
  38522. private static _OldPivotPoint;
  38523. private static _PivotTranslation;
  38524. private static _PivotTmpVector;
  38525. /** @hidden */
  38526. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38527. /** @hidden */
  38528. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38529. }
  38530. }
  38531. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38532. import { Scene } from "babylonjs/scene";
  38533. import { Vector4 } from "babylonjs/Maths/math.vector";
  38534. import { Mesh } from "babylonjs/Meshes/mesh";
  38535. import { Nullable } from "babylonjs/types";
  38536. import { Plane } from "babylonjs/Maths/math.plane";
  38537. /**
  38538. * Class containing static functions to help procedurally build meshes
  38539. */
  38540. export class PlaneBuilder {
  38541. /**
  38542. * Creates a plane mesh
  38543. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38544. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38545. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38546. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38547. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  38548. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38549. * @param name defines the name of the mesh
  38550. * @param options defines the options used to create the mesh
  38551. * @param scene defines the hosting scene
  38552. * @returns the plane mesh
  38553. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38554. */
  38555. static CreatePlane(name: string, options: {
  38556. size?: number;
  38557. width?: number;
  38558. height?: number;
  38559. sideOrientation?: number;
  38560. frontUVs?: Vector4;
  38561. backUVs?: Vector4;
  38562. updatable?: boolean;
  38563. sourcePlane?: Plane;
  38564. }, scene?: Nullable<Scene>): Mesh;
  38565. }
  38566. }
  38567. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38568. import { Behavior } from "babylonjs/Behaviors/behavior";
  38569. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38570. import { Observable } from "babylonjs/Misc/observable";
  38571. import { Vector3 } from "babylonjs/Maths/math.vector";
  38572. import { Ray } from "babylonjs/Culling/ray";
  38573. import "babylonjs/Meshes/Builders/planeBuilder";
  38574. /**
  38575. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38576. */
  38577. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38578. private static _AnyMouseID;
  38579. /**
  38580. * Abstract mesh the behavior is set on
  38581. */
  38582. attachedNode: AbstractMesh;
  38583. private _dragPlane;
  38584. private _scene;
  38585. private _pointerObserver;
  38586. private _beforeRenderObserver;
  38587. private static _planeScene;
  38588. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38589. /**
  38590. * 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)
  38591. */
  38592. maxDragAngle: number;
  38593. /**
  38594. * @hidden
  38595. */
  38596. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38597. /**
  38598. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38599. */
  38600. currentDraggingPointerID: number;
  38601. /**
  38602. * The last position where the pointer hit the drag plane in world space
  38603. */
  38604. lastDragPosition: Vector3;
  38605. /**
  38606. * If the behavior is currently in a dragging state
  38607. */
  38608. dragging: boolean;
  38609. /**
  38610. * 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)
  38611. */
  38612. dragDeltaRatio: number;
  38613. /**
  38614. * If the drag plane orientation should be updated during the dragging (Default: true)
  38615. */
  38616. updateDragPlane: boolean;
  38617. private _debugMode;
  38618. private _moving;
  38619. /**
  38620. * Fires each time the attached mesh is dragged with the pointer
  38621. * * delta between last drag position and current drag position in world space
  38622. * * dragDistance along the drag axis
  38623. * * dragPlaneNormal normal of the current drag plane used during the drag
  38624. * * dragPlanePoint in world space where the drag intersects the drag plane
  38625. */
  38626. onDragObservable: Observable<{
  38627. delta: Vector3;
  38628. dragPlanePoint: Vector3;
  38629. dragPlaneNormal: Vector3;
  38630. dragDistance: number;
  38631. pointerId: number;
  38632. }>;
  38633. /**
  38634. * Fires each time a drag begins (eg. mouse down on mesh)
  38635. */
  38636. onDragStartObservable: Observable<{
  38637. dragPlanePoint: Vector3;
  38638. pointerId: number;
  38639. }>;
  38640. /**
  38641. * Fires each time a drag ends (eg. mouse release after drag)
  38642. */
  38643. onDragEndObservable: Observable<{
  38644. dragPlanePoint: Vector3;
  38645. pointerId: number;
  38646. }>;
  38647. /**
  38648. * If the attached mesh should be moved when dragged
  38649. */
  38650. moveAttached: boolean;
  38651. /**
  38652. * If the drag behavior will react to drag events (Default: true)
  38653. */
  38654. enabled: boolean;
  38655. /**
  38656. * If pointer events should start and release the drag (Default: true)
  38657. */
  38658. startAndReleaseDragOnPointerEvents: boolean;
  38659. /**
  38660. * If camera controls should be detached during the drag
  38661. */
  38662. detachCameraControls: boolean;
  38663. /**
  38664. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38665. */
  38666. useObjectOrienationForDragging: boolean;
  38667. private _options;
  38668. /**
  38669. * Creates a pointer drag behavior that can be attached to a mesh
  38670. * @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)
  38671. */
  38672. constructor(options?: {
  38673. dragAxis?: Vector3;
  38674. dragPlaneNormal?: Vector3;
  38675. });
  38676. /**
  38677. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38678. */
  38679. validateDrag: (targetPosition: Vector3) => boolean;
  38680. /**
  38681. * The name of the behavior
  38682. */
  38683. readonly name: string;
  38684. /**
  38685. * Initializes the behavior
  38686. */
  38687. init(): void;
  38688. private _tmpVector;
  38689. private _alternatePickedPoint;
  38690. private _worldDragAxis;
  38691. private _targetPosition;
  38692. private _attachedElement;
  38693. /**
  38694. * Attaches the drag behavior the passed in mesh
  38695. * @param ownerNode The mesh that will be dragged around once attached
  38696. * @param predicate Predicate to use for pick filtering
  38697. */
  38698. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38699. /**
  38700. * Force relase the drag action by code.
  38701. */
  38702. releaseDrag(): void;
  38703. private _startDragRay;
  38704. private _lastPointerRay;
  38705. /**
  38706. * Simulates the start of a pointer drag event on the behavior
  38707. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38708. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38709. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38710. */
  38711. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38712. private _startDrag;
  38713. private _dragDelta;
  38714. private _moveDrag;
  38715. private _pickWithRayOnDragPlane;
  38716. private _pointA;
  38717. private _pointB;
  38718. private _pointC;
  38719. private _lineA;
  38720. private _lineB;
  38721. private _localAxis;
  38722. private _lookAt;
  38723. private _updateDragPlanePosition;
  38724. /**
  38725. * Detaches the behavior from the mesh
  38726. */
  38727. detach(): void;
  38728. }
  38729. }
  38730. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38731. import { Mesh } from "babylonjs/Meshes/mesh";
  38732. import { Behavior } from "babylonjs/Behaviors/behavior";
  38733. /**
  38734. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38735. */
  38736. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38737. private _dragBehaviorA;
  38738. private _dragBehaviorB;
  38739. private _startDistance;
  38740. private _initialScale;
  38741. private _targetScale;
  38742. private _ownerNode;
  38743. private _sceneRenderObserver;
  38744. /**
  38745. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38746. */
  38747. constructor();
  38748. /**
  38749. * The name of the behavior
  38750. */
  38751. readonly name: string;
  38752. /**
  38753. * Initializes the behavior
  38754. */
  38755. init(): void;
  38756. private _getCurrentDistance;
  38757. /**
  38758. * Attaches the scale behavior the passed in mesh
  38759. * @param ownerNode The mesh that will be scaled around once attached
  38760. */
  38761. attach(ownerNode: Mesh): void;
  38762. /**
  38763. * Detaches the behavior from the mesh
  38764. */
  38765. detach(): void;
  38766. }
  38767. }
  38768. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38769. import { Behavior } from "babylonjs/Behaviors/behavior";
  38770. import { Mesh } from "babylonjs/Meshes/mesh";
  38771. import { Observable } from "babylonjs/Misc/observable";
  38772. /**
  38773. * 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
  38774. */
  38775. export class SixDofDragBehavior implements Behavior<Mesh> {
  38776. private static _virtualScene;
  38777. private _ownerNode;
  38778. private _sceneRenderObserver;
  38779. private _scene;
  38780. private _targetPosition;
  38781. private _virtualOriginMesh;
  38782. private _virtualDragMesh;
  38783. private _pointerObserver;
  38784. private _moving;
  38785. private _startingOrientation;
  38786. /**
  38787. * 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)
  38788. */
  38789. private zDragFactor;
  38790. /**
  38791. * If the object should rotate to face the drag origin
  38792. */
  38793. rotateDraggedObject: boolean;
  38794. /**
  38795. * If the behavior is currently in a dragging state
  38796. */
  38797. dragging: boolean;
  38798. /**
  38799. * 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)
  38800. */
  38801. dragDeltaRatio: number;
  38802. /**
  38803. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38804. */
  38805. currentDraggingPointerID: number;
  38806. /**
  38807. * If camera controls should be detached during the drag
  38808. */
  38809. detachCameraControls: boolean;
  38810. /**
  38811. * Fires each time a drag starts
  38812. */
  38813. onDragStartObservable: Observable<{}>;
  38814. /**
  38815. * Fires each time a drag ends (eg. mouse release after drag)
  38816. */
  38817. onDragEndObservable: Observable<{}>;
  38818. /**
  38819. * 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
  38820. */
  38821. constructor();
  38822. /**
  38823. * The name of the behavior
  38824. */
  38825. readonly name: string;
  38826. /**
  38827. * Initializes the behavior
  38828. */
  38829. init(): void;
  38830. /**
  38831. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38832. */
  38833. private readonly _pointerCamera;
  38834. /**
  38835. * Attaches the scale behavior the passed in mesh
  38836. * @param ownerNode The mesh that will be scaled around once attached
  38837. */
  38838. attach(ownerNode: Mesh): void;
  38839. /**
  38840. * Detaches the behavior from the mesh
  38841. */
  38842. detach(): void;
  38843. }
  38844. }
  38845. declare module "babylonjs/Behaviors/Meshes/index" {
  38846. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38847. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38848. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38849. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38850. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38851. }
  38852. declare module "babylonjs/Behaviors/index" {
  38853. export * from "babylonjs/Behaviors/behavior";
  38854. export * from "babylonjs/Behaviors/Cameras/index";
  38855. export * from "babylonjs/Behaviors/Meshes/index";
  38856. }
  38857. declare module "babylonjs/Bones/boneIKController" {
  38858. import { Bone } from "babylonjs/Bones/bone";
  38859. import { Vector3 } from "babylonjs/Maths/math.vector";
  38860. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38861. import { Nullable } from "babylonjs/types";
  38862. /**
  38863. * Class used to apply inverse kinematics to bones
  38864. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38865. */
  38866. export class BoneIKController {
  38867. private static _tmpVecs;
  38868. private static _tmpQuat;
  38869. private static _tmpMats;
  38870. /**
  38871. * Gets or sets the target mesh
  38872. */
  38873. targetMesh: AbstractMesh;
  38874. /** Gets or sets the mesh used as pole */
  38875. poleTargetMesh: AbstractMesh;
  38876. /**
  38877. * Gets or sets the bone used as pole
  38878. */
  38879. poleTargetBone: Nullable<Bone>;
  38880. /**
  38881. * Gets or sets the target position
  38882. */
  38883. targetPosition: Vector3;
  38884. /**
  38885. * Gets or sets the pole target position
  38886. */
  38887. poleTargetPosition: Vector3;
  38888. /**
  38889. * Gets or sets the pole target local offset
  38890. */
  38891. poleTargetLocalOffset: Vector3;
  38892. /**
  38893. * Gets or sets the pole angle
  38894. */
  38895. poleAngle: number;
  38896. /**
  38897. * Gets or sets the mesh associated with the controller
  38898. */
  38899. mesh: AbstractMesh;
  38900. /**
  38901. * 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)
  38902. */
  38903. slerpAmount: number;
  38904. private _bone1Quat;
  38905. private _bone1Mat;
  38906. private _bone2Ang;
  38907. private _bone1;
  38908. private _bone2;
  38909. private _bone1Length;
  38910. private _bone2Length;
  38911. private _maxAngle;
  38912. private _maxReach;
  38913. private _rightHandedSystem;
  38914. private _bendAxis;
  38915. private _slerping;
  38916. private _adjustRoll;
  38917. /**
  38918. * Gets or sets maximum allowed angle
  38919. */
  38920. maxAngle: number;
  38921. /**
  38922. * Creates a new BoneIKController
  38923. * @param mesh defines the mesh to control
  38924. * @param bone defines the bone to control
  38925. * @param options defines options to set up the controller
  38926. */
  38927. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38928. targetMesh?: AbstractMesh;
  38929. poleTargetMesh?: AbstractMesh;
  38930. poleTargetBone?: Bone;
  38931. poleTargetLocalOffset?: Vector3;
  38932. poleAngle?: number;
  38933. bendAxis?: Vector3;
  38934. maxAngle?: number;
  38935. slerpAmount?: number;
  38936. });
  38937. private _setMaxAngle;
  38938. /**
  38939. * Force the controller to update the bones
  38940. */
  38941. update(): void;
  38942. }
  38943. }
  38944. declare module "babylonjs/Bones/boneLookController" {
  38945. import { Vector3 } from "babylonjs/Maths/math.vector";
  38946. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38947. import { Bone } from "babylonjs/Bones/bone";
  38948. import { Space } from "babylonjs/Maths/math.axis";
  38949. /**
  38950. * Class used to make a bone look toward a point in space
  38951. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38952. */
  38953. export class BoneLookController {
  38954. private static _tmpVecs;
  38955. private static _tmpQuat;
  38956. private static _tmpMats;
  38957. /**
  38958. * The target Vector3 that the bone will look at
  38959. */
  38960. target: Vector3;
  38961. /**
  38962. * The mesh that the bone is attached to
  38963. */
  38964. mesh: AbstractMesh;
  38965. /**
  38966. * The bone that will be looking to the target
  38967. */
  38968. bone: Bone;
  38969. /**
  38970. * The up axis of the coordinate system that is used when the bone is rotated
  38971. */
  38972. upAxis: Vector3;
  38973. /**
  38974. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38975. */
  38976. upAxisSpace: Space;
  38977. /**
  38978. * Used to make an adjustment to the yaw of the bone
  38979. */
  38980. adjustYaw: number;
  38981. /**
  38982. * Used to make an adjustment to the pitch of the bone
  38983. */
  38984. adjustPitch: number;
  38985. /**
  38986. * Used to make an adjustment to the roll of the bone
  38987. */
  38988. adjustRoll: number;
  38989. /**
  38990. * 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)
  38991. */
  38992. slerpAmount: number;
  38993. private _minYaw;
  38994. private _maxYaw;
  38995. private _minPitch;
  38996. private _maxPitch;
  38997. private _minYawSin;
  38998. private _minYawCos;
  38999. private _maxYawSin;
  39000. private _maxYawCos;
  39001. private _midYawConstraint;
  39002. private _minPitchTan;
  39003. private _maxPitchTan;
  39004. private _boneQuat;
  39005. private _slerping;
  39006. private _transformYawPitch;
  39007. private _transformYawPitchInv;
  39008. private _firstFrameSkipped;
  39009. private _yawRange;
  39010. private _fowardAxis;
  39011. /**
  39012. * Gets or sets the minimum yaw angle that the bone can look to
  39013. */
  39014. minYaw: number;
  39015. /**
  39016. * Gets or sets the maximum yaw angle that the bone can look to
  39017. */
  39018. maxYaw: number;
  39019. /**
  39020. * Gets or sets the minimum pitch angle that the bone can look to
  39021. */
  39022. minPitch: number;
  39023. /**
  39024. * Gets or sets the maximum pitch angle that the bone can look to
  39025. */
  39026. maxPitch: number;
  39027. /**
  39028. * Create a BoneLookController
  39029. * @param mesh the mesh that the bone belongs to
  39030. * @param bone the bone that will be looking to the target
  39031. * @param target the target Vector3 to look at
  39032. * @param options optional settings:
  39033. * * maxYaw: the maximum angle the bone will yaw to
  39034. * * minYaw: the minimum angle the bone will yaw to
  39035. * * maxPitch: the maximum angle the bone will pitch to
  39036. * * minPitch: the minimum angle the bone will yaw to
  39037. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  39038. * * upAxis: the up axis of the coordinate system
  39039. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  39040. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  39041. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  39042. * * adjustYaw: used to make an adjustment to the yaw of the bone
  39043. * * adjustPitch: used to make an adjustment to the pitch of the bone
  39044. * * adjustRoll: used to make an adjustment to the roll of the bone
  39045. **/
  39046. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  39047. maxYaw?: number;
  39048. minYaw?: number;
  39049. maxPitch?: number;
  39050. minPitch?: number;
  39051. slerpAmount?: number;
  39052. upAxis?: Vector3;
  39053. upAxisSpace?: Space;
  39054. yawAxis?: Vector3;
  39055. pitchAxis?: Vector3;
  39056. adjustYaw?: number;
  39057. adjustPitch?: number;
  39058. adjustRoll?: number;
  39059. });
  39060. /**
  39061. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  39062. */
  39063. update(): void;
  39064. private _getAngleDiff;
  39065. private _getAngleBetween;
  39066. private _isAngleBetween;
  39067. }
  39068. }
  39069. declare module "babylonjs/Bones/index" {
  39070. export * from "babylonjs/Bones/bone";
  39071. export * from "babylonjs/Bones/boneIKController";
  39072. export * from "babylonjs/Bones/boneLookController";
  39073. export * from "babylonjs/Bones/skeleton";
  39074. }
  39075. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  39076. import { Nullable } from "babylonjs/types";
  39077. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39078. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39079. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39080. /**
  39081. * Manage the gamepad inputs to control an arc rotate camera.
  39082. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39083. */
  39084. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  39085. /**
  39086. * Defines the camera the input is attached to.
  39087. */
  39088. camera: ArcRotateCamera;
  39089. /**
  39090. * Defines the gamepad the input is gathering event from.
  39091. */
  39092. gamepad: Nullable<Gamepad>;
  39093. /**
  39094. * Defines the gamepad rotation sensiblity.
  39095. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39096. */
  39097. gamepadRotationSensibility: number;
  39098. /**
  39099. * Defines the gamepad move sensiblity.
  39100. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39101. */
  39102. gamepadMoveSensibility: number;
  39103. private _yAxisScale;
  39104. /**
  39105. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39106. */
  39107. invertYAxis: boolean;
  39108. private _onGamepadConnectedObserver;
  39109. private _onGamepadDisconnectedObserver;
  39110. /**
  39111. * Attach the input controls to a specific dom element to get the input from.
  39112. * @param element Defines the element the controls should be listened from
  39113. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39114. */
  39115. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39116. /**
  39117. * Detach the current controls from the specified dom element.
  39118. * @param element Defines the element to stop listening the inputs from
  39119. */
  39120. detachControl(element: Nullable<HTMLElement>): void;
  39121. /**
  39122. * Update the current camera state depending on the inputs that have been used this frame.
  39123. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39124. */
  39125. checkInputs(): void;
  39126. /**
  39127. * Gets the class name of the current intput.
  39128. * @returns the class name
  39129. */
  39130. getClassName(): string;
  39131. /**
  39132. * Get the friendly name associated with the input class.
  39133. * @returns the input friendly name
  39134. */
  39135. getSimpleName(): string;
  39136. }
  39137. }
  39138. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  39139. import { Nullable } from "babylonjs/types";
  39140. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39141. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39142. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39143. interface ArcRotateCameraInputsManager {
  39144. /**
  39145. * Add orientation input support to the input manager.
  39146. * @returns the current input manager
  39147. */
  39148. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  39149. }
  39150. }
  39151. /**
  39152. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  39153. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39154. */
  39155. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  39156. /**
  39157. * Defines the camera the input is attached to.
  39158. */
  39159. camera: ArcRotateCamera;
  39160. /**
  39161. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  39162. */
  39163. alphaCorrection: number;
  39164. /**
  39165. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  39166. */
  39167. gammaCorrection: number;
  39168. private _alpha;
  39169. private _gamma;
  39170. private _dirty;
  39171. private _deviceOrientationHandler;
  39172. /**
  39173. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  39174. */
  39175. constructor();
  39176. /**
  39177. * Attach the input controls to a specific dom element to get the input from.
  39178. * @param element Defines the element the controls should be listened from
  39179. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39180. */
  39181. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39182. /** @hidden */
  39183. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  39184. /**
  39185. * Update the current camera state depending on the inputs that have been used this frame.
  39186. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39187. */
  39188. checkInputs(): void;
  39189. /**
  39190. * Detach the current controls from the specified dom element.
  39191. * @param element Defines the element to stop listening the inputs from
  39192. */
  39193. detachControl(element: Nullable<HTMLElement>): void;
  39194. /**
  39195. * Gets the class name of the current intput.
  39196. * @returns the class name
  39197. */
  39198. getClassName(): string;
  39199. /**
  39200. * Get the friendly name associated with the input class.
  39201. * @returns the input friendly name
  39202. */
  39203. getSimpleName(): string;
  39204. }
  39205. }
  39206. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  39207. import { Nullable } from "babylonjs/types";
  39208. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39209. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39210. /**
  39211. * Listen to mouse events to control the camera.
  39212. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39213. */
  39214. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  39215. /**
  39216. * Defines the camera the input is attached to.
  39217. */
  39218. camera: FlyCamera;
  39219. /**
  39220. * Defines if touch is enabled. (Default is true.)
  39221. */
  39222. touchEnabled: boolean;
  39223. /**
  39224. * Defines the buttons associated with the input to handle camera rotation.
  39225. */
  39226. buttons: number[];
  39227. /**
  39228. * Assign buttons for Yaw control.
  39229. */
  39230. buttonsYaw: number[];
  39231. /**
  39232. * Assign buttons for Pitch control.
  39233. */
  39234. buttonsPitch: number[];
  39235. /**
  39236. * Assign buttons for Roll control.
  39237. */
  39238. buttonsRoll: number[];
  39239. /**
  39240. * Detect if any button is being pressed while mouse is moved.
  39241. * -1 = Mouse locked.
  39242. * 0 = Left button.
  39243. * 1 = Middle Button.
  39244. * 2 = Right Button.
  39245. */
  39246. activeButton: number;
  39247. /**
  39248. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  39249. * Higher values reduce its sensitivity.
  39250. */
  39251. angularSensibility: number;
  39252. private _mousemoveCallback;
  39253. private _observer;
  39254. private _rollObserver;
  39255. private previousPosition;
  39256. private noPreventDefault;
  39257. private element;
  39258. /**
  39259. * Listen to mouse events to control the camera.
  39260. * @param touchEnabled Define if touch is enabled. (Default is true.)
  39261. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39262. */
  39263. constructor(touchEnabled?: boolean);
  39264. /**
  39265. * Attach the mouse control to the HTML DOM element.
  39266. * @param element Defines the element that listens to the input events.
  39267. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  39268. */
  39269. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39270. /**
  39271. * Detach the current controls from the specified dom element.
  39272. * @param element Defines the element to stop listening the inputs from
  39273. */
  39274. detachControl(element: Nullable<HTMLElement>): void;
  39275. /**
  39276. * Gets the class name of the current input.
  39277. * @returns the class name.
  39278. */
  39279. getClassName(): string;
  39280. /**
  39281. * Get the friendly name associated with the input class.
  39282. * @returns the input's friendly name.
  39283. */
  39284. getSimpleName(): string;
  39285. private _pointerInput;
  39286. private _onMouseMove;
  39287. /**
  39288. * Rotate camera by mouse offset.
  39289. */
  39290. private rotateCamera;
  39291. }
  39292. }
  39293. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  39294. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39295. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39296. /**
  39297. * Default Inputs manager for the FlyCamera.
  39298. * It groups all the default supported inputs for ease of use.
  39299. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39300. */
  39301. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  39302. /**
  39303. * Instantiates a new FlyCameraInputsManager.
  39304. * @param camera Defines the camera the inputs belong to.
  39305. */
  39306. constructor(camera: FlyCamera);
  39307. /**
  39308. * Add keyboard input support to the input manager.
  39309. * @returns the new FlyCameraKeyboardMoveInput().
  39310. */
  39311. addKeyboard(): FlyCameraInputsManager;
  39312. /**
  39313. * Add mouse input support to the input manager.
  39314. * @param touchEnabled Enable touch screen support.
  39315. * @returns the new FlyCameraMouseInput().
  39316. */
  39317. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  39318. }
  39319. }
  39320. declare module "babylonjs/Cameras/flyCamera" {
  39321. import { Scene } from "babylonjs/scene";
  39322. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  39323. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39324. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39325. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  39326. /**
  39327. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39328. * such as in a 3D Space Shooter or a Flight Simulator.
  39329. */
  39330. export class FlyCamera extends TargetCamera {
  39331. /**
  39332. * Define the collision ellipsoid of the camera.
  39333. * This is helpful for simulating a camera body, like a player's body.
  39334. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  39335. */
  39336. ellipsoid: Vector3;
  39337. /**
  39338. * Define an offset for the position of the ellipsoid around the camera.
  39339. * This can be helpful if the camera is attached away from the player's body center,
  39340. * such as at its head.
  39341. */
  39342. ellipsoidOffset: Vector3;
  39343. /**
  39344. * Enable or disable collisions of the camera with the rest of the scene objects.
  39345. */
  39346. checkCollisions: boolean;
  39347. /**
  39348. * Enable or disable gravity on the camera.
  39349. */
  39350. applyGravity: boolean;
  39351. /**
  39352. * Define the current direction the camera is moving to.
  39353. */
  39354. cameraDirection: Vector3;
  39355. /**
  39356. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  39357. * This overrides and empties cameraRotation.
  39358. */
  39359. rotationQuaternion: Quaternion;
  39360. /**
  39361. * Track Roll to maintain the wanted Rolling when looking around.
  39362. */
  39363. _trackRoll: number;
  39364. /**
  39365. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  39366. */
  39367. rollCorrect: number;
  39368. /**
  39369. * Mimic a banked turn, Rolling the camera when Yawing.
  39370. * It's recommended to use rollCorrect = 10 for faster banking correction.
  39371. */
  39372. bankedTurn: boolean;
  39373. /**
  39374. * Limit in radians for how much Roll banking will add. (Default: 90°)
  39375. */
  39376. bankedTurnLimit: number;
  39377. /**
  39378. * Value of 0 disables the banked Roll.
  39379. * Value of 1 is equal to the Yaw angle in radians.
  39380. */
  39381. bankedTurnMultiplier: number;
  39382. /**
  39383. * The inputs manager loads all the input sources, such as keyboard and mouse.
  39384. */
  39385. inputs: FlyCameraInputsManager;
  39386. /**
  39387. * Gets the input sensibility for mouse input.
  39388. * Higher values reduce sensitivity.
  39389. */
  39390. /**
  39391. * Sets the input sensibility for a mouse input.
  39392. * Higher values reduce sensitivity.
  39393. */
  39394. angularSensibility: number;
  39395. /**
  39396. * Get the keys for camera movement forward.
  39397. */
  39398. /**
  39399. * Set the keys for camera movement forward.
  39400. */
  39401. keysForward: number[];
  39402. /**
  39403. * Get the keys for camera movement backward.
  39404. */
  39405. keysBackward: number[];
  39406. /**
  39407. * Get the keys for camera movement up.
  39408. */
  39409. /**
  39410. * Set the keys for camera movement up.
  39411. */
  39412. keysUp: number[];
  39413. /**
  39414. * Get the keys for camera movement down.
  39415. */
  39416. /**
  39417. * Set the keys for camera movement down.
  39418. */
  39419. keysDown: number[];
  39420. /**
  39421. * Get the keys for camera movement left.
  39422. */
  39423. /**
  39424. * Set the keys for camera movement left.
  39425. */
  39426. keysLeft: number[];
  39427. /**
  39428. * Set the keys for camera movement right.
  39429. */
  39430. /**
  39431. * Set the keys for camera movement right.
  39432. */
  39433. keysRight: number[];
  39434. /**
  39435. * Event raised when the camera collides with a mesh in the scene.
  39436. */
  39437. onCollide: (collidedMesh: AbstractMesh) => void;
  39438. private _collider;
  39439. private _needMoveForGravity;
  39440. private _oldPosition;
  39441. private _diffPosition;
  39442. private _newPosition;
  39443. /** @hidden */
  39444. _localDirection: Vector3;
  39445. /** @hidden */
  39446. _transformedDirection: Vector3;
  39447. /**
  39448. * Instantiates a FlyCamera.
  39449. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39450. * such as in a 3D Space Shooter or a Flight Simulator.
  39451. * @param name Define the name of the camera in the scene.
  39452. * @param position Define the starting position of the camera in the scene.
  39453. * @param scene Define the scene the camera belongs to.
  39454. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39455. */
  39456. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39457. /**
  39458. * Attach a control to the HTML DOM element.
  39459. * @param element Defines the element that listens to the input events.
  39460. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39461. */
  39462. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39463. /**
  39464. * Detach a control from the HTML DOM element.
  39465. * The camera will stop reacting to that input.
  39466. * @param element Defines the element that listens to the input events.
  39467. */
  39468. detachControl(element: HTMLElement): void;
  39469. private _collisionMask;
  39470. /**
  39471. * Get the mask that the camera ignores in collision events.
  39472. */
  39473. /**
  39474. * Set the mask that the camera ignores in collision events.
  39475. */
  39476. collisionMask: number;
  39477. /** @hidden */
  39478. _collideWithWorld(displacement: Vector3): void;
  39479. /** @hidden */
  39480. private _onCollisionPositionChange;
  39481. /** @hidden */
  39482. _checkInputs(): void;
  39483. /** @hidden */
  39484. _decideIfNeedsToMove(): boolean;
  39485. /** @hidden */
  39486. _updatePosition(): void;
  39487. /**
  39488. * Restore the Roll to its target value at the rate specified.
  39489. * @param rate - Higher means slower restoring.
  39490. * @hidden
  39491. */
  39492. restoreRoll(rate: number): void;
  39493. /**
  39494. * Destroy the camera and release the current resources held by it.
  39495. */
  39496. dispose(): void;
  39497. /**
  39498. * Get the current object class name.
  39499. * @returns the class name.
  39500. */
  39501. getClassName(): string;
  39502. }
  39503. }
  39504. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39505. import { Nullable } from "babylonjs/types";
  39506. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39507. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39508. /**
  39509. * Listen to keyboard events to control the camera.
  39510. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39511. */
  39512. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39513. /**
  39514. * Defines the camera the input is attached to.
  39515. */
  39516. camera: FlyCamera;
  39517. /**
  39518. * The list of keyboard keys used to control the forward move of the camera.
  39519. */
  39520. keysForward: number[];
  39521. /**
  39522. * The list of keyboard keys used to control the backward move of the camera.
  39523. */
  39524. keysBackward: number[];
  39525. /**
  39526. * The list of keyboard keys used to control the forward move of the camera.
  39527. */
  39528. keysUp: number[];
  39529. /**
  39530. * The list of keyboard keys used to control the backward move of the camera.
  39531. */
  39532. keysDown: number[];
  39533. /**
  39534. * The list of keyboard keys used to control the right strafe move of the camera.
  39535. */
  39536. keysRight: number[];
  39537. /**
  39538. * The list of keyboard keys used to control the left strafe move of the camera.
  39539. */
  39540. keysLeft: number[];
  39541. private _keys;
  39542. private _onCanvasBlurObserver;
  39543. private _onKeyboardObserver;
  39544. private _engine;
  39545. private _scene;
  39546. /**
  39547. * Attach the input controls to a specific dom element to get the input from.
  39548. * @param element Defines the element the controls should be listened from
  39549. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39550. */
  39551. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39552. /**
  39553. * Detach the current controls from the specified dom element.
  39554. * @param element Defines the element to stop listening the inputs from
  39555. */
  39556. detachControl(element: Nullable<HTMLElement>): void;
  39557. /**
  39558. * Gets the class name of the current intput.
  39559. * @returns the class name
  39560. */
  39561. getClassName(): string;
  39562. /** @hidden */
  39563. _onLostFocus(e: FocusEvent): void;
  39564. /**
  39565. * Get the friendly name associated with the input class.
  39566. * @returns the input friendly name
  39567. */
  39568. getSimpleName(): string;
  39569. /**
  39570. * Update the current camera state depending on the inputs that have been used this frame.
  39571. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39572. */
  39573. checkInputs(): void;
  39574. }
  39575. }
  39576. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39577. import { Nullable } from "babylonjs/types";
  39578. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39579. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39580. /**
  39581. * Manage the mouse wheel inputs to control a follow camera.
  39582. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39583. */
  39584. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39585. /**
  39586. * Defines the camera the input is attached to.
  39587. */
  39588. camera: FollowCamera;
  39589. /**
  39590. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39591. */
  39592. axisControlRadius: boolean;
  39593. /**
  39594. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39595. */
  39596. axisControlHeight: boolean;
  39597. /**
  39598. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39599. */
  39600. axisControlRotation: boolean;
  39601. /**
  39602. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39603. * relation to mouseWheel events.
  39604. */
  39605. wheelPrecision: number;
  39606. /**
  39607. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39608. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39609. */
  39610. wheelDeltaPercentage: number;
  39611. private _wheel;
  39612. private _observer;
  39613. /**
  39614. * Attach the input controls to a specific dom element to get the input from.
  39615. * @param element Defines the element the controls should be listened from
  39616. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39617. */
  39618. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39619. /**
  39620. * Detach the current controls from the specified dom element.
  39621. * @param element Defines the element to stop listening the inputs from
  39622. */
  39623. detachControl(element: Nullable<HTMLElement>): void;
  39624. /**
  39625. * Gets the class name of the current intput.
  39626. * @returns the class name
  39627. */
  39628. getClassName(): string;
  39629. /**
  39630. * Get the friendly name associated with the input class.
  39631. * @returns the input friendly name
  39632. */
  39633. getSimpleName(): string;
  39634. }
  39635. }
  39636. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39637. import { Nullable } from "babylonjs/types";
  39638. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39639. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39640. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39641. /**
  39642. * Manage the pointers inputs to control an follow camera.
  39643. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39644. */
  39645. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39646. /**
  39647. * Defines the camera the input is attached to.
  39648. */
  39649. camera: FollowCamera;
  39650. /**
  39651. * Gets the class name of the current input.
  39652. * @returns the class name
  39653. */
  39654. getClassName(): string;
  39655. /**
  39656. * Defines the pointer angular sensibility along the X axis or how fast is
  39657. * the camera rotating.
  39658. * A negative number will reverse the axis direction.
  39659. */
  39660. angularSensibilityX: number;
  39661. /**
  39662. * Defines the pointer angular sensibility along the Y axis or how fast is
  39663. * the camera rotating.
  39664. * A negative number will reverse the axis direction.
  39665. */
  39666. angularSensibilityY: number;
  39667. /**
  39668. * Defines the pointer pinch precision or how fast is the camera zooming.
  39669. * A negative number will reverse the axis direction.
  39670. */
  39671. pinchPrecision: number;
  39672. /**
  39673. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39674. * from 0.
  39675. * It defines the percentage of current camera.radius to use as delta when
  39676. * pinch zoom is used.
  39677. */
  39678. pinchDeltaPercentage: number;
  39679. /**
  39680. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39681. */
  39682. axisXControlRadius: boolean;
  39683. /**
  39684. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39685. */
  39686. axisXControlHeight: boolean;
  39687. /**
  39688. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39689. */
  39690. axisXControlRotation: boolean;
  39691. /**
  39692. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39693. */
  39694. axisYControlRadius: boolean;
  39695. /**
  39696. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39697. */
  39698. axisYControlHeight: boolean;
  39699. /**
  39700. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39701. */
  39702. axisYControlRotation: boolean;
  39703. /**
  39704. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39705. */
  39706. axisPinchControlRadius: boolean;
  39707. /**
  39708. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39709. */
  39710. axisPinchControlHeight: boolean;
  39711. /**
  39712. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39713. */
  39714. axisPinchControlRotation: boolean;
  39715. /**
  39716. * Log error messages if basic misconfiguration has occurred.
  39717. */
  39718. warningEnable: boolean;
  39719. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39720. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39721. private _warningCounter;
  39722. private _warning;
  39723. }
  39724. }
  39725. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39726. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39727. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39728. /**
  39729. * Default Inputs manager for the FollowCamera.
  39730. * It groups all the default supported inputs for ease of use.
  39731. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39732. */
  39733. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39734. /**
  39735. * Instantiates a new FollowCameraInputsManager.
  39736. * @param camera Defines the camera the inputs belong to
  39737. */
  39738. constructor(camera: FollowCamera);
  39739. /**
  39740. * Add keyboard input support to the input manager.
  39741. * @returns the current input manager
  39742. */
  39743. addKeyboard(): FollowCameraInputsManager;
  39744. /**
  39745. * Add mouse wheel input support to the input manager.
  39746. * @returns the current input manager
  39747. */
  39748. addMouseWheel(): FollowCameraInputsManager;
  39749. /**
  39750. * Add pointers input support to the input manager.
  39751. * @returns the current input manager
  39752. */
  39753. addPointers(): FollowCameraInputsManager;
  39754. /**
  39755. * Add orientation input support to the input manager.
  39756. * @returns the current input manager
  39757. */
  39758. addVRDeviceOrientation(): FollowCameraInputsManager;
  39759. }
  39760. }
  39761. declare module "babylonjs/Cameras/followCamera" {
  39762. import { Nullable } from "babylonjs/types";
  39763. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39764. import { Scene } from "babylonjs/scene";
  39765. import { Vector3 } from "babylonjs/Maths/math.vector";
  39766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39767. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39768. /**
  39769. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39770. * an arc rotate version arcFollowCamera are available.
  39771. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39772. */
  39773. export class FollowCamera extends TargetCamera {
  39774. /**
  39775. * Distance the follow camera should follow an object at
  39776. */
  39777. radius: number;
  39778. /**
  39779. * Minimum allowed distance of the camera to the axis of rotation
  39780. * (The camera can not get closer).
  39781. * This can help limiting how the Camera is able to move in the scene.
  39782. */
  39783. lowerRadiusLimit: Nullable<number>;
  39784. /**
  39785. * Maximum allowed distance of the camera to the axis of rotation
  39786. * (The camera can not get further).
  39787. * This can help limiting how the Camera is able to move in the scene.
  39788. */
  39789. upperRadiusLimit: Nullable<number>;
  39790. /**
  39791. * Define a rotation offset between the camera and the object it follows
  39792. */
  39793. rotationOffset: number;
  39794. /**
  39795. * Minimum allowed angle to camera position relative to target object.
  39796. * This can help limiting how the Camera is able to move in the scene.
  39797. */
  39798. lowerRotationOffsetLimit: Nullable<number>;
  39799. /**
  39800. * Maximum allowed angle to camera position relative to target object.
  39801. * This can help limiting how the Camera is able to move in the scene.
  39802. */
  39803. upperRotationOffsetLimit: Nullable<number>;
  39804. /**
  39805. * Define a height offset between the camera and the object it follows.
  39806. * It can help following an object from the top (like a car chaing a plane)
  39807. */
  39808. heightOffset: number;
  39809. /**
  39810. * Minimum allowed height of camera position relative to target object.
  39811. * This can help limiting how the Camera is able to move in the scene.
  39812. */
  39813. lowerHeightOffsetLimit: Nullable<number>;
  39814. /**
  39815. * Maximum allowed height of camera position relative to target object.
  39816. * This can help limiting how the Camera is able to move in the scene.
  39817. */
  39818. upperHeightOffsetLimit: Nullable<number>;
  39819. /**
  39820. * Define how fast the camera can accelerate to follow it s target.
  39821. */
  39822. cameraAcceleration: number;
  39823. /**
  39824. * Define the speed limit of the camera following an object.
  39825. */
  39826. maxCameraSpeed: number;
  39827. /**
  39828. * Define the target of the camera.
  39829. */
  39830. lockedTarget: Nullable<AbstractMesh>;
  39831. /**
  39832. * Defines the input associated with the camera.
  39833. */
  39834. inputs: FollowCameraInputsManager;
  39835. /**
  39836. * Instantiates the follow camera.
  39837. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39838. * @param name Define the name of the camera in the scene
  39839. * @param position Define the position of the camera
  39840. * @param scene Define the scene the camera belong to
  39841. * @param lockedTarget Define the target of the camera
  39842. */
  39843. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39844. private _follow;
  39845. /**
  39846. * Attached controls to the current camera.
  39847. * @param element Defines the element the controls should be listened from
  39848. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39849. */
  39850. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39851. /**
  39852. * Detach the current controls from the camera.
  39853. * The camera will stop reacting to inputs.
  39854. * @param element Defines the element to stop listening the inputs from
  39855. */
  39856. detachControl(element: HTMLElement): void;
  39857. /** @hidden */
  39858. _checkInputs(): void;
  39859. private _checkLimits;
  39860. /**
  39861. * Gets the camera class name.
  39862. * @returns the class name
  39863. */
  39864. getClassName(): string;
  39865. }
  39866. /**
  39867. * Arc Rotate version of the follow camera.
  39868. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39869. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39870. */
  39871. export class ArcFollowCamera extends TargetCamera {
  39872. /** The longitudinal angle of the camera */
  39873. alpha: number;
  39874. /** The latitudinal angle of the camera */
  39875. beta: number;
  39876. /** The radius of the camera from its target */
  39877. radius: number;
  39878. /** Define the camera target (the messh it should follow) */
  39879. target: Nullable<AbstractMesh>;
  39880. private _cartesianCoordinates;
  39881. /**
  39882. * Instantiates a new ArcFollowCamera
  39883. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39884. * @param name Define the name of the camera
  39885. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39886. * @param beta Define the rotation angle of the camera around the elevation axis
  39887. * @param radius Define the radius of the camera from its target point
  39888. * @param target Define the target of the camera
  39889. * @param scene Define the scene the camera belongs to
  39890. */
  39891. constructor(name: string,
  39892. /** The longitudinal angle of the camera */
  39893. alpha: number,
  39894. /** The latitudinal angle of the camera */
  39895. beta: number,
  39896. /** The radius of the camera from its target */
  39897. radius: number,
  39898. /** Define the camera target (the messh it should follow) */
  39899. target: Nullable<AbstractMesh>, scene: Scene);
  39900. private _follow;
  39901. /** @hidden */
  39902. _checkInputs(): void;
  39903. /**
  39904. * Returns the class name of the object.
  39905. * It is mostly used internally for serialization purposes.
  39906. */
  39907. getClassName(): string;
  39908. }
  39909. }
  39910. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39911. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39912. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39913. import { Nullable } from "babylonjs/types";
  39914. /**
  39915. * Manage the keyboard inputs to control the movement of a follow camera.
  39916. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39917. */
  39918. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39919. /**
  39920. * Defines the camera the input is attached to.
  39921. */
  39922. camera: FollowCamera;
  39923. /**
  39924. * Defines the list of key codes associated with the up action (increase heightOffset)
  39925. */
  39926. keysHeightOffsetIncr: number[];
  39927. /**
  39928. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39929. */
  39930. keysHeightOffsetDecr: number[];
  39931. /**
  39932. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39933. */
  39934. keysHeightOffsetModifierAlt: boolean;
  39935. /**
  39936. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39937. */
  39938. keysHeightOffsetModifierCtrl: boolean;
  39939. /**
  39940. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39941. */
  39942. keysHeightOffsetModifierShift: boolean;
  39943. /**
  39944. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39945. */
  39946. keysRotationOffsetIncr: number[];
  39947. /**
  39948. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39949. */
  39950. keysRotationOffsetDecr: number[];
  39951. /**
  39952. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39953. */
  39954. keysRotationOffsetModifierAlt: boolean;
  39955. /**
  39956. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39957. */
  39958. keysRotationOffsetModifierCtrl: boolean;
  39959. /**
  39960. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39961. */
  39962. keysRotationOffsetModifierShift: boolean;
  39963. /**
  39964. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39965. */
  39966. keysRadiusIncr: number[];
  39967. /**
  39968. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39969. */
  39970. keysRadiusDecr: number[];
  39971. /**
  39972. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39973. */
  39974. keysRadiusModifierAlt: boolean;
  39975. /**
  39976. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39977. */
  39978. keysRadiusModifierCtrl: boolean;
  39979. /**
  39980. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39981. */
  39982. keysRadiusModifierShift: boolean;
  39983. /**
  39984. * Defines the rate of change of heightOffset.
  39985. */
  39986. heightSensibility: number;
  39987. /**
  39988. * Defines the rate of change of rotationOffset.
  39989. */
  39990. rotationSensibility: number;
  39991. /**
  39992. * Defines the rate of change of radius.
  39993. */
  39994. radiusSensibility: number;
  39995. private _keys;
  39996. private _ctrlPressed;
  39997. private _altPressed;
  39998. private _shiftPressed;
  39999. private _onCanvasBlurObserver;
  40000. private _onKeyboardObserver;
  40001. private _engine;
  40002. private _scene;
  40003. /**
  40004. * Attach the input controls to a specific dom element to get the input from.
  40005. * @param element Defines the element the controls should be listened from
  40006. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40007. */
  40008. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40009. /**
  40010. * Detach the current controls from the specified dom element.
  40011. * @param element Defines the element to stop listening the inputs from
  40012. */
  40013. detachControl(element: Nullable<HTMLElement>): void;
  40014. /**
  40015. * Update the current camera state depending on the inputs that have been used this frame.
  40016. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40017. */
  40018. checkInputs(): void;
  40019. /**
  40020. * Gets the class name of the current input.
  40021. * @returns the class name
  40022. */
  40023. getClassName(): string;
  40024. /**
  40025. * Get the friendly name associated with the input class.
  40026. * @returns the input friendly name
  40027. */
  40028. getSimpleName(): string;
  40029. /**
  40030. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  40031. * allow modification of the heightOffset value.
  40032. */
  40033. private _modifierHeightOffset;
  40034. /**
  40035. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  40036. * allow modification of the rotationOffset value.
  40037. */
  40038. private _modifierRotationOffset;
  40039. /**
  40040. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  40041. * allow modification of the radius value.
  40042. */
  40043. private _modifierRadius;
  40044. }
  40045. }
  40046. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  40047. import { Nullable } from "babylonjs/types";
  40048. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40049. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40050. import { Observable } from "babylonjs/Misc/observable";
  40051. module "babylonjs/Cameras/freeCameraInputsManager" {
  40052. interface FreeCameraInputsManager {
  40053. /**
  40054. * @hidden
  40055. */
  40056. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  40057. /**
  40058. * Add orientation input support to the input manager.
  40059. * @returns the current input manager
  40060. */
  40061. addDeviceOrientation(): FreeCameraInputsManager;
  40062. }
  40063. }
  40064. /**
  40065. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  40066. * Screen rotation is taken into account.
  40067. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40068. */
  40069. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  40070. private _camera;
  40071. private _screenOrientationAngle;
  40072. private _constantTranform;
  40073. private _screenQuaternion;
  40074. private _alpha;
  40075. private _beta;
  40076. private _gamma;
  40077. /**
  40078. * Can be used to detect if a device orientation sensor is availible on a device
  40079. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  40080. * @returns a promise that will resolve on orientation change
  40081. */
  40082. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  40083. /**
  40084. * @hidden
  40085. */
  40086. _onDeviceOrientationChangedObservable: Observable<void>;
  40087. /**
  40088. * Instantiates a new input
  40089. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40090. */
  40091. constructor();
  40092. /**
  40093. * Define the camera controlled by the input.
  40094. */
  40095. camera: FreeCamera;
  40096. /**
  40097. * Attach the input controls to a specific dom element to get the input from.
  40098. * @param element Defines the element the controls should be listened from
  40099. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40100. */
  40101. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40102. private _orientationChanged;
  40103. private _deviceOrientation;
  40104. /**
  40105. * Detach the current controls from the specified dom element.
  40106. * @param element Defines the element to stop listening the inputs from
  40107. */
  40108. detachControl(element: Nullable<HTMLElement>): void;
  40109. /**
  40110. * Update the current camera state depending on the inputs that have been used this frame.
  40111. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40112. */
  40113. checkInputs(): void;
  40114. /**
  40115. * Gets the class name of the current intput.
  40116. * @returns the class name
  40117. */
  40118. getClassName(): string;
  40119. /**
  40120. * Get the friendly name associated with the input class.
  40121. * @returns the input friendly name
  40122. */
  40123. getSimpleName(): string;
  40124. }
  40125. }
  40126. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  40127. import { Nullable } from "babylonjs/types";
  40128. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40129. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40130. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40131. /**
  40132. * Manage the gamepad inputs to control a free camera.
  40133. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40134. */
  40135. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  40136. /**
  40137. * Define the camera the input is attached to.
  40138. */
  40139. camera: FreeCamera;
  40140. /**
  40141. * Define the Gamepad controlling the input
  40142. */
  40143. gamepad: Nullable<Gamepad>;
  40144. /**
  40145. * Defines the gamepad rotation sensiblity.
  40146. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40147. */
  40148. gamepadAngularSensibility: number;
  40149. /**
  40150. * Defines the gamepad move sensiblity.
  40151. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40152. */
  40153. gamepadMoveSensibility: number;
  40154. private _yAxisScale;
  40155. /**
  40156. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  40157. */
  40158. invertYAxis: boolean;
  40159. private _onGamepadConnectedObserver;
  40160. private _onGamepadDisconnectedObserver;
  40161. private _cameraTransform;
  40162. private _deltaTransform;
  40163. private _vector3;
  40164. private _vector2;
  40165. /**
  40166. * Attach the input controls to a specific dom element to get the input from.
  40167. * @param element Defines the element the controls should be listened from
  40168. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40169. */
  40170. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40171. /**
  40172. * Detach the current controls from the specified dom element.
  40173. * @param element Defines the element to stop listening the inputs from
  40174. */
  40175. detachControl(element: Nullable<HTMLElement>): void;
  40176. /**
  40177. * Update the current camera state depending on the inputs that have been used this frame.
  40178. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40179. */
  40180. checkInputs(): void;
  40181. /**
  40182. * Gets the class name of the current intput.
  40183. * @returns the class name
  40184. */
  40185. getClassName(): string;
  40186. /**
  40187. * Get the friendly name associated with the input class.
  40188. * @returns the input friendly name
  40189. */
  40190. getSimpleName(): string;
  40191. }
  40192. }
  40193. declare module "babylonjs/Misc/virtualJoystick" {
  40194. import { Nullable } from "babylonjs/types";
  40195. import { Vector3 } from "babylonjs/Maths/math.vector";
  40196. /**
  40197. * Defines the potential axis of a Joystick
  40198. */
  40199. export enum JoystickAxis {
  40200. /** X axis */
  40201. X = 0,
  40202. /** Y axis */
  40203. Y = 1,
  40204. /** Z axis */
  40205. Z = 2
  40206. }
  40207. /**
  40208. * Class used to define virtual joystick (used in touch mode)
  40209. */
  40210. export class VirtualJoystick {
  40211. /**
  40212. * Gets or sets a boolean indicating that left and right values must be inverted
  40213. */
  40214. reverseLeftRight: boolean;
  40215. /**
  40216. * Gets or sets a boolean indicating that up and down values must be inverted
  40217. */
  40218. reverseUpDown: boolean;
  40219. /**
  40220. * Gets the offset value for the position (ie. the change of the position value)
  40221. */
  40222. deltaPosition: Vector3;
  40223. /**
  40224. * Gets a boolean indicating if the virtual joystick was pressed
  40225. */
  40226. pressed: boolean;
  40227. /**
  40228. * Canvas the virtual joystick will render onto, default z-index of this is 5
  40229. */
  40230. static Canvas: Nullable<HTMLCanvasElement>;
  40231. private static _globalJoystickIndex;
  40232. private static vjCanvasContext;
  40233. private static vjCanvasWidth;
  40234. private static vjCanvasHeight;
  40235. private static halfWidth;
  40236. private _action;
  40237. private _axisTargetedByLeftAndRight;
  40238. private _axisTargetedByUpAndDown;
  40239. private _joystickSensibility;
  40240. private _inversedSensibility;
  40241. private _joystickPointerID;
  40242. private _joystickColor;
  40243. private _joystickPointerPos;
  40244. private _joystickPreviousPointerPos;
  40245. private _joystickPointerStartPos;
  40246. private _deltaJoystickVector;
  40247. private _leftJoystick;
  40248. private _touches;
  40249. private _onPointerDownHandlerRef;
  40250. private _onPointerMoveHandlerRef;
  40251. private _onPointerUpHandlerRef;
  40252. private _onResize;
  40253. /**
  40254. * Creates a new virtual joystick
  40255. * @param leftJoystick defines that the joystick is for left hand (false by default)
  40256. */
  40257. constructor(leftJoystick?: boolean);
  40258. /**
  40259. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  40260. * @param newJoystickSensibility defines the new sensibility
  40261. */
  40262. setJoystickSensibility(newJoystickSensibility: number): void;
  40263. private _onPointerDown;
  40264. private _onPointerMove;
  40265. private _onPointerUp;
  40266. /**
  40267. * Change the color of the virtual joystick
  40268. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  40269. */
  40270. setJoystickColor(newColor: string): void;
  40271. /**
  40272. * Defines a callback to call when the joystick is touched
  40273. * @param action defines the callback
  40274. */
  40275. setActionOnTouch(action: () => any): void;
  40276. /**
  40277. * Defines which axis you'd like to control for left & right
  40278. * @param axis defines the axis to use
  40279. */
  40280. setAxisForLeftRight(axis: JoystickAxis): void;
  40281. /**
  40282. * Defines which axis you'd like to control for up & down
  40283. * @param axis defines the axis to use
  40284. */
  40285. setAxisForUpDown(axis: JoystickAxis): void;
  40286. private _drawVirtualJoystick;
  40287. /**
  40288. * Release internal HTML canvas
  40289. */
  40290. releaseCanvas(): void;
  40291. }
  40292. }
  40293. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  40294. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  40295. import { Nullable } from "babylonjs/types";
  40296. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40297. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40298. module "babylonjs/Cameras/freeCameraInputsManager" {
  40299. interface FreeCameraInputsManager {
  40300. /**
  40301. * Add virtual joystick input support to the input manager.
  40302. * @returns the current input manager
  40303. */
  40304. addVirtualJoystick(): FreeCameraInputsManager;
  40305. }
  40306. }
  40307. /**
  40308. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  40309. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40310. */
  40311. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  40312. /**
  40313. * Defines the camera the input is attached to.
  40314. */
  40315. camera: FreeCamera;
  40316. private _leftjoystick;
  40317. private _rightjoystick;
  40318. /**
  40319. * Gets the left stick of the virtual joystick.
  40320. * @returns The virtual Joystick
  40321. */
  40322. getLeftJoystick(): VirtualJoystick;
  40323. /**
  40324. * Gets the right stick of the virtual joystick.
  40325. * @returns The virtual Joystick
  40326. */
  40327. getRightJoystick(): VirtualJoystick;
  40328. /**
  40329. * Update the current camera state depending on the inputs that have been used this frame.
  40330. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40331. */
  40332. checkInputs(): void;
  40333. /**
  40334. * Attach the input controls to a specific dom element to get the input from.
  40335. * @param element Defines the element the controls should be listened from
  40336. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40337. */
  40338. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40339. /**
  40340. * Detach the current controls from the specified dom element.
  40341. * @param element Defines the element to stop listening the inputs from
  40342. */
  40343. detachControl(element: Nullable<HTMLElement>): void;
  40344. /**
  40345. * Gets the class name of the current intput.
  40346. * @returns the class name
  40347. */
  40348. getClassName(): string;
  40349. /**
  40350. * Get the friendly name associated with the input class.
  40351. * @returns the input friendly name
  40352. */
  40353. getSimpleName(): string;
  40354. }
  40355. }
  40356. declare module "babylonjs/Cameras/Inputs/index" {
  40357. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  40358. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  40359. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  40360. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  40361. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40362. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  40363. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  40364. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  40365. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  40366. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  40367. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40368. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  40369. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  40370. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  40371. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  40372. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40373. }
  40374. declare module "babylonjs/Cameras/touchCamera" {
  40375. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40376. import { Scene } from "babylonjs/scene";
  40377. import { Vector3 } from "babylonjs/Maths/math.vector";
  40378. /**
  40379. * This represents a FPS type of camera controlled by touch.
  40380. * This is like a universal camera minus the Gamepad controls.
  40381. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40382. */
  40383. export class TouchCamera extends FreeCamera {
  40384. /**
  40385. * Defines the touch sensibility for rotation.
  40386. * The higher the faster.
  40387. */
  40388. touchAngularSensibility: number;
  40389. /**
  40390. * Defines the touch sensibility for move.
  40391. * The higher the faster.
  40392. */
  40393. touchMoveSensibility: number;
  40394. /**
  40395. * Instantiates a new touch camera.
  40396. * This represents a FPS type of camera controlled by touch.
  40397. * This is like a universal camera minus the Gamepad controls.
  40398. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40399. * @param name Define the name of the camera in the scene
  40400. * @param position Define the start position of the camera in the scene
  40401. * @param scene Define the scene the camera belongs to
  40402. */
  40403. constructor(name: string, position: Vector3, scene: Scene);
  40404. /**
  40405. * Gets the current object class name.
  40406. * @return the class name
  40407. */
  40408. getClassName(): string;
  40409. /** @hidden */
  40410. _setupInputs(): void;
  40411. }
  40412. }
  40413. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40414. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40415. import { Scene } from "babylonjs/scene";
  40416. import { Vector3 } from "babylonjs/Maths/math.vector";
  40417. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40418. import { Axis } from "babylonjs/Maths/math.axis";
  40419. /**
  40420. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40421. * being tilted forward or back and left or right.
  40422. */
  40423. export class DeviceOrientationCamera extends FreeCamera {
  40424. private _initialQuaternion;
  40425. private _quaternionCache;
  40426. private _tmpDragQuaternion;
  40427. private _disablePointerInputWhenUsingDeviceOrientation;
  40428. /**
  40429. * Creates a new device orientation camera
  40430. * @param name The name of the camera
  40431. * @param position The start position camera
  40432. * @param scene The scene the camera belongs to
  40433. */
  40434. constructor(name: string, position: Vector3, scene: Scene);
  40435. /**
  40436. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40437. */
  40438. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40439. private _dragFactor;
  40440. /**
  40441. * Enabled turning on the y axis when the orientation sensor is active
  40442. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40443. */
  40444. enableHorizontalDragging(dragFactor?: number): void;
  40445. /**
  40446. * Gets the current instance class name ("DeviceOrientationCamera").
  40447. * This helps avoiding instanceof at run time.
  40448. * @returns the class name
  40449. */
  40450. getClassName(): string;
  40451. /**
  40452. * @hidden
  40453. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40454. */
  40455. _checkInputs(): void;
  40456. /**
  40457. * Reset the camera to its default orientation on the specified axis only.
  40458. * @param axis The axis to reset
  40459. */
  40460. resetToCurrentRotation(axis?: Axis): void;
  40461. }
  40462. }
  40463. declare module "babylonjs/Gamepads/xboxGamepad" {
  40464. import { Observable } from "babylonjs/Misc/observable";
  40465. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40466. /**
  40467. * Defines supported buttons for XBox360 compatible gamepads
  40468. */
  40469. export enum Xbox360Button {
  40470. /** A */
  40471. A = 0,
  40472. /** B */
  40473. B = 1,
  40474. /** X */
  40475. X = 2,
  40476. /** Y */
  40477. Y = 3,
  40478. /** Start */
  40479. Start = 4,
  40480. /** Back */
  40481. Back = 5,
  40482. /** Left button */
  40483. LB = 6,
  40484. /** Right button */
  40485. RB = 7,
  40486. /** Left stick */
  40487. LeftStick = 8,
  40488. /** Right stick */
  40489. RightStick = 9
  40490. }
  40491. /** Defines values for XBox360 DPad */
  40492. export enum Xbox360Dpad {
  40493. /** Up */
  40494. Up = 0,
  40495. /** Down */
  40496. Down = 1,
  40497. /** Left */
  40498. Left = 2,
  40499. /** Right */
  40500. Right = 3
  40501. }
  40502. /**
  40503. * Defines a XBox360 gamepad
  40504. */
  40505. export class Xbox360Pad extends Gamepad {
  40506. private _leftTrigger;
  40507. private _rightTrigger;
  40508. private _onlefttriggerchanged;
  40509. private _onrighttriggerchanged;
  40510. private _onbuttondown;
  40511. private _onbuttonup;
  40512. private _ondpaddown;
  40513. private _ondpadup;
  40514. /** Observable raised when a button is pressed */
  40515. onButtonDownObservable: Observable<Xbox360Button>;
  40516. /** Observable raised when a button is released */
  40517. onButtonUpObservable: Observable<Xbox360Button>;
  40518. /** Observable raised when a pad is pressed */
  40519. onPadDownObservable: Observable<Xbox360Dpad>;
  40520. /** Observable raised when a pad is released */
  40521. onPadUpObservable: Observable<Xbox360Dpad>;
  40522. private _buttonA;
  40523. private _buttonB;
  40524. private _buttonX;
  40525. private _buttonY;
  40526. private _buttonBack;
  40527. private _buttonStart;
  40528. private _buttonLB;
  40529. private _buttonRB;
  40530. private _buttonLeftStick;
  40531. private _buttonRightStick;
  40532. private _dPadUp;
  40533. private _dPadDown;
  40534. private _dPadLeft;
  40535. private _dPadRight;
  40536. private _isXboxOnePad;
  40537. /**
  40538. * Creates a new XBox360 gamepad object
  40539. * @param id defines the id of this gamepad
  40540. * @param index defines its index
  40541. * @param gamepad defines the internal HTML gamepad object
  40542. * @param xboxOne defines if it is a XBox One gamepad
  40543. */
  40544. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40545. /**
  40546. * Defines the callback to call when left trigger is pressed
  40547. * @param callback defines the callback to use
  40548. */
  40549. onlefttriggerchanged(callback: (value: number) => void): void;
  40550. /**
  40551. * Defines the callback to call when right trigger is pressed
  40552. * @param callback defines the callback to use
  40553. */
  40554. onrighttriggerchanged(callback: (value: number) => void): void;
  40555. /**
  40556. * Gets the left trigger value
  40557. */
  40558. /**
  40559. * Sets the left trigger value
  40560. */
  40561. leftTrigger: number;
  40562. /**
  40563. * Gets the right trigger value
  40564. */
  40565. /**
  40566. * Sets the right trigger value
  40567. */
  40568. rightTrigger: number;
  40569. /**
  40570. * Defines the callback to call when a button is pressed
  40571. * @param callback defines the callback to use
  40572. */
  40573. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40574. /**
  40575. * Defines the callback to call when a button is released
  40576. * @param callback defines the callback to use
  40577. */
  40578. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40579. /**
  40580. * Defines the callback to call when a pad is pressed
  40581. * @param callback defines the callback to use
  40582. */
  40583. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40584. /**
  40585. * Defines the callback to call when a pad is released
  40586. * @param callback defines the callback to use
  40587. */
  40588. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40589. private _setButtonValue;
  40590. private _setDPadValue;
  40591. /**
  40592. * Gets the value of the `A` button
  40593. */
  40594. /**
  40595. * Sets the value of the `A` button
  40596. */
  40597. buttonA: number;
  40598. /**
  40599. * Gets the value of the `B` button
  40600. */
  40601. /**
  40602. * Sets the value of the `B` button
  40603. */
  40604. buttonB: number;
  40605. /**
  40606. * Gets the value of the `X` button
  40607. */
  40608. /**
  40609. * Sets the value of the `X` button
  40610. */
  40611. buttonX: number;
  40612. /**
  40613. * Gets the value of the `Y` button
  40614. */
  40615. /**
  40616. * Sets the value of the `Y` button
  40617. */
  40618. buttonY: number;
  40619. /**
  40620. * Gets the value of the `Start` button
  40621. */
  40622. /**
  40623. * Sets the value of the `Start` button
  40624. */
  40625. buttonStart: number;
  40626. /**
  40627. * Gets the value of the `Back` button
  40628. */
  40629. /**
  40630. * Sets the value of the `Back` button
  40631. */
  40632. buttonBack: number;
  40633. /**
  40634. * Gets the value of the `Left` button
  40635. */
  40636. /**
  40637. * Sets the value of the `Left` button
  40638. */
  40639. buttonLB: number;
  40640. /**
  40641. * Gets the value of the `Right` button
  40642. */
  40643. /**
  40644. * Sets the value of the `Right` button
  40645. */
  40646. buttonRB: number;
  40647. /**
  40648. * Gets the value of the Left joystick
  40649. */
  40650. /**
  40651. * Sets the value of the Left joystick
  40652. */
  40653. buttonLeftStick: number;
  40654. /**
  40655. * Gets the value of the Right joystick
  40656. */
  40657. /**
  40658. * Sets the value of the Right joystick
  40659. */
  40660. buttonRightStick: number;
  40661. /**
  40662. * Gets the value of D-pad up
  40663. */
  40664. /**
  40665. * Sets the value of D-pad up
  40666. */
  40667. dPadUp: number;
  40668. /**
  40669. * Gets the value of D-pad down
  40670. */
  40671. /**
  40672. * Sets the value of D-pad down
  40673. */
  40674. dPadDown: number;
  40675. /**
  40676. * Gets the value of D-pad left
  40677. */
  40678. /**
  40679. * Sets the value of D-pad left
  40680. */
  40681. dPadLeft: number;
  40682. /**
  40683. * Gets the value of D-pad right
  40684. */
  40685. /**
  40686. * Sets the value of D-pad right
  40687. */
  40688. dPadRight: number;
  40689. /**
  40690. * Force the gamepad to synchronize with device values
  40691. */
  40692. update(): void;
  40693. /**
  40694. * Disposes the gamepad
  40695. */
  40696. dispose(): void;
  40697. }
  40698. }
  40699. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40700. import { Observable } from "babylonjs/Misc/observable";
  40701. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40702. /**
  40703. * Defines supported buttons for DualShock compatible gamepads
  40704. */
  40705. export enum DualShockButton {
  40706. /** Cross */
  40707. Cross = 0,
  40708. /** Circle */
  40709. Circle = 1,
  40710. /** Square */
  40711. Square = 2,
  40712. /** Triangle */
  40713. Triangle = 3,
  40714. /** Options */
  40715. Options = 4,
  40716. /** Share */
  40717. Share = 5,
  40718. /** L1 */
  40719. L1 = 6,
  40720. /** R1 */
  40721. R1 = 7,
  40722. /** Left stick */
  40723. LeftStick = 8,
  40724. /** Right stick */
  40725. RightStick = 9
  40726. }
  40727. /** Defines values for DualShock DPad */
  40728. export enum DualShockDpad {
  40729. /** Up */
  40730. Up = 0,
  40731. /** Down */
  40732. Down = 1,
  40733. /** Left */
  40734. Left = 2,
  40735. /** Right */
  40736. Right = 3
  40737. }
  40738. /**
  40739. * Defines a DualShock gamepad
  40740. */
  40741. export class DualShockPad extends Gamepad {
  40742. private _leftTrigger;
  40743. private _rightTrigger;
  40744. private _onlefttriggerchanged;
  40745. private _onrighttriggerchanged;
  40746. private _onbuttondown;
  40747. private _onbuttonup;
  40748. private _ondpaddown;
  40749. private _ondpadup;
  40750. /** Observable raised when a button is pressed */
  40751. onButtonDownObservable: Observable<DualShockButton>;
  40752. /** Observable raised when a button is released */
  40753. onButtonUpObservable: Observable<DualShockButton>;
  40754. /** Observable raised when a pad is pressed */
  40755. onPadDownObservable: Observable<DualShockDpad>;
  40756. /** Observable raised when a pad is released */
  40757. onPadUpObservable: Observable<DualShockDpad>;
  40758. private _buttonCross;
  40759. private _buttonCircle;
  40760. private _buttonSquare;
  40761. private _buttonTriangle;
  40762. private _buttonShare;
  40763. private _buttonOptions;
  40764. private _buttonL1;
  40765. private _buttonR1;
  40766. private _buttonLeftStick;
  40767. private _buttonRightStick;
  40768. private _dPadUp;
  40769. private _dPadDown;
  40770. private _dPadLeft;
  40771. private _dPadRight;
  40772. /**
  40773. * Creates a new DualShock gamepad object
  40774. * @param id defines the id of this gamepad
  40775. * @param index defines its index
  40776. * @param gamepad defines the internal HTML gamepad object
  40777. */
  40778. constructor(id: string, index: number, gamepad: any);
  40779. /**
  40780. * Defines the callback to call when left trigger is pressed
  40781. * @param callback defines the callback to use
  40782. */
  40783. onlefttriggerchanged(callback: (value: number) => void): void;
  40784. /**
  40785. * Defines the callback to call when right trigger is pressed
  40786. * @param callback defines the callback to use
  40787. */
  40788. onrighttriggerchanged(callback: (value: number) => void): void;
  40789. /**
  40790. * Gets the left trigger value
  40791. */
  40792. /**
  40793. * Sets the left trigger value
  40794. */
  40795. leftTrigger: number;
  40796. /**
  40797. * Gets the right trigger value
  40798. */
  40799. /**
  40800. * Sets the right trigger value
  40801. */
  40802. rightTrigger: number;
  40803. /**
  40804. * Defines the callback to call when a button is pressed
  40805. * @param callback defines the callback to use
  40806. */
  40807. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40808. /**
  40809. * Defines the callback to call when a button is released
  40810. * @param callback defines the callback to use
  40811. */
  40812. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40813. /**
  40814. * Defines the callback to call when a pad is pressed
  40815. * @param callback defines the callback to use
  40816. */
  40817. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40818. /**
  40819. * Defines the callback to call when a pad is released
  40820. * @param callback defines the callback to use
  40821. */
  40822. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40823. private _setButtonValue;
  40824. private _setDPadValue;
  40825. /**
  40826. * Gets the value of the `Cross` button
  40827. */
  40828. /**
  40829. * Sets the value of the `Cross` button
  40830. */
  40831. buttonCross: number;
  40832. /**
  40833. * Gets the value of the `Circle` button
  40834. */
  40835. /**
  40836. * Sets the value of the `Circle` button
  40837. */
  40838. buttonCircle: number;
  40839. /**
  40840. * Gets the value of the `Square` button
  40841. */
  40842. /**
  40843. * Sets the value of the `Square` button
  40844. */
  40845. buttonSquare: number;
  40846. /**
  40847. * Gets the value of the `Triangle` button
  40848. */
  40849. /**
  40850. * Sets the value of the `Triangle` button
  40851. */
  40852. buttonTriangle: number;
  40853. /**
  40854. * Gets the value of the `Options` button
  40855. */
  40856. /**
  40857. * Sets the value of the `Options` button
  40858. */
  40859. buttonOptions: number;
  40860. /**
  40861. * Gets the value of the `Share` button
  40862. */
  40863. /**
  40864. * Sets the value of the `Share` button
  40865. */
  40866. buttonShare: number;
  40867. /**
  40868. * Gets the value of the `L1` button
  40869. */
  40870. /**
  40871. * Sets the value of the `L1` button
  40872. */
  40873. buttonL1: number;
  40874. /**
  40875. * Gets the value of the `R1` button
  40876. */
  40877. /**
  40878. * Sets the value of the `R1` button
  40879. */
  40880. buttonR1: number;
  40881. /**
  40882. * Gets the value of the Left joystick
  40883. */
  40884. /**
  40885. * Sets the value of the Left joystick
  40886. */
  40887. buttonLeftStick: number;
  40888. /**
  40889. * Gets the value of the Right joystick
  40890. */
  40891. /**
  40892. * Sets the value of the Right joystick
  40893. */
  40894. buttonRightStick: number;
  40895. /**
  40896. * Gets the value of D-pad up
  40897. */
  40898. /**
  40899. * Sets the value of D-pad up
  40900. */
  40901. dPadUp: number;
  40902. /**
  40903. * Gets the value of D-pad down
  40904. */
  40905. /**
  40906. * Sets the value of D-pad down
  40907. */
  40908. dPadDown: number;
  40909. /**
  40910. * Gets the value of D-pad left
  40911. */
  40912. /**
  40913. * Sets the value of D-pad left
  40914. */
  40915. dPadLeft: number;
  40916. /**
  40917. * Gets the value of D-pad right
  40918. */
  40919. /**
  40920. * Sets the value of D-pad right
  40921. */
  40922. dPadRight: number;
  40923. /**
  40924. * Force the gamepad to synchronize with device values
  40925. */
  40926. update(): void;
  40927. /**
  40928. * Disposes the gamepad
  40929. */
  40930. dispose(): void;
  40931. }
  40932. }
  40933. declare module "babylonjs/Gamepads/gamepadManager" {
  40934. import { Observable } from "babylonjs/Misc/observable";
  40935. import { Nullable } from "babylonjs/types";
  40936. import { Scene } from "babylonjs/scene";
  40937. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40938. /**
  40939. * Manager for handling gamepads
  40940. */
  40941. export class GamepadManager {
  40942. private _scene?;
  40943. private _babylonGamepads;
  40944. private _oneGamepadConnected;
  40945. /** @hidden */
  40946. _isMonitoring: boolean;
  40947. private _gamepadEventSupported;
  40948. private _gamepadSupport;
  40949. /**
  40950. * observable to be triggered when the gamepad controller has been connected
  40951. */
  40952. onGamepadConnectedObservable: Observable<Gamepad>;
  40953. /**
  40954. * observable to be triggered when the gamepad controller has been disconnected
  40955. */
  40956. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40957. private _onGamepadConnectedEvent;
  40958. private _onGamepadDisconnectedEvent;
  40959. /**
  40960. * Initializes the gamepad manager
  40961. * @param _scene BabylonJS scene
  40962. */
  40963. constructor(_scene?: Scene | undefined);
  40964. /**
  40965. * The gamepads in the game pad manager
  40966. */
  40967. readonly gamepads: Gamepad[];
  40968. /**
  40969. * Get the gamepad controllers based on type
  40970. * @param type The type of gamepad controller
  40971. * @returns Nullable gamepad
  40972. */
  40973. getGamepadByType(type?: number): Nullable<Gamepad>;
  40974. /**
  40975. * Disposes the gamepad manager
  40976. */
  40977. dispose(): void;
  40978. private _addNewGamepad;
  40979. private _startMonitoringGamepads;
  40980. private _stopMonitoringGamepads;
  40981. /** @hidden */
  40982. _checkGamepadsStatus(): void;
  40983. private _updateGamepadObjects;
  40984. }
  40985. }
  40986. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40987. import { Nullable } from "babylonjs/types";
  40988. import { Scene } from "babylonjs/scene";
  40989. import { ISceneComponent } from "babylonjs/sceneComponent";
  40990. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40991. module "babylonjs/scene" {
  40992. interface Scene {
  40993. /** @hidden */
  40994. _gamepadManager: Nullable<GamepadManager>;
  40995. /**
  40996. * Gets the gamepad manager associated with the scene
  40997. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40998. */
  40999. gamepadManager: GamepadManager;
  41000. }
  41001. }
  41002. module "babylonjs/Cameras/freeCameraInputsManager" {
  41003. /**
  41004. * Interface representing a free camera inputs manager
  41005. */
  41006. interface FreeCameraInputsManager {
  41007. /**
  41008. * Adds gamepad input support to the FreeCameraInputsManager.
  41009. * @returns the FreeCameraInputsManager
  41010. */
  41011. addGamepad(): FreeCameraInputsManager;
  41012. }
  41013. }
  41014. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  41015. /**
  41016. * Interface representing an arc rotate camera inputs manager
  41017. */
  41018. interface ArcRotateCameraInputsManager {
  41019. /**
  41020. * Adds gamepad input support to the ArcRotateCamera InputManager.
  41021. * @returns the camera inputs manager
  41022. */
  41023. addGamepad(): ArcRotateCameraInputsManager;
  41024. }
  41025. }
  41026. /**
  41027. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  41028. */
  41029. export class GamepadSystemSceneComponent implements ISceneComponent {
  41030. /**
  41031. * The component name helpfull to identify the component in the list of scene components.
  41032. */
  41033. readonly name: string;
  41034. /**
  41035. * The scene the component belongs to.
  41036. */
  41037. scene: Scene;
  41038. /**
  41039. * Creates a new instance of the component for the given scene
  41040. * @param scene Defines the scene to register the component in
  41041. */
  41042. constructor(scene: Scene);
  41043. /**
  41044. * Registers the component in a given scene
  41045. */
  41046. register(): void;
  41047. /**
  41048. * Rebuilds the elements related to this component in case of
  41049. * context lost for instance.
  41050. */
  41051. rebuild(): void;
  41052. /**
  41053. * Disposes the component and the associated ressources
  41054. */
  41055. dispose(): void;
  41056. private _beforeCameraUpdate;
  41057. }
  41058. }
  41059. declare module "babylonjs/Cameras/universalCamera" {
  41060. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  41061. import { Scene } from "babylonjs/scene";
  41062. import { Vector3 } from "babylonjs/Maths/math.vector";
  41063. import "babylonjs/Gamepads/gamepadSceneComponent";
  41064. /**
  41065. * 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,
  41066. * which still works and will still be found in many Playgrounds.
  41067. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41068. */
  41069. export class UniversalCamera extends TouchCamera {
  41070. /**
  41071. * Defines the gamepad rotation sensiblity.
  41072. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  41073. */
  41074. gamepadAngularSensibility: number;
  41075. /**
  41076. * Defines the gamepad move sensiblity.
  41077. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  41078. */
  41079. gamepadMoveSensibility: number;
  41080. /**
  41081. * 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,
  41082. * which still works and will still be found in many Playgrounds.
  41083. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41084. * @param name Define the name of the camera in the scene
  41085. * @param position Define the start position of the camera in the scene
  41086. * @param scene Define the scene the camera belongs to
  41087. */
  41088. constructor(name: string, position: Vector3, scene: Scene);
  41089. /**
  41090. * Gets the current object class name.
  41091. * @return the class name
  41092. */
  41093. getClassName(): string;
  41094. }
  41095. }
  41096. declare module "babylonjs/Cameras/gamepadCamera" {
  41097. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41098. import { Scene } from "babylonjs/scene";
  41099. import { Vector3 } from "babylonjs/Maths/math.vector";
  41100. /**
  41101. * This represents a FPS type of camera. This is only here for back compat purpose.
  41102. * Please use the UniversalCamera instead as both are identical.
  41103. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41104. */
  41105. export class GamepadCamera extends UniversalCamera {
  41106. /**
  41107. * Instantiates a new Gamepad Camera
  41108. * This represents a FPS type of camera. This is only here for back compat purpose.
  41109. * Please use the UniversalCamera instead as both are identical.
  41110. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41111. * @param name Define the name of the camera in the scene
  41112. * @param position Define the start position of the camera in the scene
  41113. * @param scene Define the scene the camera belongs to
  41114. */
  41115. constructor(name: string, position: Vector3, scene: Scene);
  41116. /**
  41117. * Gets the current object class name.
  41118. * @return the class name
  41119. */
  41120. getClassName(): string;
  41121. }
  41122. }
  41123. declare module "babylonjs/Shaders/pass.fragment" {
  41124. /** @hidden */
  41125. export var passPixelShader: {
  41126. name: string;
  41127. shader: string;
  41128. };
  41129. }
  41130. declare module "babylonjs/Shaders/passCube.fragment" {
  41131. /** @hidden */
  41132. export var passCubePixelShader: {
  41133. name: string;
  41134. shader: string;
  41135. };
  41136. }
  41137. declare module "babylonjs/PostProcesses/passPostProcess" {
  41138. import { Nullable } from "babylonjs/types";
  41139. import { Camera } from "babylonjs/Cameras/camera";
  41140. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41141. import { Engine } from "babylonjs/Engines/engine";
  41142. import "babylonjs/Shaders/pass.fragment";
  41143. import "babylonjs/Shaders/passCube.fragment";
  41144. /**
  41145. * PassPostProcess which produces an output the same as it's input
  41146. */
  41147. export class PassPostProcess extends PostProcess {
  41148. /**
  41149. * Creates the PassPostProcess
  41150. * @param name The name of the effect.
  41151. * @param options The required width/height ratio to downsize to before computing the render pass.
  41152. * @param camera The camera to apply the render pass to.
  41153. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41154. * @param engine The engine which the post process will be applied. (default: current engine)
  41155. * @param reusable If the post process can be reused on the same frame. (default: false)
  41156. * @param textureType The type of texture to be used when performing the post processing.
  41157. * @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)
  41158. */
  41159. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41160. }
  41161. /**
  41162. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  41163. */
  41164. export class PassCubePostProcess extends PostProcess {
  41165. private _face;
  41166. /**
  41167. * Gets or sets the cube face to display.
  41168. * * 0 is +X
  41169. * * 1 is -X
  41170. * * 2 is +Y
  41171. * * 3 is -Y
  41172. * * 4 is +Z
  41173. * * 5 is -Z
  41174. */
  41175. face: number;
  41176. /**
  41177. * Creates the PassCubePostProcess
  41178. * @param name The name of the effect.
  41179. * @param options The required width/height ratio to downsize to before computing the render pass.
  41180. * @param camera The camera to apply the render pass to.
  41181. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41182. * @param engine The engine which the post process will be applied. (default: current engine)
  41183. * @param reusable If the post process can be reused on the same frame. (default: false)
  41184. * @param textureType The type of texture to be used when performing the post processing.
  41185. * @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)
  41186. */
  41187. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41188. }
  41189. }
  41190. declare module "babylonjs/Shaders/anaglyph.fragment" {
  41191. /** @hidden */
  41192. export var anaglyphPixelShader: {
  41193. name: string;
  41194. shader: string;
  41195. };
  41196. }
  41197. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  41198. import { Engine } from "babylonjs/Engines/engine";
  41199. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41200. import { Camera } from "babylonjs/Cameras/camera";
  41201. import "babylonjs/Shaders/anaglyph.fragment";
  41202. /**
  41203. * Postprocess used to generate anaglyphic rendering
  41204. */
  41205. export class AnaglyphPostProcess extends PostProcess {
  41206. private _passedProcess;
  41207. /**
  41208. * Creates a new AnaglyphPostProcess
  41209. * @param name defines postprocess name
  41210. * @param options defines creation options or target ratio scale
  41211. * @param rigCameras defines cameras using this postprocess
  41212. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  41213. * @param engine defines hosting engine
  41214. * @param reusable defines if the postprocess will be reused multiple times per frame
  41215. */
  41216. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  41217. }
  41218. }
  41219. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  41220. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  41221. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41222. import { Scene } from "babylonjs/scene";
  41223. import { Vector3 } from "babylonjs/Maths/math.vector";
  41224. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41225. /**
  41226. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  41227. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41228. */
  41229. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  41230. /**
  41231. * Creates a new AnaglyphArcRotateCamera
  41232. * @param name defines camera name
  41233. * @param alpha defines alpha angle (in radians)
  41234. * @param beta defines beta angle (in radians)
  41235. * @param radius defines radius
  41236. * @param target defines camera target
  41237. * @param interaxialDistance defines distance between each color axis
  41238. * @param scene defines the hosting scene
  41239. */
  41240. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  41241. /**
  41242. * Gets camera class name
  41243. * @returns AnaglyphArcRotateCamera
  41244. */
  41245. getClassName(): string;
  41246. }
  41247. }
  41248. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  41249. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41250. import { Scene } from "babylonjs/scene";
  41251. import { Vector3 } from "babylonjs/Maths/math.vector";
  41252. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41253. /**
  41254. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  41255. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41256. */
  41257. export class AnaglyphFreeCamera extends FreeCamera {
  41258. /**
  41259. * Creates a new AnaglyphFreeCamera
  41260. * @param name defines camera name
  41261. * @param position defines initial position
  41262. * @param interaxialDistance defines distance between each color axis
  41263. * @param scene defines the hosting scene
  41264. */
  41265. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41266. /**
  41267. * Gets camera class name
  41268. * @returns AnaglyphFreeCamera
  41269. */
  41270. getClassName(): string;
  41271. }
  41272. }
  41273. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  41274. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41275. import { Scene } from "babylonjs/scene";
  41276. import { Vector3 } from "babylonjs/Maths/math.vector";
  41277. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41278. /**
  41279. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  41280. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41281. */
  41282. export class AnaglyphGamepadCamera extends GamepadCamera {
  41283. /**
  41284. * Creates a new AnaglyphGamepadCamera
  41285. * @param name defines camera name
  41286. * @param position defines initial position
  41287. * @param interaxialDistance defines distance between each color axis
  41288. * @param scene defines the hosting scene
  41289. */
  41290. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41291. /**
  41292. * Gets camera class name
  41293. * @returns AnaglyphGamepadCamera
  41294. */
  41295. getClassName(): string;
  41296. }
  41297. }
  41298. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  41299. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41300. import { Scene } from "babylonjs/scene";
  41301. import { Vector3 } from "babylonjs/Maths/math.vector";
  41302. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41303. /**
  41304. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  41305. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41306. */
  41307. export class AnaglyphUniversalCamera extends UniversalCamera {
  41308. /**
  41309. * Creates a new AnaglyphUniversalCamera
  41310. * @param name defines camera name
  41311. * @param position defines initial position
  41312. * @param interaxialDistance defines distance between each color axis
  41313. * @param scene defines the hosting scene
  41314. */
  41315. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41316. /**
  41317. * Gets camera class name
  41318. * @returns AnaglyphUniversalCamera
  41319. */
  41320. getClassName(): string;
  41321. }
  41322. }
  41323. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  41324. /** @hidden */
  41325. export var stereoscopicInterlacePixelShader: {
  41326. name: string;
  41327. shader: string;
  41328. };
  41329. }
  41330. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  41331. import { Camera } from "babylonjs/Cameras/camera";
  41332. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41333. import { Engine } from "babylonjs/Engines/engine";
  41334. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  41335. /**
  41336. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  41337. */
  41338. export class StereoscopicInterlacePostProcess extends PostProcess {
  41339. private _stepSize;
  41340. private _passedProcess;
  41341. /**
  41342. * Initializes a StereoscopicInterlacePostProcess
  41343. * @param name The name of the effect.
  41344. * @param rigCameras The rig cameras to be appled to the post process
  41345. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  41346. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41347. * @param engine The engine which the post process will be applied. (default: current engine)
  41348. * @param reusable If the post process can be reused on the same frame. (default: false)
  41349. */
  41350. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  41351. }
  41352. }
  41353. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  41354. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  41355. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41356. import { Scene } from "babylonjs/scene";
  41357. import { Vector3 } from "babylonjs/Maths/math.vector";
  41358. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41359. /**
  41360. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  41361. * @see http://doc.babylonjs.com/features/cameras
  41362. */
  41363. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  41364. /**
  41365. * Creates a new StereoscopicArcRotateCamera
  41366. * @param name defines camera name
  41367. * @param alpha defines alpha angle (in radians)
  41368. * @param beta defines beta angle (in radians)
  41369. * @param radius defines radius
  41370. * @param target defines camera target
  41371. * @param interaxialDistance defines distance between each color axis
  41372. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41373. * @param scene defines the hosting scene
  41374. */
  41375. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41376. /**
  41377. * Gets camera class name
  41378. * @returns StereoscopicArcRotateCamera
  41379. */
  41380. getClassName(): string;
  41381. }
  41382. }
  41383. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  41384. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41385. import { Scene } from "babylonjs/scene";
  41386. import { Vector3 } from "babylonjs/Maths/math.vector";
  41387. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41388. /**
  41389. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  41390. * @see http://doc.babylonjs.com/features/cameras
  41391. */
  41392. export class StereoscopicFreeCamera extends FreeCamera {
  41393. /**
  41394. * Creates a new StereoscopicFreeCamera
  41395. * @param name defines camera name
  41396. * @param position defines initial position
  41397. * @param interaxialDistance defines distance between each color axis
  41398. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41399. * @param scene defines the hosting scene
  41400. */
  41401. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41402. /**
  41403. * Gets camera class name
  41404. * @returns StereoscopicFreeCamera
  41405. */
  41406. getClassName(): string;
  41407. }
  41408. }
  41409. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41410. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41411. import { Scene } from "babylonjs/scene";
  41412. import { Vector3 } from "babylonjs/Maths/math.vector";
  41413. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41414. /**
  41415. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41416. * @see http://doc.babylonjs.com/features/cameras
  41417. */
  41418. export class StereoscopicGamepadCamera extends GamepadCamera {
  41419. /**
  41420. * Creates a new StereoscopicGamepadCamera
  41421. * @param name defines camera name
  41422. * @param position defines initial position
  41423. * @param interaxialDistance defines distance between each color axis
  41424. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41425. * @param scene defines the hosting scene
  41426. */
  41427. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41428. /**
  41429. * Gets camera class name
  41430. * @returns StereoscopicGamepadCamera
  41431. */
  41432. getClassName(): string;
  41433. }
  41434. }
  41435. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41436. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41437. import { Scene } from "babylonjs/scene";
  41438. import { Vector3 } from "babylonjs/Maths/math.vector";
  41439. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41440. /**
  41441. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41442. * @see http://doc.babylonjs.com/features/cameras
  41443. */
  41444. export class StereoscopicUniversalCamera extends UniversalCamera {
  41445. /**
  41446. * Creates a new StereoscopicUniversalCamera
  41447. * @param name defines camera name
  41448. * @param position defines initial position
  41449. * @param interaxialDistance defines distance between each color axis
  41450. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41451. * @param scene defines the hosting scene
  41452. */
  41453. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41454. /**
  41455. * Gets camera class name
  41456. * @returns StereoscopicUniversalCamera
  41457. */
  41458. getClassName(): string;
  41459. }
  41460. }
  41461. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41462. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41463. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41464. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41465. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41466. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41467. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41468. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41469. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41470. }
  41471. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41472. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41473. import { Scene } from "babylonjs/scene";
  41474. import { Vector3 } from "babylonjs/Maths/math.vector";
  41475. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41476. /**
  41477. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41478. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41479. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41480. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41481. */
  41482. export class VirtualJoysticksCamera extends FreeCamera {
  41483. /**
  41484. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41485. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41486. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41487. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41488. * @param name Define the name of the camera in the scene
  41489. * @param position Define the start position of the camera in the scene
  41490. * @param scene Define the scene the camera belongs to
  41491. */
  41492. constructor(name: string, position: Vector3, scene: Scene);
  41493. /**
  41494. * Gets the current object class name.
  41495. * @return the class name
  41496. */
  41497. getClassName(): string;
  41498. }
  41499. }
  41500. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41501. import { Matrix } from "babylonjs/Maths/math.vector";
  41502. /**
  41503. * This represents all the required metrics to create a VR camera.
  41504. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41505. */
  41506. export class VRCameraMetrics {
  41507. /**
  41508. * Define the horizontal resolution off the screen.
  41509. */
  41510. hResolution: number;
  41511. /**
  41512. * Define the vertical resolution off the screen.
  41513. */
  41514. vResolution: number;
  41515. /**
  41516. * Define the horizontal screen size.
  41517. */
  41518. hScreenSize: number;
  41519. /**
  41520. * Define the vertical screen size.
  41521. */
  41522. vScreenSize: number;
  41523. /**
  41524. * Define the vertical screen center position.
  41525. */
  41526. vScreenCenter: number;
  41527. /**
  41528. * Define the distance of the eyes to the screen.
  41529. */
  41530. eyeToScreenDistance: number;
  41531. /**
  41532. * Define the distance between both lenses
  41533. */
  41534. lensSeparationDistance: number;
  41535. /**
  41536. * Define the distance between both viewer's eyes.
  41537. */
  41538. interpupillaryDistance: number;
  41539. /**
  41540. * Define the distortion factor of the VR postprocess.
  41541. * Please, touch with care.
  41542. */
  41543. distortionK: number[];
  41544. /**
  41545. * Define the chromatic aberration correction factors for the VR post process.
  41546. */
  41547. chromaAbCorrection: number[];
  41548. /**
  41549. * Define the scale factor of the post process.
  41550. * The smaller the better but the slower.
  41551. */
  41552. postProcessScaleFactor: number;
  41553. /**
  41554. * Define an offset for the lens center.
  41555. */
  41556. lensCenterOffset: number;
  41557. /**
  41558. * Define if the current vr camera should compensate the distortion of the lense or not.
  41559. */
  41560. compensateDistortion: boolean;
  41561. /**
  41562. * Defines if multiview should be enabled when rendering (Default: false)
  41563. */
  41564. multiviewEnabled: boolean;
  41565. /**
  41566. * Gets the rendering aspect ratio based on the provided resolutions.
  41567. */
  41568. readonly aspectRatio: number;
  41569. /**
  41570. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41571. */
  41572. readonly aspectRatioFov: number;
  41573. /**
  41574. * @hidden
  41575. */
  41576. readonly leftHMatrix: Matrix;
  41577. /**
  41578. * @hidden
  41579. */
  41580. readonly rightHMatrix: Matrix;
  41581. /**
  41582. * @hidden
  41583. */
  41584. readonly leftPreViewMatrix: Matrix;
  41585. /**
  41586. * @hidden
  41587. */
  41588. readonly rightPreViewMatrix: Matrix;
  41589. /**
  41590. * Get the default VRMetrics based on the most generic setup.
  41591. * @returns the default vr metrics
  41592. */
  41593. static GetDefault(): VRCameraMetrics;
  41594. }
  41595. }
  41596. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41597. /** @hidden */
  41598. export var vrDistortionCorrectionPixelShader: {
  41599. name: string;
  41600. shader: string;
  41601. };
  41602. }
  41603. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41604. import { Camera } from "babylonjs/Cameras/camera";
  41605. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41606. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41607. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41608. /**
  41609. * VRDistortionCorrectionPostProcess used for mobile VR
  41610. */
  41611. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41612. private _isRightEye;
  41613. private _distortionFactors;
  41614. private _postProcessScaleFactor;
  41615. private _lensCenterOffset;
  41616. private _scaleIn;
  41617. private _scaleFactor;
  41618. private _lensCenter;
  41619. /**
  41620. * Initializes the VRDistortionCorrectionPostProcess
  41621. * @param name The name of the effect.
  41622. * @param camera The camera to apply the render pass to.
  41623. * @param isRightEye If this is for the right eye distortion
  41624. * @param vrMetrics All the required metrics for the VR camera
  41625. */
  41626. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41627. }
  41628. }
  41629. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41630. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41631. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41632. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41633. import { Scene } from "babylonjs/scene";
  41634. import { Vector3 } from "babylonjs/Maths/math.vector";
  41635. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41636. import "babylonjs/Cameras/RigModes/vrRigMode";
  41637. /**
  41638. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41639. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41640. */
  41641. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41642. /**
  41643. * Creates a new VRDeviceOrientationArcRotateCamera
  41644. * @param name defines camera name
  41645. * @param alpha defines the camera rotation along the logitudinal axis
  41646. * @param beta defines the camera rotation along the latitudinal axis
  41647. * @param radius defines the camera distance from its target
  41648. * @param target defines the camera target
  41649. * @param scene defines the scene the camera belongs to
  41650. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41651. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41652. */
  41653. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41654. /**
  41655. * Gets camera class name
  41656. * @returns VRDeviceOrientationArcRotateCamera
  41657. */
  41658. getClassName(): string;
  41659. }
  41660. }
  41661. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41662. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41663. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41664. import { Scene } from "babylonjs/scene";
  41665. import { Vector3 } from "babylonjs/Maths/math.vector";
  41666. import "babylonjs/Cameras/RigModes/vrRigMode";
  41667. /**
  41668. * Camera used to simulate VR rendering (based on FreeCamera)
  41669. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41670. */
  41671. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41672. /**
  41673. * Creates a new VRDeviceOrientationFreeCamera
  41674. * @param name defines camera name
  41675. * @param position defines the start position of the camera
  41676. * @param scene defines the scene the camera belongs to
  41677. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41678. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41679. */
  41680. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41681. /**
  41682. * Gets camera class name
  41683. * @returns VRDeviceOrientationFreeCamera
  41684. */
  41685. getClassName(): string;
  41686. }
  41687. }
  41688. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41689. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41690. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41691. import { Scene } from "babylonjs/scene";
  41692. import { Vector3 } from "babylonjs/Maths/math.vector";
  41693. import "babylonjs/Gamepads/gamepadSceneComponent";
  41694. /**
  41695. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41696. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41697. */
  41698. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41699. /**
  41700. * Creates a new VRDeviceOrientationGamepadCamera
  41701. * @param name defines camera name
  41702. * @param position defines the start position of the camera
  41703. * @param scene defines the scene the camera belongs to
  41704. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41705. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41706. */
  41707. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41708. /**
  41709. * Gets camera class name
  41710. * @returns VRDeviceOrientationGamepadCamera
  41711. */
  41712. getClassName(): string;
  41713. }
  41714. }
  41715. declare module "babylonjs/Materials/pushMaterial" {
  41716. import { Nullable } from "babylonjs/types";
  41717. import { Scene } from "babylonjs/scene";
  41718. import { Matrix } from "babylonjs/Maths/math.vector";
  41719. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41720. import { Mesh } from "babylonjs/Meshes/mesh";
  41721. import { Material } from "babylonjs/Materials/material";
  41722. import { Effect } from "babylonjs/Materials/effect";
  41723. /**
  41724. * Base class of materials working in push mode in babylon JS
  41725. * @hidden
  41726. */
  41727. export class PushMaterial extends Material {
  41728. protected _activeEffect: Effect;
  41729. protected _normalMatrix: Matrix;
  41730. /**
  41731. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41732. * This means that the material can keep using a previous shader while a new one is being compiled.
  41733. * This is mostly used when shader parallel compilation is supported (true by default)
  41734. */
  41735. allowShaderHotSwapping: boolean;
  41736. constructor(name: string, scene: Scene);
  41737. getEffect(): Effect;
  41738. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41739. /**
  41740. * Binds the given world matrix to the active effect
  41741. *
  41742. * @param world the matrix to bind
  41743. */
  41744. bindOnlyWorldMatrix(world: Matrix): void;
  41745. /**
  41746. * Binds the given normal matrix to the active effect
  41747. *
  41748. * @param normalMatrix the matrix to bind
  41749. */
  41750. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41751. bind(world: Matrix, mesh?: Mesh): void;
  41752. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41753. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41754. }
  41755. }
  41756. declare module "babylonjs/Materials/materialFlags" {
  41757. /**
  41758. * This groups all the flags used to control the materials channel.
  41759. */
  41760. export class MaterialFlags {
  41761. private static _DiffuseTextureEnabled;
  41762. /**
  41763. * Are diffuse textures enabled in the application.
  41764. */
  41765. static DiffuseTextureEnabled: boolean;
  41766. private static _AmbientTextureEnabled;
  41767. /**
  41768. * Are ambient textures enabled in the application.
  41769. */
  41770. static AmbientTextureEnabled: boolean;
  41771. private static _OpacityTextureEnabled;
  41772. /**
  41773. * Are opacity textures enabled in the application.
  41774. */
  41775. static OpacityTextureEnabled: boolean;
  41776. private static _ReflectionTextureEnabled;
  41777. /**
  41778. * Are reflection textures enabled in the application.
  41779. */
  41780. static ReflectionTextureEnabled: boolean;
  41781. private static _EmissiveTextureEnabled;
  41782. /**
  41783. * Are emissive textures enabled in the application.
  41784. */
  41785. static EmissiveTextureEnabled: boolean;
  41786. private static _SpecularTextureEnabled;
  41787. /**
  41788. * Are specular textures enabled in the application.
  41789. */
  41790. static SpecularTextureEnabled: boolean;
  41791. private static _BumpTextureEnabled;
  41792. /**
  41793. * Are bump textures enabled in the application.
  41794. */
  41795. static BumpTextureEnabled: boolean;
  41796. private static _LightmapTextureEnabled;
  41797. /**
  41798. * Are lightmap textures enabled in the application.
  41799. */
  41800. static LightmapTextureEnabled: boolean;
  41801. private static _RefractionTextureEnabled;
  41802. /**
  41803. * Are refraction textures enabled in the application.
  41804. */
  41805. static RefractionTextureEnabled: boolean;
  41806. private static _ColorGradingTextureEnabled;
  41807. /**
  41808. * Are color grading textures enabled in the application.
  41809. */
  41810. static ColorGradingTextureEnabled: boolean;
  41811. private static _FresnelEnabled;
  41812. /**
  41813. * Are fresnels enabled in the application.
  41814. */
  41815. static FresnelEnabled: boolean;
  41816. private static _ClearCoatTextureEnabled;
  41817. /**
  41818. * Are clear coat textures enabled in the application.
  41819. */
  41820. static ClearCoatTextureEnabled: boolean;
  41821. private static _ClearCoatBumpTextureEnabled;
  41822. /**
  41823. * Are clear coat bump textures enabled in the application.
  41824. */
  41825. static ClearCoatBumpTextureEnabled: boolean;
  41826. private static _ClearCoatTintTextureEnabled;
  41827. /**
  41828. * Are clear coat tint textures enabled in the application.
  41829. */
  41830. static ClearCoatTintTextureEnabled: boolean;
  41831. private static _SheenTextureEnabled;
  41832. /**
  41833. * Are sheen textures enabled in the application.
  41834. */
  41835. static SheenTextureEnabled: boolean;
  41836. private static _AnisotropicTextureEnabled;
  41837. /**
  41838. * Are anisotropic textures enabled in the application.
  41839. */
  41840. static AnisotropicTextureEnabled: boolean;
  41841. private static _ThicknessTextureEnabled;
  41842. /**
  41843. * Are thickness textures enabled in the application.
  41844. */
  41845. static ThicknessTextureEnabled: boolean;
  41846. }
  41847. }
  41848. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41849. /** @hidden */
  41850. export var defaultFragmentDeclaration: {
  41851. name: string;
  41852. shader: string;
  41853. };
  41854. }
  41855. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41856. /** @hidden */
  41857. export var defaultUboDeclaration: {
  41858. name: string;
  41859. shader: string;
  41860. };
  41861. }
  41862. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41863. /** @hidden */
  41864. export var lightFragmentDeclaration: {
  41865. name: string;
  41866. shader: string;
  41867. };
  41868. }
  41869. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41870. /** @hidden */
  41871. export var lightUboDeclaration: {
  41872. name: string;
  41873. shader: string;
  41874. };
  41875. }
  41876. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41877. /** @hidden */
  41878. export var lightsFragmentFunctions: {
  41879. name: string;
  41880. shader: string;
  41881. };
  41882. }
  41883. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41884. /** @hidden */
  41885. export var shadowsFragmentFunctions: {
  41886. name: string;
  41887. shader: string;
  41888. };
  41889. }
  41890. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41891. /** @hidden */
  41892. export var fresnelFunction: {
  41893. name: string;
  41894. shader: string;
  41895. };
  41896. }
  41897. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41898. /** @hidden */
  41899. export var reflectionFunction: {
  41900. name: string;
  41901. shader: string;
  41902. };
  41903. }
  41904. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41905. /** @hidden */
  41906. export var bumpFragmentFunctions: {
  41907. name: string;
  41908. shader: string;
  41909. };
  41910. }
  41911. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41912. /** @hidden */
  41913. export var logDepthDeclaration: {
  41914. name: string;
  41915. shader: string;
  41916. };
  41917. }
  41918. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41919. /** @hidden */
  41920. export var bumpFragment: {
  41921. name: string;
  41922. shader: string;
  41923. };
  41924. }
  41925. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41926. /** @hidden */
  41927. export var depthPrePass: {
  41928. name: string;
  41929. shader: string;
  41930. };
  41931. }
  41932. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41933. /** @hidden */
  41934. export var lightFragment: {
  41935. name: string;
  41936. shader: string;
  41937. };
  41938. }
  41939. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41940. /** @hidden */
  41941. export var logDepthFragment: {
  41942. name: string;
  41943. shader: string;
  41944. };
  41945. }
  41946. declare module "babylonjs/Shaders/default.fragment" {
  41947. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41948. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41949. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41950. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41951. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41952. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41953. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41954. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41955. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41956. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41957. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41958. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41959. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41960. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41961. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41962. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41963. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41964. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41965. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41966. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41967. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41968. /** @hidden */
  41969. export var defaultPixelShader: {
  41970. name: string;
  41971. shader: string;
  41972. };
  41973. }
  41974. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41975. /** @hidden */
  41976. export var defaultVertexDeclaration: {
  41977. name: string;
  41978. shader: string;
  41979. };
  41980. }
  41981. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41982. /** @hidden */
  41983. export var bumpVertexDeclaration: {
  41984. name: string;
  41985. shader: string;
  41986. };
  41987. }
  41988. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41989. /** @hidden */
  41990. export var bumpVertex: {
  41991. name: string;
  41992. shader: string;
  41993. };
  41994. }
  41995. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41996. /** @hidden */
  41997. export var fogVertex: {
  41998. name: string;
  41999. shader: string;
  42000. };
  42001. }
  42002. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  42003. /** @hidden */
  42004. export var shadowsVertex: {
  42005. name: string;
  42006. shader: string;
  42007. };
  42008. }
  42009. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  42010. /** @hidden */
  42011. export var pointCloudVertex: {
  42012. name: string;
  42013. shader: string;
  42014. };
  42015. }
  42016. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  42017. /** @hidden */
  42018. export var logDepthVertex: {
  42019. name: string;
  42020. shader: string;
  42021. };
  42022. }
  42023. declare module "babylonjs/Shaders/default.vertex" {
  42024. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  42025. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  42026. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42027. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  42028. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  42029. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  42030. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  42031. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  42032. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  42033. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  42034. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  42035. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  42036. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  42037. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  42038. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  42039. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  42040. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  42041. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  42042. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  42043. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  42044. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  42045. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  42046. /** @hidden */
  42047. export var defaultVertexShader: {
  42048. name: string;
  42049. shader: string;
  42050. };
  42051. }
  42052. declare module "babylonjs/Materials/standardMaterial" {
  42053. import { SmartArray } from "babylonjs/Misc/smartArray";
  42054. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  42055. import { Nullable } from "babylonjs/types";
  42056. import { Scene } from "babylonjs/scene";
  42057. import { Matrix } from "babylonjs/Maths/math.vector";
  42058. import { Color3 } from "babylonjs/Maths/math.color";
  42059. import { SubMesh } from "babylonjs/Meshes/subMesh";
  42060. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42061. import { Mesh } from "babylonjs/Meshes/mesh";
  42062. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  42063. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42064. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  42065. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  42066. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  42067. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42068. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42069. import "babylonjs/Shaders/default.fragment";
  42070. import "babylonjs/Shaders/default.vertex";
  42071. /** @hidden */
  42072. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  42073. MAINUV1: boolean;
  42074. MAINUV2: boolean;
  42075. DIFFUSE: boolean;
  42076. DIFFUSEDIRECTUV: number;
  42077. AMBIENT: boolean;
  42078. AMBIENTDIRECTUV: number;
  42079. OPACITY: boolean;
  42080. OPACITYDIRECTUV: number;
  42081. OPACITYRGB: boolean;
  42082. REFLECTION: boolean;
  42083. EMISSIVE: boolean;
  42084. EMISSIVEDIRECTUV: number;
  42085. SPECULAR: boolean;
  42086. SPECULARDIRECTUV: number;
  42087. BUMP: boolean;
  42088. BUMPDIRECTUV: number;
  42089. PARALLAX: boolean;
  42090. PARALLAXOCCLUSION: boolean;
  42091. SPECULAROVERALPHA: boolean;
  42092. CLIPPLANE: boolean;
  42093. CLIPPLANE2: boolean;
  42094. CLIPPLANE3: boolean;
  42095. CLIPPLANE4: boolean;
  42096. ALPHATEST: boolean;
  42097. DEPTHPREPASS: boolean;
  42098. ALPHAFROMDIFFUSE: boolean;
  42099. POINTSIZE: boolean;
  42100. FOG: boolean;
  42101. SPECULARTERM: boolean;
  42102. DIFFUSEFRESNEL: boolean;
  42103. OPACITYFRESNEL: boolean;
  42104. REFLECTIONFRESNEL: boolean;
  42105. REFRACTIONFRESNEL: boolean;
  42106. EMISSIVEFRESNEL: boolean;
  42107. FRESNEL: boolean;
  42108. NORMAL: boolean;
  42109. UV1: boolean;
  42110. UV2: boolean;
  42111. VERTEXCOLOR: boolean;
  42112. VERTEXALPHA: boolean;
  42113. NUM_BONE_INFLUENCERS: number;
  42114. BonesPerMesh: number;
  42115. BONETEXTURE: boolean;
  42116. INSTANCES: boolean;
  42117. GLOSSINESS: boolean;
  42118. ROUGHNESS: boolean;
  42119. EMISSIVEASILLUMINATION: boolean;
  42120. LINKEMISSIVEWITHDIFFUSE: boolean;
  42121. REFLECTIONFRESNELFROMSPECULAR: boolean;
  42122. LIGHTMAP: boolean;
  42123. LIGHTMAPDIRECTUV: number;
  42124. OBJECTSPACE_NORMALMAP: boolean;
  42125. USELIGHTMAPASSHADOWMAP: boolean;
  42126. REFLECTIONMAP_3D: boolean;
  42127. REFLECTIONMAP_SPHERICAL: boolean;
  42128. REFLECTIONMAP_PLANAR: boolean;
  42129. REFLECTIONMAP_CUBIC: boolean;
  42130. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  42131. REFLECTIONMAP_PROJECTION: boolean;
  42132. REFLECTIONMAP_SKYBOX: boolean;
  42133. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  42134. REFLECTIONMAP_EXPLICIT: boolean;
  42135. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  42136. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  42137. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  42138. INVERTCUBICMAP: boolean;
  42139. LOGARITHMICDEPTH: boolean;
  42140. REFRACTION: boolean;
  42141. REFRACTIONMAP_3D: boolean;
  42142. REFLECTIONOVERALPHA: boolean;
  42143. TWOSIDEDLIGHTING: boolean;
  42144. SHADOWFLOAT: boolean;
  42145. MORPHTARGETS: boolean;
  42146. MORPHTARGETS_NORMAL: boolean;
  42147. MORPHTARGETS_TANGENT: boolean;
  42148. MORPHTARGETS_UV: boolean;
  42149. NUM_MORPH_INFLUENCERS: number;
  42150. NONUNIFORMSCALING: boolean;
  42151. PREMULTIPLYALPHA: boolean;
  42152. IMAGEPROCESSING: boolean;
  42153. VIGNETTE: boolean;
  42154. VIGNETTEBLENDMODEMULTIPLY: boolean;
  42155. VIGNETTEBLENDMODEOPAQUE: boolean;
  42156. TONEMAPPING: boolean;
  42157. TONEMAPPING_ACES: boolean;
  42158. CONTRAST: boolean;
  42159. COLORCURVES: boolean;
  42160. COLORGRADING: boolean;
  42161. COLORGRADING3D: boolean;
  42162. SAMPLER3DGREENDEPTH: boolean;
  42163. SAMPLER3DBGRMAP: boolean;
  42164. IMAGEPROCESSINGPOSTPROCESS: boolean;
  42165. MULTIVIEW: boolean;
  42166. /**
  42167. * If the reflection texture on this material is in linear color space
  42168. * @hidden
  42169. */
  42170. IS_REFLECTION_LINEAR: boolean;
  42171. /**
  42172. * If the refraction texture on this material is in linear color space
  42173. * @hidden
  42174. */
  42175. IS_REFRACTION_LINEAR: boolean;
  42176. EXPOSURE: boolean;
  42177. constructor();
  42178. setReflectionMode(modeToEnable: string): void;
  42179. }
  42180. /**
  42181. * This is the default material used in Babylon. It is the best trade off between quality
  42182. * and performances.
  42183. * @see http://doc.babylonjs.com/babylon101/materials
  42184. */
  42185. export class StandardMaterial extends PushMaterial {
  42186. private _diffuseTexture;
  42187. /**
  42188. * The basic texture of the material as viewed under a light.
  42189. */
  42190. diffuseTexture: Nullable<BaseTexture>;
  42191. private _ambientTexture;
  42192. /**
  42193. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  42194. */
  42195. ambientTexture: Nullable<BaseTexture>;
  42196. private _opacityTexture;
  42197. /**
  42198. * Define the transparency of the material from a texture.
  42199. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  42200. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  42201. */
  42202. opacityTexture: Nullable<BaseTexture>;
  42203. private _reflectionTexture;
  42204. /**
  42205. * Define the texture used to display the reflection.
  42206. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42207. */
  42208. reflectionTexture: Nullable<BaseTexture>;
  42209. private _emissiveTexture;
  42210. /**
  42211. * Define texture of the material as if self lit.
  42212. * This will be mixed in the final result even in the absence of light.
  42213. */
  42214. emissiveTexture: Nullable<BaseTexture>;
  42215. private _specularTexture;
  42216. /**
  42217. * Define how the color and intensity of the highlight given by the light in the material.
  42218. */
  42219. specularTexture: Nullable<BaseTexture>;
  42220. private _bumpTexture;
  42221. /**
  42222. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  42223. * 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.
  42224. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  42225. */
  42226. bumpTexture: Nullable<BaseTexture>;
  42227. private _lightmapTexture;
  42228. /**
  42229. * Complex lighting can be computationally expensive to compute at runtime.
  42230. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  42231. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  42232. */
  42233. lightmapTexture: Nullable<BaseTexture>;
  42234. private _refractionTexture;
  42235. /**
  42236. * Define the texture used to display the refraction.
  42237. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42238. */
  42239. refractionTexture: Nullable<BaseTexture>;
  42240. /**
  42241. * The color of the material lit by the environmental background lighting.
  42242. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  42243. */
  42244. ambientColor: Color3;
  42245. /**
  42246. * The basic color of the material as viewed under a light.
  42247. */
  42248. diffuseColor: Color3;
  42249. /**
  42250. * Define how the color and intensity of the highlight given by the light in the material.
  42251. */
  42252. specularColor: Color3;
  42253. /**
  42254. * Define the color of the material as if self lit.
  42255. * This will be mixed in the final result even in the absence of light.
  42256. */
  42257. emissiveColor: Color3;
  42258. /**
  42259. * Defines how sharp are the highlights in the material.
  42260. * The bigger the value the sharper giving a more glossy feeling to the result.
  42261. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  42262. */
  42263. specularPower: number;
  42264. private _useAlphaFromDiffuseTexture;
  42265. /**
  42266. * Does the transparency come from the diffuse texture alpha channel.
  42267. */
  42268. useAlphaFromDiffuseTexture: boolean;
  42269. private _useEmissiveAsIllumination;
  42270. /**
  42271. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  42272. */
  42273. useEmissiveAsIllumination: boolean;
  42274. private _linkEmissiveWithDiffuse;
  42275. /**
  42276. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  42277. * the emissive level when the final color is close to one.
  42278. */
  42279. linkEmissiveWithDiffuse: boolean;
  42280. private _useSpecularOverAlpha;
  42281. /**
  42282. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  42283. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  42284. */
  42285. useSpecularOverAlpha: boolean;
  42286. private _useReflectionOverAlpha;
  42287. /**
  42288. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  42289. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  42290. */
  42291. useReflectionOverAlpha: boolean;
  42292. private _disableLighting;
  42293. /**
  42294. * Does lights from the scene impacts this material.
  42295. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  42296. */
  42297. disableLighting: boolean;
  42298. private _useObjectSpaceNormalMap;
  42299. /**
  42300. * Allows using an object space normal map (instead of tangent space).
  42301. */
  42302. useObjectSpaceNormalMap: boolean;
  42303. private _useParallax;
  42304. /**
  42305. * Is parallax enabled or not.
  42306. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42307. */
  42308. useParallax: boolean;
  42309. private _useParallaxOcclusion;
  42310. /**
  42311. * Is parallax occlusion enabled or not.
  42312. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  42313. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42314. */
  42315. useParallaxOcclusion: boolean;
  42316. /**
  42317. * 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.
  42318. */
  42319. parallaxScaleBias: number;
  42320. private _roughness;
  42321. /**
  42322. * Helps to define how blurry the reflections should appears in the material.
  42323. */
  42324. roughness: number;
  42325. /**
  42326. * In case of refraction, define the value of the index of refraction.
  42327. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42328. */
  42329. indexOfRefraction: number;
  42330. /**
  42331. * Invert the refraction texture alongside the y axis.
  42332. * It can be useful with procedural textures or probe for instance.
  42333. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42334. */
  42335. invertRefractionY: boolean;
  42336. /**
  42337. * Defines the alpha limits in alpha test mode.
  42338. */
  42339. alphaCutOff: number;
  42340. private _useLightmapAsShadowmap;
  42341. /**
  42342. * In case of light mapping, define whether the map contains light or shadow informations.
  42343. */
  42344. useLightmapAsShadowmap: boolean;
  42345. private _diffuseFresnelParameters;
  42346. /**
  42347. * Define the diffuse fresnel parameters of the material.
  42348. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42349. */
  42350. diffuseFresnelParameters: FresnelParameters;
  42351. private _opacityFresnelParameters;
  42352. /**
  42353. * Define the opacity fresnel parameters of the material.
  42354. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42355. */
  42356. opacityFresnelParameters: FresnelParameters;
  42357. private _reflectionFresnelParameters;
  42358. /**
  42359. * Define the reflection fresnel parameters of the material.
  42360. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42361. */
  42362. reflectionFresnelParameters: FresnelParameters;
  42363. private _refractionFresnelParameters;
  42364. /**
  42365. * Define the refraction fresnel parameters of the material.
  42366. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42367. */
  42368. refractionFresnelParameters: FresnelParameters;
  42369. private _emissiveFresnelParameters;
  42370. /**
  42371. * Define the emissive fresnel parameters of the material.
  42372. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42373. */
  42374. emissiveFresnelParameters: FresnelParameters;
  42375. private _useReflectionFresnelFromSpecular;
  42376. /**
  42377. * If true automatically deducts the fresnels values from the material specularity.
  42378. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42379. */
  42380. useReflectionFresnelFromSpecular: boolean;
  42381. private _useGlossinessFromSpecularMapAlpha;
  42382. /**
  42383. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  42384. */
  42385. useGlossinessFromSpecularMapAlpha: boolean;
  42386. private _maxSimultaneousLights;
  42387. /**
  42388. * Defines the maximum number of lights that can be used in the material
  42389. */
  42390. maxSimultaneousLights: number;
  42391. private _invertNormalMapX;
  42392. /**
  42393. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  42394. */
  42395. invertNormalMapX: boolean;
  42396. private _invertNormalMapY;
  42397. /**
  42398. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42399. */
  42400. invertNormalMapY: boolean;
  42401. private _twoSidedLighting;
  42402. /**
  42403. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42404. */
  42405. twoSidedLighting: boolean;
  42406. /**
  42407. * Default configuration related to image processing available in the standard Material.
  42408. */
  42409. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42410. /**
  42411. * Gets the image processing configuration used either in this material.
  42412. */
  42413. /**
  42414. * Sets the Default image processing configuration used either in the this material.
  42415. *
  42416. * If sets to null, the scene one is in use.
  42417. */
  42418. imageProcessingConfiguration: ImageProcessingConfiguration;
  42419. /**
  42420. * Keep track of the image processing observer to allow dispose and replace.
  42421. */
  42422. private _imageProcessingObserver;
  42423. /**
  42424. * Attaches a new image processing configuration to the Standard Material.
  42425. * @param configuration
  42426. */
  42427. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42428. /**
  42429. * Gets wether the color curves effect is enabled.
  42430. */
  42431. /**
  42432. * Sets wether the color curves effect is enabled.
  42433. */
  42434. cameraColorCurvesEnabled: boolean;
  42435. /**
  42436. * Gets wether the color grading effect is enabled.
  42437. */
  42438. /**
  42439. * Gets wether the color grading effect is enabled.
  42440. */
  42441. cameraColorGradingEnabled: boolean;
  42442. /**
  42443. * Gets wether tonemapping is enabled or not.
  42444. */
  42445. /**
  42446. * Sets wether tonemapping is enabled or not
  42447. */
  42448. cameraToneMappingEnabled: boolean;
  42449. /**
  42450. * The camera exposure used on this material.
  42451. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42452. * This corresponds to a photographic exposure.
  42453. */
  42454. /**
  42455. * The camera exposure used on this material.
  42456. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42457. * This corresponds to a photographic exposure.
  42458. */
  42459. cameraExposure: number;
  42460. /**
  42461. * Gets The camera contrast used on this material.
  42462. */
  42463. /**
  42464. * Sets The camera contrast used on this material.
  42465. */
  42466. cameraContrast: number;
  42467. /**
  42468. * Gets the Color Grading 2D Lookup Texture.
  42469. */
  42470. /**
  42471. * Sets the Color Grading 2D Lookup Texture.
  42472. */
  42473. cameraColorGradingTexture: Nullable<BaseTexture>;
  42474. /**
  42475. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42476. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42477. * 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;
  42478. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42479. */
  42480. /**
  42481. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42482. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42483. * 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;
  42484. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42485. */
  42486. cameraColorCurves: Nullable<ColorCurves>;
  42487. /**
  42488. * Custom callback helping to override the default shader used in the material.
  42489. */
  42490. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42491. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42492. protected _worldViewProjectionMatrix: Matrix;
  42493. protected _globalAmbientColor: Color3;
  42494. protected _useLogarithmicDepth: boolean;
  42495. protected _rebuildInParallel: boolean;
  42496. /**
  42497. * Instantiates a new standard material.
  42498. * This is the default material used in Babylon. It is the best trade off between quality
  42499. * and performances.
  42500. * @see http://doc.babylonjs.com/babylon101/materials
  42501. * @param name Define the name of the material in the scene
  42502. * @param scene Define the scene the material belong to
  42503. */
  42504. constructor(name: string, scene: Scene);
  42505. /**
  42506. * Gets a boolean indicating that current material needs to register RTT
  42507. */
  42508. readonly hasRenderTargetTextures: boolean;
  42509. /**
  42510. * Gets the current class name of the material e.g. "StandardMaterial"
  42511. * Mainly use in serialization.
  42512. * @returns the class name
  42513. */
  42514. getClassName(): string;
  42515. /**
  42516. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42517. * You can try switching to logarithmic depth.
  42518. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42519. */
  42520. useLogarithmicDepth: boolean;
  42521. /**
  42522. * Specifies if the material will require alpha blending
  42523. * @returns a boolean specifying if alpha blending is needed
  42524. */
  42525. needAlphaBlending(): boolean;
  42526. /**
  42527. * Specifies if this material should be rendered in alpha test mode
  42528. * @returns a boolean specifying if an alpha test is needed.
  42529. */
  42530. needAlphaTesting(): boolean;
  42531. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42532. /**
  42533. * Get the texture used for alpha test purpose.
  42534. * @returns the diffuse texture in case of the standard material.
  42535. */
  42536. getAlphaTestTexture(): Nullable<BaseTexture>;
  42537. /**
  42538. * Get if the submesh is ready to be used and all its information available.
  42539. * Child classes can use it to update shaders
  42540. * @param mesh defines the mesh to check
  42541. * @param subMesh defines which submesh to check
  42542. * @param useInstances specifies that instances should be used
  42543. * @returns a boolean indicating that the submesh is ready or not
  42544. */
  42545. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42546. /**
  42547. * Builds the material UBO layouts.
  42548. * Used internally during the effect preparation.
  42549. */
  42550. buildUniformLayout(): void;
  42551. /**
  42552. * Unbinds the material from the mesh
  42553. */
  42554. unbind(): void;
  42555. /**
  42556. * Binds the submesh to this material by preparing the effect and shader to draw
  42557. * @param world defines the world transformation matrix
  42558. * @param mesh defines the mesh containing the submesh
  42559. * @param subMesh defines the submesh to bind the material to
  42560. */
  42561. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42562. /**
  42563. * Get the list of animatables in the material.
  42564. * @returns the list of animatables object used in the material
  42565. */
  42566. getAnimatables(): IAnimatable[];
  42567. /**
  42568. * Gets the active textures from the material
  42569. * @returns an array of textures
  42570. */
  42571. getActiveTextures(): BaseTexture[];
  42572. /**
  42573. * Specifies if the material uses a texture
  42574. * @param texture defines the texture to check against the material
  42575. * @returns a boolean specifying if the material uses the texture
  42576. */
  42577. hasTexture(texture: BaseTexture): boolean;
  42578. /**
  42579. * Disposes the material
  42580. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42581. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42582. */
  42583. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42584. /**
  42585. * Makes a duplicate of the material, and gives it a new name
  42586. * @param name defines the new name for the duplicated material
  42587. * @returns the cloned material
  42588. */
  42589. clone(name: string): StandardMaterial;
  42590. /**
  42591. * Serializes this material in a JSON representation
  42592. * @returns the serialized material object
  42593. */
  42594. serialize(): any;
  42595. /**
  42596. * Creates a standard material from parsed material data
  42597. * @param source defines the JSON representation of the material
  42598. * @param scene defines the hosting scene
  42599. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42600. * @returns a new standard material
  42601. */
  42602. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42603. /**
  42604. * Are diffuse textures enabled in the application.
  42605. */
  42606. static DiffuseTextureEnabled: boolean;
  42607. /**
  42608. * Are ambient textures enabled in the application.
  42609. */
  42610. static AmbientTextureEnabled: boolean;
  42611. /**
  42612. * Are opacity textures enabled in the application.
  42613. */
  42614. static OpacityTextureEnabled: boolean;
  42615. /**
  42616. * Are reflection textures enabled in the application.
  42617. */
  42618. static ReflectionTextureEnabled: boolean;
  42619. /**
  42620. * Are emissive textures enabled in the application.
  42621. */
  42622. static EmissiveTextureEnabled: boolean;
  42623. /**
  42624. * Are specular textures enabled in the application.
  42625. */
  42626. static SpecularTextureEnabled: boolean;
  42627. /**
  42628. * Are bump textures enabled in the application.
  42629. */
  42630. static BumpTextureEnabled: boolean;
  42631. /**
  42632. * Are lightmap textures enabled in the application.
  42633. */
  42634. static LightmapTextureEnabled: boolean;
  42635. /**
  42636. * Are refraction textures enabled in the application.
  42637. */
  42638. static RefractionTextureEnabled: boolean;
  42639. /**
  42640. * Are color grading textures enabled in the application.
  42641. */
  42642. static ColorGradingTextureEnabled: boolean;
  42643. /**
  42644. * Are fresnels enabled in the application.
  42645. */
  42646. static FresnelEnabled: boolean;
  42647. }
  42648. }
  42649. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42650. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42651. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42652. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42653. /** @hidden */
  42654. export var imageProcessingPixelShader: {
  42655. name: string;
  42656. shader: string;
  42657. };
  42658. }
  42659. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42660. import { Nullable } from "babylonjs/types";
  42661. import { Color4 } from "babylonjs/Maths/math.color";
  42662. import { Camera } from "babylonjs/Cameras/camera";
  42663. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42664. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42665. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42666. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42667. import { Engine } from "babylonjs/Engines/engine";
  42668. import "babylonjs/Shaders/imageProcessing.fragment";
  42669. import "babylonjs/Shaders/postprocess.vertex";
  42670. /**
  42671. * ImageProcessingPostProcess
  42672. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42673. */
  42674. export class ImageProcessingPostProcess extends PostProcess {
  42675. /**
  42676. * Default configuration related to image processing available in the PBR Material.
  42677. */
  42678. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42679. /**
  42680. * Gets the image processing configuration used either in this material.
  42681. */
  42682. /**
  42683. * Sets the Default image processing configuration used either in the this material.
  42684. *
  42685. * If sets to null, the scene one is in use.
  42686. */
  42687. imageProcessingConfiguration: ImageProcessingConfiguration;
  42688. /**
  42689. * Keep track of the image processing observer to allow dispose and replace.
  42690. */
  42691. private _imageProcessingObserver;
  42692. /**
  42693. * Attaches a new image processing configuration to the PBR Material.
  42694. * @param configuration
  42695. */
  42696. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42697. /**
  42698. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42699. */
  42700. /**
  42701. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42702. */
  42703. colorCurves: Nullable<ColorCurves>;
  42704. /**
  42705. * Gets wether the color curves effect is enabled.
  42706. */
  42707. /**
  42708. * Sets wether the color curves effect is enabled.
  42709. */
  42710. colorCurvesEnabled: boolean;
  42711. /**
  42712. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42713. */
  42714. /**
  42715. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42716. */
  42717. colorGradingTexture: Nullable<BaseTexture>;
  42718. /**
  42719. * Gets wether the color grading effect is enabled.
  42720. */
  42721. /**
  42722. * Gets wether the color grading effect is enabled.
  42723. */
  42724. colorGradingEnabled: boolean;
  42725. /**
  42726. * Gets exposure used in the effect.
  42727. */
  42728. /**
  42729. * Sets exposure used in the effect.
  42730. */
  42731. exposure: number;
  42732. /**
  42733. * Gets wether tonemapping is enabled or not.
  42734. */
  42735. /**
  42736. * Sets wether tonemapping is enabled or not
  42737. */
  42738. toneMappingEnabled: boolean;
  42739. /**
  42740. * Gets the type of tone mapping effect.
  42741. */
  42742. /**
  42743. * Sets the type of tone mapping effect.
  42744. */
  42745. toneMappingType: number;
  42746. /**
  42747. * Gets contrast used in the effect.
  42748. */
  42749. /**
  42750. * Sets contrast used in the effect.
  42751. */
  42752. contrast: number;
  42753. /**
  42754. * Gets Vignette stretch size.
  42755. */
  42756. /**
  42757. * Sets Vignette stretch size.
  42758. */
  42759. vignetteStretch: number;
  42760. /**
  42761. * Gets Vignette centre X Offset.
  42762. */
  42763. /**
  42764. * Sets Vignette centre X Offset.
  42765. */
  42766. vignetteCentreX: number;
  42767. /**
  42768. * Gets Vignette centre Y Offset.
  42769. */
  42770. /**
  42771. * Sets Vignette centre Y Offset.
  42772. */
  42773. vignetteCentreY: number;
  42774. /**
  42775. * Gets Vignette weight or intensity of the vignette effect.
  42776. */
  42777. /**
  42778. * Sets Vignette weight or intensity of the vignette effect.
  42779. */
  42780. vignetteWeight: number;
  42781. /**
  42782. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42783. * if vignetteEnabled is set to true.
  42784. */
  42785. /**
  42786. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42787. * if vignetteEnabled is set to true.
  42788. */
  42789. vignetteColor: Color4;
  42790. /**
  42791. * Gets Camera field of view used by the Vignette effect.
  42792. */
  42793. /**
  42794. * Sets Camera field of view used by the Vignette effect.
  42795. */
  42796. vignetteCameraFov: number;
  42797. /**
  42798. * Gets the vignette blend mode allowing different kind of effect.
  42799. */
  42800. /**
  42801. * Sets the vignette blend mode allowing different kind of effect.
  42802. */
  42803. vignetteBlendMode: number;
  42804. /**
  42805. * Gets wether the vignette effect is enabled.
  42806. */
  42807. /**
  42808. * Sets wether the vignette effect is enabled.
  42809. */
  42810. vignetteEnabled: boolean;
  42811. private _fromLinearSpace;
  42812. /**
  42813. * Gets wether the input of the processing is in Gamma or Linear Space.
  42814. */
  42815. /**
  42816. * Sets wether the input of the processing is in Gamma or Linear Space.
  42817. */
  42818. fromLinearSpace: boolean;
  42819. /**
  42820. * Defines cache preventing GC.
  42821. */
  42822. private _defines;
  42823. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42824. /**
  42825. * "ImageProcessingPostProcess"
  42826. * @returns "ImageProcessingPostProcess"
  42827. */
  42828. getClassName(): string;
  42829. protected _updateParameters(): void;
  42830. dispose(camera?: Camera): void;
  42831. }
  42832. }
  42833. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42834. import { Scene } from "babylonjs/scene";
  42835. import { Color3 } from "babylonjs/Maths/math.color";
  42836. import { Mesh } from "babylonjs/Meshes/mesh";
  42837. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42838. import { Nullable } from "babylonjs/types";
  42839. /**
  42840. * Class containing static functions to help procedurally build meshes
  42841. */
  42842. export class GroundBuilder {
  42843. /**
  42844. * Creates a ground mesh
  42845. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42846. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42847. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42848. * @param name defines the name of the mesh
  42849. * @param options defines the options used to create the mesh
  42850. * @param scene defines the hosting scene
  42851. * @returns the ground mesh
  42852. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42853. */
  42854. static CreateGround(name: string, options: {
  42855. width?: number;
  42856. height?: number;
  42857. subdivisions?: number;
  42858. subdivisionsX?: number;
  42859. subdivisionsY?: number;
  42860. updatable?: boolean;
  42861. }, scene: any): Mesh;
  42862. /**
  42863. * Creates a tiled ground mesh
  42864. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42865. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42866. * * 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
  42867. * * 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
  42868. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42869. * @param name defines the name of the mesh
  42870. * @param options defines the options used to create the mesh
  42871. * @param scene defines the hosting scene
  42872. * @returns the tiled ground mesh
  42873. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42874. */
  42875. static CreateTiledGround(name: string, options: {
  42876. xmin: number;
  42877. zmin: number;
  42878. xmax: number;
  42879. zmax: number;
  42880. subdivisions?: {
  42881. w: number;
  42882. h: number;
  42883. };
  42884. precision?: {
  42885. w: number;
  42886. h: number;
  42887. };
  42888. updatable?: boolean;
  42889. }, scene?: Nullable<Scene>): Mesh;
  42890. /**
  42891. * Creates a ground mesh from a height map
  42892. * * The parameter `url` sets the URL of the height map image resource.
  42893. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42894. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42895. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42896. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42897. * * 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.
  42898. * * 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).
  42899. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42900. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42901. * @param name defines the name of the mesh
  42902. * @param url defines the url to the height map
  42903. * @param options defines the options used to create the mesh
  42904. * @param scene defines the hosting scene
  42905. * @returns the ground mesh
  42906. * @see https://doc.babylonjs.com/babylon101/height_map
  42907. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42908. */
  42909. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42910. width?: number;
  42911. height?: number;
  42912. subdivisions?: number;
  42913. minHeight?: number;
  42914. maxHeight?: number;
  42915. colorFilter?: Color3;
  42916. alphaFilter?: number;
  42917. updatable?: boolean;
  42918. onReady?: (mesh: GroundMesh) => void;
  42919. }, scene?: Nullable<Scene>): GroundMesh;
  42920. }
  42921. }
  42922. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42923. import { Vector4 } from "babylonjs/Maths/math.vector";
  42924. import { Mesh } from "babylonjs/Meshes/mesh";
  42925. /**
  42926. * Class containing static functions to help procedurally build meshes
  42927. */
  42928. export class TorusBuilder {
  42929. /**
  42930. * Creates a torus mesh
  42931. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42932. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42933. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42934. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42935. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42936. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42937. * @param name defines the name of the mesh
  42938. * @param options defines the options used to create the mesh
  42939. * @param scene defines the hosting scene
  42940. * @returns the torus mesh
  42941. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42942. */
  42943. static CreateTorus(name: string, options: {
  42944. diameter?: number;
  42945. thickness?: number;
  42946. tessellation?: number;
  42947. updatable?: boolean;
  42948. sideOrientation?: number;
  42949. frontUVs?: Vector4;
  42950. backUVs?: Vector4;
  42951. }, scene: any): Mesh;
  42952. }
  42953. }
  42954. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42955. import { Vector4 } from "babylonjs/Maths/math.vector";
  42956. import { Color4 } from "babylonjs/Maths/math.color";
  42957. import { Mesh } from "babylonjs/Meshes/mesh";
  42958. /**
  42959. * Class containing static functions to help procedurally build meshes
  42960. */
  42961. export class CylinderBuilder {
  42962. /**
  42963. * Creates a cylinder or a cone mesh
  42964. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42965. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42966. * * 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.
  42967. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42968. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42969. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42970. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42971. * * 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).
  42972. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42973. * * 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).
  42974. * * 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
  42975. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42976. * * 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
  42977. * * 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.
  42978. * * If `enclose` is false, a ring surface is one element.
  42979. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42980. * * 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
  42981. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42982. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42983. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42984. * @param name defines the name of the mesh
  42985. * @param options defines the options used to create the mesh
  42986. * @param scene defines the hosting scene
  42987. * @returns the cylinder mesh
  42988. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42989. */
  42990. static CreateCylinder(name: string, options: {
  42991. height?: number;
  42992. diameterTop?: number;
  42993. diameterBottom?: number;
  42994. diameter?: number;
  42995. tessellation?: number;
  42996. subdivisions?: number;
  42997. arc?: number;
  42998. faceColors?: Color4[];
  42999. faceUV?: Vector4[];
  43000. updatable?: boolean;
  43001. hasRings?: boolean;
  43002. enclose?: boolean;
  43003. cap?: number;
  43004. sideOrientation?: number;
  43005. frontUVs?: Vector4;
  43006. backUVs?: Vector4;
  43007. }, scene: any): Mesh;
  43008. }
  43009. }
  43010. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  43011. import { Observable } from "babylonjs/Misc/observable";
  43012. import { Nullable } from "babylonjs/types";
  43013. import { Camera } from "babylonjs/Cameras/camera";
  43014. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  43015. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43016. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  43017. import { Scene } from "babylonjs/scene";
  43018. import { Vector3 } from "babylonjs/Maths/math.vector";
  43019. import { Color3 } from "babylonjs/Maths/math.color";
  43020. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43021. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43022. import { Mesh } from "babylonjs/Meshes/mesh";
  43023. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  43024. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  43025. import "babylonjs/Meshes/Builders/groundBuilder";
  43026. import "babylonjs/Meshes/Builders/torusBuilder";
  43027. import "babylonjs/Meshes/Builders/cylinderBuilder";
  43028. import "babylonjs/Gamepads/gamepadSceneComponent";
  43029. import "babylonjs/Animations/animatable";
  43030. /**
  43031. * Options to modify the vr teleportation behavior.
  43032. */
  43033. export interface VRTeleportationOptions {
  43034. /**
  43035. * The name of the mesh which should be used as the teleportation floor. (default: null)
  43036. */
  43037. floorMeshName?: string;
  43038. /**
  43039. * A list of meshes to be used as the teleportation floor. (default: empty)
  43040. */
  43041. floorMeshes?: Mesh[];
  43042. /**
  43043. * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
  43044. */
  43045. teleportationMode?: number;
  43046. /**
  43047. * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
  43048. */
  43049. teleportationTime?: number;
  43050. /**
  43051. * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
  43052. */
  43053. teleportationSpeed?: number;
  43054. }
  43055. /**
  43056. * Options to modify the vr experience helper's behavior.
  43057. */
  43058. export interface VRExperienceHelperOptions extends WebVROptions {
  43059. /**
  43060. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  43061. */
  43062. createDeviceOrientationCamera?: boolean;
  43063. /**
  43064. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  43065. */
  43066. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  43067. /**
  43068. * Uses the main button on the controller to toggle the laser casted. (default: true)
  43069. */
  43070. laserToggle?: boolean;
  43071. /**
  43072. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  43073. */
  43074. floorMeshes?: Mesh[];
  43075. /**
  43076. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  43077. */
  43078. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  43079. }
  43080. /**
  43081. * Event containing information after VR has been entered
  43082. */
  43083. export class OnAfterEnteringVRObservableEvent {
  43084. /**
  43085. * If entering vr was successful
  43086. */
  43087. success: boolean;
  43088. }
  43089. /**
  43090. * Helps to quickly add VR support to an existing scene.
  43091. * See http://doc.babylonjs.com/how_to/webvr_helper
  43092. */
  43093. export class VRExperienceHelper {
  43094. /** Options to modify the vr experience helper's behavior. */
  43095. webVROptions: VRExperienceHelperOptions;
  43096. private _scene;
  43097. private _position;
  43098. private _btnVR;
  43099. private _btnVRDisplayed;
  43100. private _webVRsupported;
  43101. private _webVRready;
  43102. private _webVRrequesting;
  43103. private _webVRpresenting;
  43104. private _hasEnteredVR;
  43105. private _fullscreenVRpresenting;
  43106. private _inputElement;
  43107. private _webVRCamera;
  43108. private _vrDeviceOrientationCamera;
  43109. private _deviceOrientationCamera;
  43110. private _existingCamera;
  43111. private _onKeyDown;
  43112. private _onVrDisplayPresentChange;
  43113. private _onVRDisplayChanged;
  43114. private _onVRRequestPresentStart;
  43115. private _onVRRequestPresentComplete;
  43116. /**
  43117. * 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)
  43118. */
  43119. enableGazeEvenWhenNoPointerLock: boolean;
  43120. /**
  43121. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  43122. */
  43123. exitVROnDoubleTap: boolean;
  43124. /**
  43125. * Observable raised right before entering VR.
  43126. */
  43127. onEnteringVRObservable: Observable<VRExperienceHelper>;
  43128. /**
  43129. * Observable raised when entering VR has completed.
  43130. */
  43131. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  43132. /**
  43133. * Observable raised when exiting VR.
  43134. */
  43135. onExitingVRObservable: Observable<VRExperienceHelper>;
  43136. /**
  43137. * Observable raised when controller mesh is loaded.
  43138. */
  43139. onControllerMeshLoadedObservable: Observable<WebVRController>;
  43140. /** Return this.onEnteringVRObservable
  43141. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  43142. */
  43143. readonly onEnteringVR: Observable<VRExperienceHelper>;
  43144. /** Return this.onExitingVRObservable
  43145. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  43146. */
  43147. readonly onExitingVR: Observable<VRExperienceHelper>;
  43148. /** Return this.onControllerMeshLoadedObservable
  43149. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  43150. */
  43151. readonly onControllerMeshLoaded: Observable<WebVRController>;
  43152. private _rayLength;
  43153. private _useCustomVRButton;
  43154. private _teleportationRequested;
  43155. private _teleportActive;
  43156. private _floorMeshName;
  43157. private _floorMeshesCollection;
  43158. private _teleportationMode;
  43159. private _teleportationTime;
  43160. private _teleportationSpeed;
  43161. private _rotationAllowed;
  43162. private _teleportBackwardsVector;
  43163. private _teleportationTarget;
  43164. private _isDefaultTeleportationTarget;
  43165. private _postProcessMove;
  43166. private _teleportationFillColor;
  43167. private _teleportationBorderColor;
  43168. private _rotationAngle;
  43169. private _haloCenter;
  43170. private _cameraGazer;
  43171. private _padSensibilityUp;
  43172. private _padSensibilityDown;
  43173. private _leftController;
  43174. private _rightController;
  43175. /**
  43176. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  43177. */
  43178. onNewMeshSelected: Observable<AbstractMesh>;
  43179. /**
  43180. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  43181. * This observable will provide the mesh and the controller used to select the mesh
  43182. */
  43183. onMeshSelectedWithController: Observable<{
  43184. mesh: AbstractMesh;
  43185. controller: WebVRController;
  43186. }>;
  43187. /**
  43188. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  43189. */
  43190. onNewMeshPicked: Observable<PickingInfo>;
  43191. private _circleEase;
  43192. /**
  43193. * Observable raised before camera teleportation
  43194. */
  43195. onBeforeCameraTeleport: Observable<Vector3>;
  43196. /**
  43197. * Observable raised after camera teleportation
  43198. */
  43199. onAfterCameraTeleport: Observable<Vector3>;
  43200. /**
  43201. * Observable raised when current selected mesh gets unselected
  43202. */
  43203. onSelectedMeshUnselected: Observable<AbstractMesh>;
  43204. private _raySelectionPredicate;
  43205. /**
  43206. * To be optionaly changed by user to define custom ray selection
  43207. */
  43208. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  43209. /**
  43210. * To be optionaly changed by user to define custom selection logic (after ray selection)
  43211. */
  43212. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  43213. /**
  43214. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  43215. */
  43216. teleportationEnabled: boolean;
  43217. private _defaultHeight;
  43218. private _teleportationInitialized;
  43219. private _interactionsEnabled;
  43220. private _interactionsRequested;
  43221. private _displayGaze;
  43222. private _displayLaserPointer;
  43223. /**
  43224. * The mesh used to display where the user is going to teleport.
  43225. */
  43226. /**
  43227. * Sets the mesh to be used to display where the user is going to teleport.
  43228. */
  43229. teleportationTarget: Mesh;
  43230. /**
  43231. * 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
  43232. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  43233. * See http://doc.babylonjs.com/resources/baking_transformations
  43234. */
  43235. gazeTrackerMesh: Mesh;
  43236. /**
  43237. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  43238. */
  43239. updateGazeTrackerScale: boolean;
  43240. /**
  43241. * If the gaze trackers color should be updated when selecting meshes
  43242. */
  43243. updateGazeTrackerColor: boolean;
  43244. /**
  43245. * If the controller laser color should be updated when selecting meshes
  43246. */
  43247. updateControllerLaserColor: boolean;
  43248. /**
  43249. * The gaze tracking mesh corresponding to the left controller
  43250. */
  43251. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  43252. /**
  43253. * The gaze tracking mesh corresponding to the right controller
  43254. */
  43255. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  43256. /**
  43257. * If the ray of the gaze should be displayed.
  43258. */
  43259. /**
  43260. * Sets if the ray of the gaze should be displayed.
  43261. */
  43262. displayGaze: boolean;
  43263. /**
  43264. * If the ray of the LaserPointer should be displayed.
  43265. */
  43266. /**
  43267. * Sets if the ray of the LaserPointer should be displayed.
  43268. */
  43269. displayLaserPointer: boolean;
  43270. /**
  43271. * The deviceOrientationCamera used as the camera when not in VR.
  43272. */
  43273. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  43274. /**
  43275. * Based on the current WebVR support, returns the current VR camera used.
  43276. */
  43277. readonly currentVRCamera: Nullable<Camera>;
  43278. /**
  43279. * The webVRCamera which is used when in VR.
  43280. */
  43281. readonly webVRCamera: WebVRFreeCamera;
  43282. /**
  43283. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  43284. */
  43285. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  43286. /**
  43287. * The html button that is used to trigger entering into VR.
  43288. */
  43289. readonly vrButton: Nullable<HTMLButtonElement>;
  43290. private readonly _teleportationRequestInitiated;
  43291. /**
  43292. * Defines wether or not Pointer lock should be requested when switching to
  43293. * full screen.
  43294. */
  43295. requestPointerLockOnFullScreen: boolean;
  43296. /**
  43297. * Instantiates a VRExperienceHelper.
  43298. * Helps to quickly add VR support to an existing scene.
  43299. * @param scene The scene the VRExperienceHelper belongs to.
  43300. * @param webVROptions Options to modify the vr experience helper's behavior.
  43301. */
  43302. constructor(scene: Scene,
  43303. /** Options to modify the vr experience helper's behavior. */
  43304. webVROptions?: VRExperienceHelperOptions);
  43305. private _onDefaultMeshLoaded;
  43306. private _onResize;
  43307. private _onFullscreenChange;
  43308. /**
  43309. * Gets a value indicating if we are currently in VR mode.
  43310. */
  43311. readonly isInVRMode: boolean;
  43312. private onVrDisplayPresentChange;
  43313. private onVRDisplayChanged;
  43314. private moveButtonToBottomRight;
  43315. private displayVRButton;
  43316. private updateButtonVisibility;
  43317. private _cachedAngularSensibility;
  43318. /**
  43319. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  43320. * Otherwise, will use the fullscreen API.
  43321. */
  43322. enterVR(): void;
  43323. /**
  43324. * Attempt to exit VR, or fullscreen.
  43325. */
  43326. exitVR(): void;
  43327. /**
  43328. * The position of the vr experience helper.
  43329. */
  43330. /**
  43331. * Sets the position of the vr experience helper.
  43332. */
  43333. position: Vector3;
  43334. /**
  43335. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  43336. */
  43337. enableInteractions(): void;
  43338. private readonly _noControllerIsActive;
  43339. private beforeRender;
  43340. private _isTeleportationFloor;
  43341. /**
  43342. * Adds a floor mesh to be used for teleportation.
  43343. * @param floorMesh the mesh to be used for teleportation.
  43344. */
  43345. addFloorMesh(floorMesh: Mesh): void;
  43346. /**
  43347. * Removes a floor mesh from being used for teleportation.
  43348. * @param floorMesh the mesh to be removed.
  43349. */
  43350. removeFloorMesh(floorMesh: Mesh): void;
  43351. /**
  43352. * Enables interactions and teleportation using the VR controllers and gaze.
  43353. * @param vrTeleportationOptions options to modify teleportation behavior.
  43354. */
  43355. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  43356. private _onNewGamepadConnected;
  43357. private _tryEnableInteractionOnController;
  43358. private _onNewGamepadDisconnected;
  43359. private _enableInteractionOnController;
  43360. private _checkTeleportWithRay;
  43361. private _checkRotate;
  43362. private _checkTeleportBackwards;
  43363. private _enableTeleportationOnController;
  43364. private _createTeleportationCircles;
  43365. private _displayTeleportationTarget;
  43366. private _hideTeleportationTarget;
  43367. private _rotateCamera;
  43368. private _moveTeleportationSelectorTo;
  43369. private _workingVector;
  43370. private _workingQuaternion;
  43371. private _workingMatrix;
  43372. /**
  43373. * Time Constant Teleportation Mode
  43374. */
  43375. static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
  43376. /**
  43377. * Speed Constant Teleportation Mode
  43378. */
  43379. static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
  43380. /**
  43381. * Teleports the users feet to the desired location
  43382. * @param location The location where the user's feet should be placed
  43383. */
  43384. teleportCamera(location: Vector3): void;
  43385. private _convertNormalToDirectionOfRay;
  43386. private _castRayAndSelectObject;
  43387. private _notifySelectedMeshUnselected;
  43388. /**
  43389. * Sets the color of the laser ray from the vr controllers.
  43390. * @param color new color for the ray.
  43391. */
  43392. changeLaserColor(color: Color3): void;
  43393. /**
  43394. * Sets the color of the ray from the vr headsets gaze.
  43395. * @param color new color for the ray.
  43396. */
  43397. changeGazeColor(color: Color3): void;
  43398. /**
  43399. * Exits VR and disposes of the vr experience helper
  43400. */
  43401. dispose(): void;
  43402. /**
  43403. * Gets the name of the VRExperienceHelper class
  43404. * @returns "VRExperienceHelper"
  43405. */
  43406. getClassName(): string;
  43407. }
  43408. }
  43409. declare module "babylonjs/Cameras/VR/index" {
  43410. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  43411. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  43412. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43413. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  43414. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  43415. export * from "babylonjs/Cameras/VR/webVRCamera";
  43416. }
  43417. declare module "babylonjs/Cameras/XR/webXRTypes" {
  43418. import { Nullable } from "babylonjs/types";
  43419. import { IDisposable } from "babylonjs/scene";
  43420. /**
  43421. * States of the webXR experience
  43422. */
  43423. export enum WebXRState {
  43424. /**
  43425. * Transitioning to being in XR mode
  43426. */
  43427. ENTERING_XR = 0,
  43428. /**
  43429. * Transitioning to non XR mode
  43430. */
  43431. EXITING_XR = 1,
  43432. /**
  43433. * In XR mode and presenting
  43434. */
  43435. IN_XR = 2,
  43436. /**
  43437. * Not entered XR mode
  43438. */
  43439. NOT_IN_XR = 3
  43440. }
  43441. /**
  43442. * Abstraction of the XR render target
  43443. */
  43444. export interface WebXRRenderTarget extends IDisposable {
  43445. /**
  43446. * xrpresent context of the canvas which can be used to display/mirror xr content
  43447. */
  43448. canvasContext: WebGLRenderingContext;
  43449. /**
  43450. * xr layer for the canvas
  43451. */
  43452. xrLayer: Nullable<XRWebGLLayer>;
  43453. /**
  43454. * Initializes the xr layer for the session
  43455. * @param xrSession xr session
  43456. * @returns a promise that will resolve once the XR Layer has been created
  43457. */
  43458. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43459. }
  43460. }
  43461. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43462. import { Nullable } from "babylonjs/types";
  43463. import { Observable } from "babylonjs/Misc/observable";
  43464. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43465. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43466. /**
  43467. * COnfiguration object for WebXR output canvas
  43468. */
  43469. export class WebXRManagedOutputCanvasOptions {
  43470. /**
  43471. * Options for this XR Layer output
  43472. */
  43473. canvasOptions: XRWebGLLayerOptions;
  43474. /**
  43475. * CSS styling for a newly created canvas (if not provided)
  43476. */
  43477. newCanvasCssStyle?: string;
  43478. /**
  43479. * Get the default values of the configuration object
  43480. * @returns default values of this configuration object
  43481. */
  43482. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  43483. }
  43484. /**
  43485. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43486. */
  43487. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43488. private configuration;
  43489. private _engine;
  43490. private _canvas;
  43491. /**
  43492. * xrpresent context of the canvas which can be used to display/mirror xr content
  43493. */
  43494. canvasContext: WebGLRenderingContext;
  43495. /**
  43496. * xr layer for the canvas
  43497. */
  43498. xrLayer: Nullable<XRWebGLLayer>;
  43499. /**
  43500. * Initializes the xr layer for the session
  43501. * @param xrSession xr session
  43502. * @returns a promise that will resolve once the XR Layer has been created
  43503. */
  43504. initializeXRLayerAsync(xrSession: any): any;
  43505. /**
  43506. * Initializes the canvas to be added/removed upon entering/exiting xr
  43507. * @param engine the Babylon engine
  43508. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43509. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43510. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  43511. */
  43512. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  43513. /**
  43514. * Disposes of the object
  43515. */
  43516. dispose(): void;
  43517. private _setManagedOutputCanvas;
  43518. private _addCanvas;
  43519. private _removeCanvas;
  43520. }
  43521. }
  43522. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43523. import { Observable } from "babylonjs/Misc/observable";
  43524. import { Nullable } from "babylonjs/types";
  43525. import { IDisposable, Scene } from "babylonjs/scene";
  43526. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43527. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43528. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43529. /**
  43530. * Manages an XRSession to work with Babylon's engine
  43531. * @see https://doc.babylonjs.com/how_to/webxr
  43532. */
  43533. export class WebXRSessionManager implements IDisposable {
  43534. private scene;
  43535. /**
  43536. * Fires every time a new xrFrame arrives which can be used to update the camera
  43537. */
  43538. onXRFrameObservable: Observable<any>;
  43539. /**
  43540. * Fires when the xr session is ended either by the device or manually done
  43541. */
  43542. onXRSessionEnded: Observable<any>;
  43543. /**
  43544. * Underlying xr session
  43545. */
  43546. session: XRSession;
  43547. /**
  43548. * Type of reference space used when creating the session
  43549. */
  43550. referenceSpace: XRReferenceSpace;
  43551. /**
  43552. * Current XR frame
  43553. */
  43554. currentFrame: Nullable<XRFrame>;
  43555. private _xrNavigator;
  43556. private baseLayer;
  43557. private _rttProvider;
  43558. private _sessionEnded;
  43559. /**
  43560. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43561. * @param scene The scene which the session should be created for
  43562. */
  43563. constructor(scene: Scene);
  43564. /**
  43565. * Initializes the manager
  43566. * After initialization enterXR can be called to start an XR session
  43567. * @returns Promise which resolves after it is initialized
  43568. */
  43569. initializeAsync(): Promise<void>;
  43570. /**
  43571. * Initializes an xr session
  43572. * @param xrSessionMode mode to initialize
  43573. * @param optionalFeatures defines optional values to pass to the session builder
  43574. * @returns a promise which will resolve once the session has been initialized
  43575. */
  43576. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
  43577. /**
  43578. * Sets the reference space on the xr session
  43579. * @param referenceSpace space to set
  43580. * @returns a promise that will resolve once the reference space has been set
  43581. */
  43582. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43583. /**
  43584. * Updates the render state of the session
  43585. * @param state state to set
  43586. * @returns a promise that resolves once the render state has been updated
  43587. */
  43588. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43589. /**
  43590. * Starts rendering to the xr layer
  43591. * @returns a promise that will resolve once rendering has started
  43592. */
  43593. startRenderingToXRAsync(): Promise<void>;
  43594. /**
  43595. * Gets the correct render target texture to be rendered this frame for this eye
  43596. * @param eye the eye for which to get the render target
  43597. * @returns the render target for the specified eye
  43598. */
  43599. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43600. /**
  43601. * Stops the xrSession and restores the renderloop
  43602. * @returns Promise which resolves after it exits XR
  43603. */
  43604. exitXRAsync(): Promise<void>;
  43605. /**
  43606. * Checks if a session would be supported for the creation options specified
  43607. * @param sessionMode session mode to check if supported eg. immersive-vr
  43608. * @returns true if supported
  43609. */
  43610. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43611. /**
  43612. * Creates a WebXRRenderTarget object for the XR session
  43613. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43614. * @param options optional options to provide when creating a new render target
  43615. * @returns a WebXR render target to which the session can render
  43616. */
  43617. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  43618. /**
  43619. * @hidden
  43620. * Converts the render layer of xrSession to a render target
  43621. * @param session session to create render target for
  43622. * @param scene scene the new render target should be created for
  43623. */
  43624. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43625. /**
  43626. * Disposes of the session manager
  43627. */
  43628. dispose(): void;
  43629. }
  43630. }
  43631. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43632. import { Scene } from "babylonjs/scene";
  43633. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43634. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43635. /**
  43636. * WebXR Camera which holds the views for the xrSession
  43637. * @see https://doc.babylonjs.com/how_to/webxr
  43638. */
  43639. export class WebXRCamera extends FreeCamera {
  43640. /**
  43641. * Is the camera in debug mode. Used when using an emulator
  43642. */
  43643. debugMode: boolean;
  43644. /**
  43645. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43646. * @param name the name of the camera
  43647. * @param scene the scene to add the camera to
  43648. */
  43649. constructor(name: string, scene: Scene);
  43650. private _updateNumberOfRigCameras;
  43651. /** @hidden */
  43652. _updateForDualEyeDebugging(): void;
  43653. /**
  43654. * Updates the cameras position from the current pose information of the XR session
  43655. * @param xrSessionManager the session containing pose information
  43656. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43657. */
  43658. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43659. }
  43660. }
  43661. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43662. import { Observable } from "babylonjs/Misc/observable";
  43663. import { IDisposable, Scene } from "babylonjs/scene";
  43664. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43665. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43666. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43667. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43668. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43669. /**
  43670. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43671. * @see https://doc.babylonjs.com/how_to/webxr
  43672. */
  43673. export class WebXRExperienceHelper implements IDisposable {
  43674. private scene;
  43675. /**
  43676. * 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
  43677. */
  43678. container: AbstractMesh;
  43679. /**
  43680. * Camera used to render xr content
  43681. */
  43682. camera: WebXRCamera;
  43683. /**
  43684. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43685. */
  43686. state: WebXRState;
  43687. private _setState;
  43688. private static _TmpVector;
  43689. /**
  43690. * Fires when the state of the experience helper has changed
  43691. */
  43692. onStateChangedObservable: Observable<WebXRState>;
  43693. /** Session manager used to keep track of xr session */
  43694. sessionManager: WebXRSessionManager;
  43695. private _nonVRCamera;
  43696. private _originalSceneAutoClear;
  43697. private _supported;
  43698. /**
  43699. * Creates the experience helper
  43700. * @param scene the scene to attach the experience helper to
  43701. * @returns a promise for the experience helper
  43702. */
  43703. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43704. /**
  43705. * Creates a WebXRExperienceHelper
  43706. * @param scene The scene the helper should be created in
  43707. */
  43708. private constructor();
  43709. /**
  43710. * Exits XR mode and returns the scene to its original state
  43711. * @returns promise that resolves after xr mode has exited
  43712. */
  43713. exitXRAsync(): Promise<void>;
  43714. /**
  43715. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43716. * @param sessionMode options for the XR session
  43717. * @param referenceSpaceType frame of reference of the XR session
  43718. * @param renderTarget the output canvas that will be used to enter XR mode
  43719. * @returns promise that resolves after xr mode has entered
  43720. */
  43721. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
  43722. /**
  43723. * Updates the global position of the camera by moving the camera's container
  43724. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43725. * @param position The desired global position of the camera
  43726. */
  43727. setPositionOfCameraUsingContainer(position: Vector3): void;
  43728. /**
  43729. * Rotates the xr camera by rotating the camera's container around the camera's position
  43730. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43731. * @param rotation the desired quaternion rotation to apply to the camera
  43732. */
  43733. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43734. /**
  43735. * Disposes of the experience helper
  43736. */
  43737. dispose(): void;
  43738. }
  43739. }
  43740. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43741. import { Nullable } from "babylonjs/types";
  43742. import { Observable } from "babylonjs/Misc/observable";
  43743. import { IDisposable, Scene } from "babylonjs/scene";
  43744. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43745. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43746. /**
  43747. * Button which can be used to enter a different mode of XR
  43748. */
  43749. export class WebXREnterExitUIButton {
  43750. /** button element */
  43751. element: HTMLElement;
  43752. /** XR initialization options for the button */
  43753. sessionMode: XRSessionMode;
  43754. /** Reference space type */
  43755. referenceSpaceType: XRReferenceSpaceType;
  43756. /**
  43757. * Creates a WebXREnterExitUIButton
  43758. * @param element button element
  43759. * @param sessionMode XR initialization session mode
  43760. * @param referenceSpaceType the type of reference space to be used
  43761. */
  43762. constructor(
  43763. /** button element */
  43764. element: HTMLElement,
  43765. /** XR initialization options for the button */
  43766. sessionMode: XRSessionMode,
  43767. /** Reference space type */
  43768. referenceSpaceType: XRReferenceSpaceType);
  43769. /**
  43770. * Overwritable function which can be used to update the button's visuals when the state changes
  43771. * @param activeButton the current active button in the UI
  43772. */
  43773. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43774. }
  43775. /**
  43776. * Options to create the webXR UI
  43777. */
  43778. export class WebXREnterExitUIOptions {
  43779. /**
  43780. * Context to enter xr with
  43781. */
  43782. renderTarget?: Nullable<WebXRRenderTarget>;
  43783. /**
  43784. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43785. */
  43786. customButtons?: Array<WebXREnterExitUIButton>;
  43787. /**
  43788. * A session mode to use when creating the default button.
  43789. * Default is immersive-vr
  43790. */
  43791. sessionMode?: XRSessionMode;
  43792. /**
  43793. * A reference space type to use when creating the default button.
  43794. * Default is local-floor
  43795. */
  43796. referenceSpaceType?: XRReferenceSpaceType;
  43797. }
  43798. /**
  43799. * UI to allow the user to enter/exit XR mode
  43800. */
  43801. export class WebXREnterExitUI implements IDisposable {
  43802. private scene;
  43803. private _overlay;
  43804. private _buttons;
  43805. private _activeButton;
  43806. /**
  43807. * Fired every time the active button is changed.
  43808. *
  43809. * When xr is entered via a button that launches xr that button will be the callback parameter
  43810. *
  43811. * When exiting xr the callback parameter will be null)
  43812. */
  43813. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43814. /**
  43815. * Creates UI to allow the user to enter/exit XR mode
  43816. * @param scene the scene to add the ui to
  43817. * @param helper the xr experience helper to enter/exit xr with
  43818. * @param options options to configure the UI
  43819. * @returns the created ui
  43820. */
  43821. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43822. private constructor();
  43823. private _updateButtons;
  43824. /**
  43825. * Disposes of the object
  43826. */
  43827. dispose(): void;
  43828. }
  43829. }
  43830. declare module "babylonjs/Cameras/XR/webXRController" {
  43831. import { Nullable } from "babylonjs/types";
  43832. import { Observable } from "babylonjs/Misc/observable";
  43833. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43834. import { Ray } from "babylonjs/Culling/ray";
  43835. import { Scene } from "babylonjs/scene";
  43836. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43837. /**
  43838. * Represents an XR input
  43839. */
  43840. export class WebXRController {
  43841. private scene;
  43842. /** The underlying input source for the controller */
  43843. inputSource: XRInputSource;
  43844. private parentContainer;
  43845. /**
  43846. * 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
  43847. */
  43848. grip?: AbstractMesh;
  43849. /**
  43850. * Pointer which can be used to select objects or attach a visible laser to
  43851. */
  43852. pointer: AbstractMesh;
  43853. private _gamepadMode;
  43854. /**
  43855. * If available, this is the gamepad object related to this controller.
  43856. * Using this object it is possible to get click events and trackpad changes of the
  43857. * webxr controller that is currently being used.
  43858. */
  43859. gamepadController?: WebVRController;
  43860. /**
  43861. * Event that fires when the controller is removed/disposed
  43862. */
  43863. onDisposeObservable: Observable<{}>;
  43864. private _tmpMatrix;
  43865. private _tmpQuaternion;
  43866. private _tmpVector;
  43867. /**
  43868. * Creates the controller
  43869. * @see https://doc.babylonjs.com/how_to/webxr
  43870. * @param scene the scene which the controller should be associated to
  43871. * @param inputSource the underlying input source for the controller
  43872. * @param parentContainer parent that the controller meshes should be children of
  43873. */
  43874. constructor(scene: Scene,
  43875. /** The underlying input source for the controller */
  43876. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43877. /**
  43878. * Updates the controller pose based on the given XRFrame
  43879. * @param xrFrame xr frame to update the pose with
  43880. * @param referenceSpace reference space to use
  43881. */
  43882. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43883. /**
  43884. * Gets a world space ray coming from the controller
  43885. * @param result the resulting ray
  43886. */
  43887. getWorldPointerRayToRef(result: Ray): void;
  43888. /**
  43889. * Get the scene associated with this controller
  43890. * @returns the scene object
  43891. */
  43892. getScene(): Scene;
  43893. /**
  43894. * Disposes of the object
  43895. */
  43896. dispose(): void;
  43897. }
  43898. }
  43899. declare module "babylonjs/Cameras/XR/webXRInput" {
  43900. import { Observable } from "babylonjs/Misc/observable";
  43901. import { IDisposable } from "babylonjs/scene";
  43902. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43903. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43904. /**
  43905. * XR input used to track XR inputs such as controllers/rays
  43906. */
  43907. export class WebXRInput implements IDisposable {
  43908. /**
  43909. * Base experience the input listens to
  43910. */
  43911. baseExperience: WebXRExperienceHelper;
  43912. /**
  43913. * XR controllers being tracked
  43914. */
  43915. controllers: Array<WebXRController>;
  43916. private _frameObserver;
  43917. private _stateObserver;
  43918. /**
  43919. * Event when a controller has been connected/added
  43920. */
  43921. onControllerAddedObservable: Observable<WebXRController>;
  43922. /**
  43923. * Event when a controller has been removed/disconnected
  43924. */
  43925. onControllerRemovedObservable: Observable<WebXRController>;
  43926. /**
  43927. * Initializes the WebXRInput
  43928. * @param baseExperience experience helper which the input should be created for
  43929. */
  43930. constructor(
  43931. /**
  43932. * Base experience the input listens to
  43933. */
  43934. baseExperience: WebXRExperienceHelper);
  43935. private _onInputSourcesChange;
  43936. private _addAndRemoveControllers;
  43937. /**
  43938. * Disposes of the object
  43939. */
  43940. dispose(): void;
  43941. }
  43942. }
  43943. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43944. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43945. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43946. /**
  43947. * Enables teleportation
  43948. */
  43949. export class WebXRControllerTeleportation {
  43950. private _teleportationFillColor;
  43951. private _teleportationBorderColor;
  43952. private _tmpRay;
  43953. private _tmpVector;
  43954. /**
  43955. * Creates a WebXRControllerTeleportation
  43956. * @param input input manager to add teleportation to
  43957. * @param floorMeshes floormeshes which can be teleported to
  43958. */
  43959. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43960. }
  43961. }
  43962. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43963. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43964. /**
  43965. * Handles pointer input automatically for the pointer of XR controllers
  43966. */
  43967. export class WebXRControllerPointerSelection {
  43968. private static _idCounter;
  43969. private _tmpRay;
  43970. /**
  43971. * Creates a WebXRControllerPointerSelection
  43972. * @param input input manager to setup pointer selection
  43973. */
  43974. constructor(input: WebXRInput);
  43975. private _convertNormalToDirectionOfRay;
  43976. private _updatePointerDistance;
  43977. }
  43978. }
  43979. declare module "babylonjs/Loading/sceneLoader" {
  43980. import { Observable } from "babylonjs/Misc/observable";
  43981. import { Nullable } from "babylonjs/types";
  43982. import { Scene } from "babylonjs/scene";
  43983. import { Engine } from "babylonjs/Engines/engine";
  43984. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43985. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43986. import { AssetContainer } from "babylonjs/assetContainer";
  43987. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43988. import { Skeleton } from "babylonjs/Bones/skeleton";
  43989. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43990. import { WebRequest } from "babylonjs/Misc/webRequest";
  43991. /**
  43992. * Class used to represent data loading progression
  43993. */
  43994. export class SceneLoaderProgressEvent {
  43995. /** defines if data length to load can be evaluated */
  43996. readonly lengthComputable: boolean;
  43997. /** defines the loaded data length */
  43998. readonly loaded: number;
  43999. /** defines the data length to load */
  44000. readonly total: number;
  44001. /**
  44002. * Create a new progress event
  44003. * @param lengthComputable defines if data length to load can be evaluated
  44004. * @param loaded defines the loaded data length
  44005. * @param total defines the data length to load
  44006. */
  44007. constructor(
  44008. /** defines if data length to load can be evaluated */
  44009. lengthComputable: boolean,
  44010. /** defines the loaded data length */
  44011. loaded: number,
  44012. /** defines the data length to load */
  44013. total: number);
  44014. /**
  44015. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  44016. * @param event defines the source event
  44017. * @returns a new SceneLoaderProgressEvent
  44018. */
  44019. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  44020. }
  44021. /**
  44022. * Interface used by SceneLoader plugins to define supported file extensions
  44023. */
  44024. export interface ISceneLoaderPluginExtensions {
  44025. /**
  44026. * Defines the list of supported extensions
  44027. */
  44028. [extension: string]: {
  44029. isBinary: boolean;
  44030. };
  44031. }
  44032. /**
  44033. * Interface used by SceneLoader plugin factory
  44034. */
  44035. export interface ISceneLoaderPluginFactory {
  44036. /**
  44037. * Defines the name of the factory
  44038. */
  44039. name: string;
  44040. /**
  44041. * Function called to create a new plugin
  44042. * @return the new plugin
  44043. */
  44044. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  44045. /**
  44046. * The callback that returns true if the data can be directly loaded.
  44047. * @param data string containing the file data
  44048. * @returns if the data can be loaded directly
  44049. */
  44050. canDirectLoad?(data: string): boolean;
  44051. }
  44052. /**
  44053. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  44054. */
  44055. export interface ISceneLoaderPluginBase {
  44056. /**
  44057. * The friendly name of this plugin.
  44058. */
  44059. name: string;
  44060. /**
  44061. * The file extensions supported by this plugin.
  44062. */
  44063. extensions: string | ISceneLoaderPluginExtensions;
  44064. /**
  44065. * The callback called when loading from a url.
  44066. * @param scene scene loading this url
  44067. * @param url url to load
  44068. * @param onSuccess callback called when the file successfully loads
  44069. * @param onProgress callback called while file is loading (if the server supports this mode)
  44070. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  44071. * @param onError callback called when the file fails to load
  44072. * @returns a file request object
  44073. */
  44074. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  44075. /**
  44076. * The callback called when loading from a file object.
  44077. * @param scene scene loading this file
  44078. * @param file defines the file to load
  44079. * @param onSuccess defines the callback to call when data is loaded
  44080. * @param onProgress defines the callback to call during loading process
  44081. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  44082. * @param onError defines the callback to call when an error occurs
  44083. * @returns a file request object
  44084. */
  44085. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  44086. /**
  44087. * The callback that returns true if the data can be directly loaded.
  44088. * @param data string containing the file data
  44089. * @returns if the data can be loaded directly
  44090. */
  44091. canDirectLoad?(data: string): boolean;
  44092. /**
  44093. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  44094. * @param scene scene loading this data
  44095. * @param data string containing the data
  44096. * @returns data to pass to the plugin
  44097. */
  44098. directLoad?(scene: Scene, data: string): any;
  44099. /**
  44100. * The callback that allows custom handling of the root url based on the response url.
  44101. * @param rootUrl the original root url
  44102. * @param responseURL the response url if available
  44103. * @returns the new root url
  44104. */
  44105. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  44106. }
  44107. /**
  44108. * Interface used to define a SceneLoader plugin
  44109. */
  44110. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  44111. /**
  44112. * Import meshes into a scene.
  44113. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44114. * @param scene The scene to import into
  44115. * @param data The data to import
  44116. * @param rootUrl The root url for scene and resources
  44117. * @param meshes The meshes array to import into
  44118. * @param particleSystems The particle systems array to import into
  44119. * @param skeletons The skeletons array to import into
  44120. * @param onError The callback when import fails
  44121. * @returns True if successful or false otherwise
  44122. */
  44123. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  44124. /**
  44125. * Load into a scene.
  44126. * @param scene The scene to load into
  44127. * @param data The data to import
  44128. * @param rootUrl The root url for scene and resources
  44129. * @param onError The callback when import fails
  44130. * @returns True if successful or false otherwise
  44131. */
  44132. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  44133. /**
  44134. * Load into an asset container.
  44135. * @param scene The scene to load into
  44136. * @param data The data to import
  44137. * @param rootUrl The root url for scene and resources
  44138. * @param onError The callback when import fails
  44139. * @returns The loaded asset container
  44140. */
  44141. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  44142. }
  44143. /**
  44144. * Interface used to define an async SceneLoader plugin
  44145. */
  44146. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  44147. /**
  44148. * Import meshes into a scene.
  44149. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44150. * @param scene The scene to import into
  44151. * @param data The data to import
  44152. * @param rootUrl The root url for scene and resources
  44153. * @param onProgress The callback when the load progresses
  44154. * @param fileName Defines the name of the file to load
  44155. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  44156. */
  44157. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  44158. meshes: AbstractMesh[];
  44159. particleSystems: IParticleSystem[];
  44160. skeletons: Skeleton[];
  44161. animationGroups: AnimationGroup[];
  44162. }>;
  44163. /**
  44164. * Load into a scene.
  44165. * @param scene The scene to load into
  44166. * @param data The data to import
  44167. * @param rootUrl The root url for scene and resources
  44168. * @param onProgress The callback when the load progresses
  44169. * @param fileName Defines the name of the file to load
  44170. * @returns Nothing
  44171. */
  44172. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  44173. /**
  44174. * Load into an asset container.
  44175. * @param scene The scene to load into
  44176. * @param data The data to import
  44177. * @param rootUrl The root url for scene and resources
  44178. * @param onProgress The callback when the load progresses
  44179. * @param fileName Defines the name of the file to load
  44180. * @returns The loaded asset container
  44181. */
  44182. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  44183. }
  44184. /**
  44185. * Class used to load scene from various file formats using registered plugins
  44186. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  44187. */
  44188. export class SceneLoader {
  44189. /**
  44190. * No logging while loading
  44191. */
  44192. static readonly NO_LOGGING: number;
  44193. /**
  44194. * Minimal logging while loading
  44195. */
  44196. static readonly MINIMAL_LOGGING: number;
  44197. /**
  44198. * Summary logging while loading
  44199. */
  44200. static readonly SUMMARY_LOGGING: number;
  44201. /**
  44202. * Detailled logging while loading
  44203. */
  44204. static readonly DETAILED_LOGGING: number;
  44205. /**
  44206. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  44207. */
  44208. static ForceFullSceneLoadingForIncremental: boolean;
  44209. /**
  44210. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  44211. */
  44212. static ShowLoadingScreen: boolean;
  44213. /**
  44214. * Defines the current logging level (while loading the scene)
  44215. * @ignorenaming
  44216. */
  44217. static loggingLevel: number;
  44218. /**
  44219. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  44220. */
  44221. static CleanBoneMatrixWeights: boolean;
  44222. /**
  44223. * Event raised when a plugin is used to load a scene
  44224. */
  44225. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44226. private static _registeredPlugins;
  44227. private static _getDefaultPlugin;
  44228. private static _getPluginForExtension;
  44229. private static _getPluginForDirectLoad;
  44230. private static _getPluginForFilename;
  44231. private static _getDirectLoad;
  44232. private static _loadData;
  44233. private static _getFileInfo;
  44234. /**
  44235. * Gets a plugin that can load the given extension
  44236. * @param extension defines the extension to load
  44237. * @returns a plugin or null if none works
  44238. */
  44239. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  44240. /**
  44241. * Gets a boolean indicating that the given extension can be loaded
  44242. * @param extension defines the extension to load
  44243. * @returns true if the extension is supported
  44244. */
  44245. static IsPluginForExtensionAvailable(extension: string): boolean;
  44246. /**
  44247. * Adds a new plugin to the list of registered plugins
  44248. * @param plugin defines the plugin to add
  44249. */
  44250. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  44251. /**
  44252. * Import meshes into a scene
  44253. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44254. * @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)
  44255. * @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)
  44256. * @param scene the instance of BABYLON.Scene to append to
  44257. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  44258. * @param onProgress a callback with a progress event for each file being loaded
  44259. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44260. * @param pluginExtension the extension used to determine the plugin
  44261. * @returns The loaded plugin
  44262. */
  44263. 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>;
  44264. /**
  44265. * Import meshes into a scene
  44266. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44267. * @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)
  44268. * @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)
  44269. * @param scene the instance of BABYLON.Scene to append to
  44270. * @param onProgress a callback with a progress event for each file being loaded
  44271. * @param pluginExtension the extension used to determine the plugin
  44272. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  44273. */
  44274. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  44275. meshes: AbstractMesh[];
  44276. particleSystems: IParticleSystem[];
  44277. skeletons: Skeleton[];
  44278. animationGroups: AnimationGroup[];
  44279. }>;
  44280. /**
  44281. * Load a scene
  44282. * @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)
  44283. * @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)
  44284. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44285. * @param onSuccess a callback with the scene when import succeeds
  44286. * @param onProgress a callback with a progress event for each file being loaded
  44287. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44288. * @param pluginExtension the extension used to determine the plugin
  44289. * @returns The loaded plugin
  44290. */
  44291. 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>;
  44292. /**
  44293. * Load a scene
  44294. * @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)
  44295. * @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)
  44296. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44297. * @param onProgress a callback with a progress event for each file being loaded
  44298. * @param pluginExtension the extension used to determine the plugin
  44299. * @returns The loaded scene
  44300. */
  44301. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44302. /**
  44303. * Append a scene
  44304. * @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)
  44305. * @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)
  44306. * @param scene is the instance of BABYLON.Scene to append to
  44307. * @param onSuccess a callback with the scene when import succeeds
  44308. * @param onProgress a callback with a progress event for each file being loaded
  44309. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44310. * @param pluginExtension the extension used to determine the plugin
  44311. * @returns The loaded plugin
  44312. */
  44313. 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>;
  44314. /**
  44315. * Append a scene
  44316. * @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)
  44317. * @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)
  44318. * @param scene is the instance of BABYLON.Scene to append to
  44319. * @param onProgress a callback with a progress event for each file being loaded
  44320. * @param pluginExtension the extension used to determine the plugin
  44321. * @returns The given scene
  44322. */
  44323. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44324. /**
  44325. * Load a scene into an asset container
  44326. * @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)
  44327. * @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)
  44328. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44329. * @param onSuccess a callback with the scene when import succeeds
  44330. * @param onProgress a callback with a progress event for each file being loaded
  44331. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44332. * @param pluginExtension the extension used to determine the plugin
  44333. * @returns The loaded plugin
  44334. */
  44335. 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>;
  44336. /**
  44337. * Load a scene into an asset container
  44338. * @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)
  44339. * @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)
  44340. * @param scene is the instance of Scene to append to
  44341. * @param onProgress a callback with a progress event for each file being loaded
  44342. * @param pluginExtension the extension used to determine the plugin
  44343. * @returns The loaded asset container
  44344. */
  44345. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  44346. }
  44347. }
  44348. declare module "babylonjs/Gamepads/Controllers/genericController" {
  44349. import { Scene } from "babylonjs/scene";
  44350. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44351. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44352. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44353. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44354. /**
  44355. * Generic Controller
  44356. */
  44357. export class GenericController extends WebVRController {
  44358. /**
  44359. * Base Url for the controller model.
  44360. */
  44361. static readonly MODEL_BASE_URL: string;
  44362. /**
  44363. * File name for the controller model.
  44364. */
  44365. static readonly MODEL_FILENAME: string;
  44366. /**
  44367. * Creates a new GenericController from a gamepad
  44368. * @param vrGamepad the gamepad that the controller should be created from
  44369. */
  44370. constructor(vrGamepad: any);
  44371. /**
  44372. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44373. * @param scene scene in which to add meshes
  44374. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44375. */
  44376. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44377. /**
  44378. * Called once for each button that changed state since the last frame
  44379. * @param buttonIdx Which button index changed
  44380. * @param state New state of the button
  44381. * @param changes Which properties on the state changed since last frame
  44382. */
  44383. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44384. }
  44385. }
  44386. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  44387. import { Observable } from "babylonjs/Misc/observable";
  44388. import { Scene } from "babylonjs/scene";
  44389. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44390. import { Ray } from "babylonjs/Culling/ray";
  44391. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44392. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44393. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44394. /**
  44395. * Defines the WindowsMotionController object that the state of the windows motion controller
  44396. */
  44397. export class WindowsMotionController extends WebVRController {
  44398. /**
  44399. * The base url used to load the left and right controller models
  44400. */
  44401. static MODEL_BASE_URL: string;
  44402. /**
  44403. * The name of the left controller model file
  44404. */
  44405. static MODEL_LEFT_FILENAME: string;
  44406. /**
  44407. * The name of the right controller model file
  44408. */
  44409. static MODEL_RIGHT_FILENAME: string;
  44410. /**
  44411. * The controller name prefix for this controller type
  44412. */
  44413. static readonly GAMEPAD_ID_PREFIX: string;
  44414. /**
  44415. * The controller id pattern for this controller type
  44416. */
  44417. private static readonly GAMEPAD_ID_PATTERN;
  44418. private _loadedMeshInfo;
  44419. private readonly _mapping;
  44420. /**
  44421. * Fired when the trackpad on this controller is clicked
  44422. */
  44423. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  44424. /**
  44425. * Fired when the trackpad on this controller is modified
  44426. */
  44427. onTrackpadValuesChangedObservable: Observable<StickValues>;
  44428. /**
  44429. * The current x and y values of this controller's trackpad
  44430. */
  44431. trackpad: StickValues;
  44432. /**
  44433. * Creates a new WindowsMotionController from a gamepad
  44434. * @param vrGamepad the gamepad that the controller should be created from
  44435. */
  44436. constructor(vrGamepad: any);
  44437. /**
  44438. * Fired when the trigger on this controller is modified
  44439. */
  44440. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44441. /**
  44442. * Fired when the menu button on this controller is modified
  44443. */
  44444. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44445. /**
  44446. * Fired when the grip button on this controller is modified
  44447. */
  44448. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44449. /**
  44450. * Fired when the thumbstick button on this controller is modified
  44451. */
  44452. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44453. /**
  44454. * Fired when the touchpad button on this controller is modified
  44455. */
  44456. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44457. /**
  44458. * Fired when the touchpad values on this controller are modified
  44459. */
  44460. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44461. private _updateTrackpad;
  44462. /**
  44463. * Called once per frame by the engine.
  44464. */
  44465. update(): void;
  44466. /**
  44467. * Called once for each button that changed state since the last frame
  44468. * @param buttonIdx Which button index changed
  44469. * @param state New state of the button
  44470. * @param changes Which properties on the state changed since last frame
  44471. */
  44472. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44473. /**
  44474. * Moves the buttons on the controller mesh based on their current state
  44475. * @param buttonName the name of the button to move
  44476. * @param buttonValue the value of the button which determines the buttons new position
  44477. */
  44478. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44479. /**
  44480. * Moves the axis on the controller mesh based on its current state
  44481. * @param axis the index of the axis
  44482. * @param axisValue the value of the axis which determines the meshes new position
  44483. * @hidden
  44484. */
  44485. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44486. /**
  44487. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44488. * @param scene scene in which to add meshes
  44489. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44490. */
  44491. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44492. /**
  44493. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44494. * can be transformed by button presses and axes values, based on this._mapping.
  44495. *
  44496. * @param scene scene in which the meshes exist
  44497. * @param meshes list of meshes that make up the controller model to process
  44498. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44499. */
  44500. private processModel;
  44501. private createMeshInfo;
  44502. /**
  44503. * Gets the ray of the controller in the direction the controller is pointing
  44504. * @param length the length the resulting ray should be
  44505. * @returns a ray in the direction the controller is pointing
  44506. */
  44507. getForwardRay(length?: number): Ray;
  44508. /**
  44509. * Disposes of the controller
  44510. */
  44511. dispose(): void;
  44512. }
  44513. }
  44514. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44515. import { Observable } from "babylonjs/Misc/observable";
  44516. import { Scene } from "babylonjs/scene";
  44517. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44518. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44519. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44520. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44521. /**
  44522. * Oculus Touch Controller
  44523. */
  44524. export class OculusTouchController extends WebVRController {
  44525. /**
  44526. * Base Url for the controller model.
  44527. */
  44528. static MODEL_BASE_URL: string;
  44529. /**
  44530. * File name for the left controller model.
  44531. */
  44532. static MODEL_LEFT_FILENAME: string;
  44533. /**
  44534. * File name for the right controller model.
  44535. */
  44536. static MODEL_RIGHT_FILENAME: string;
  44537. /**
  44538. * Base Url for the Quest controller model.
  44539. */
  44540. static QUEST_MODEL_BASE_URL: string;
  44541. /**
  44542. * @hidden
  44543. * If the controllers are running on a device that needs the updated Quest controller models
  44544. */
  44545. static _IsQuest: boolean;
  44546. /**
  44547. * Fired when the secondary trigger on this controller is modified
  44548. */
  44549. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44550. /**
  44551. * Fired when the thumb rest on this controller is modified
  44552. */
  44553. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44554. /**
  44555. * Creates a new OculusTouchController from a gamepad
  44556. * @param vrGamepad the gamepad that the controller should be created from
  44557. */
  44558. constructor(vrGamepad: any);
  44559. /**
  44560. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44561. * @param scene scene in which to add meshes
  44562. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44563. */
  44564. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44565. /**
  44566. * Fired when the A button on this controller is modified
  44567. */
  44568. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44569. /**
  44570. * Fired when the B button on this controller is modified
  44571. */
  44572. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44573. /**
  44574. * Fired when the X button on this controller is modified
  44575. */
  44576. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44577. /**
  44578. * Fired when the Y button on this controller is modified
  44579. */
  44580. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44581. /**
  44582. * Called once for each button that changed state since the last frame
  44583. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44584. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44585. * 2) secondary trigger (same)
  44586. * 3) A (right) X (left), touch, pressed = value
  44587. * 4) B / Y
  44588. * 5) thumb rest
  44589. * @param buttonIdx Which button index changed
  44590. * @param state New state of the button
  44591. * @param changes Which properties on the state changed since last frame
  44592. */
  44593. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44594. }
  44595. }
  44596. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44597. import { Scene } from "babylonjs/scene";
  44598. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44599. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44600. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44601. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44602. import { Observable } from "babylonjs/Misc/observable";
  44603. /**
  44604. * Vive Controller
  44605. */
  44606. export class ViveController extends WebVRController {
  44607. /**
  44608. * Base Url for the controller model.
  44609. */
  44610. static MODEL_BASE_URL: string;
  44611. /**
  44612. * File name for the controller model.
  44613. */
  44614. static MODEL_FILENAME: string;
  44615. /**
  44616. * Creates a new ViveController from a gamepad
  44617. * @param vrGamepad the gamepad that the controller should be created from
  44618. */
  44619. constructor(vrGamepad: any);
  44620. /**
  44621. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44622. * @param scene scene in which to add meshes
  44623. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44624. */
  44625. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44626. /**
  44627. * Fired when the left button on this controller is modified
  44628. */
  44629. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44630. /**
  44631. * Fired when the right button on this controller is modified
  44632. */
  44633. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44634. /**
  44635. * Fired when the menu button on this controller is modified
  44636. */
  44637. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44638. /**
  44639. * Called once for each button that changed state since the last frame
  44640. * Vive mapping:
  44641. * 0: touchpad
  44642. * 1: trigger
  44643. * 2: left AND right buttons
  44644. * 3: menu button
  44645. * @param buttonIdx Which button index changed
  44646. * @param state New state of the button
  44647. * @param changes Which properties on the state changed since last frame
  44648. */
  44649. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44650. }
  44651. }
  44652. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44653. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44654. import { Observable } from "babylonjs/Misc/observable";
  44655. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  44656. /**
  44657. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44658. */
  44659. export class WebXRControllerModelLoader {
  44660. /**
  44661. * an observable that triggers when a new model (the mesh itself) was initialized.
  44662. * To know when the mesh was loaded use the controller's own modelLoaded() method
  44663. */
  44664. onControllerModelLoaded: Observable<WebXRController>;
  44665. /**
  44666. * Creates the WebXRControllerModelLoader
  44667. * @param input xr input that creates the controllers
  44668. */
  44669. constructor(input: WebXRInput);
  44670. }
  44671. }
  44672. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  44673. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44674. import { Scene } from "babylonjs/scene";
  44675. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44676. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44677. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44678. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44679. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  44680. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  44681. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44682. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44683. /**
  44684. * Options for the default xr helper
  44685. */
  44686. export class WebXRDefaultExperienceOptions {
  44687. /**
  44688. * Floor meshes that should be used for teleporting
  44689. */
  44690. floorMeshes: Array<AbstractMesh>;
  44691. /**
  44692. * Enable or disable default UI to enter XR
  44693. */
  44694. disableDefaultUI: boolean;
  44695. /**
  44696. * optional configuration for the output canvas
  44697. */
  44698. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  44699. }
  44700. /**
  44701. * Default experience which provides a similar setup to the previous webVRExperience
  44702. */
  44703. export class WebXRDefaultExperience {
  44704. /**
  44705. * Base experience
  44706. */
  44707. baseExperience: WebXRExperienceHelper;
  44708. /**
  44709. * Input experience extension
  44710. */
  44711. input: WebXRInput;
  44712. /**
  44713. * Loads the controller models
  44714. */
  44715. controllerModelLoader: WebXRControllerModelLoader;
  44716. /**
  44717. * Enables laser pointer and selection
  44718. */
  44719. pointerSelection: WebXRControllerPointerSelection;
  44720. /**
  44721. * Enables teleportation
  44722. */
  44723. teleportation: WebXRControllerTeleportation;
  44724. /**
  44725. * Enables ui for enetering/exiting xr
  44726. */
  44727. enterExitUI: WebXREnterExitUI;
  44728. /**
  44729. * Default target xr should render to
  44730. */
  44731. renderTarget: WebXRRenderTarget;
  44732. /**
  44733. * Creates the default xr experience
  44734. * @param scene scene
  44735. * @param options options for basic configuration
  44736. * @returns resulting WebXRDefaultExperience
  44737. */
  44738. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  44739. private constructor();
  44740. /**
  44741. * DIsposes of the experience helper
  44742. */
  44743. dispose(): void;
  44744. }
  44745. }
  44746. declare module "babylonjs/Cameras/XR/index" {
  44747. export * from "babylonjs/Cameras/XR/webXRCamera";
  44748. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44749. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44750. export * from "babylonjs/Cameras/XR/webXRInput";
  44751. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44752. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44753. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44754. export * from "babylonjs/Cameras/XR/webXRController";
  44755. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44756. export * from "babylonjs/Cameras/XR/webXRTypes";
  44757. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44758. export * from "babylonjs/Cameras/XR/webXRDefaultExperience";
  44759. }
  44760. declare module "babylonjs/Cameras/RigModes/index" {
  44761. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44762. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44763. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44764. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44765. }
  44766. declare module "babylonjs/Cameras/index" {
  44767. export * from "babylonjs/Cameras/Inputs/index";
  44768. export * from "babylonjs/Cameras/cameraInputsManager";
  44769. export * from "babylonjs/Cameras/camera";
  44770. export * from "babylonjs/Cameras/targetCamera";
  44771. export * from "babylonjs/Cameras/freeCamera";
  44772. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44773. export * from "babylonjs/Cameras/touchCamera";
  44774. export * from "babylonjs/Cameras/arcRotateCamera";
  44775. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44776. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44777. export * from "babylonjs/Cameras/flyCamera";
  44778. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44779. export * from "babylonjs/Cameras/followCamera";
  44780. export * from "babylonjs/Cameras/followCameraInputsManager";
  44781. export * from "babylonjs/Cameras/gamepadCamera";
  44782. export * from "babylonjs/Cameras/Stereoscopic/index";
  44783. export * from "babylonjs/Cameras/universalCamera";
  44784. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44785. export * from "babylonjs/Cameras/VR/index";
  44786. export * from "babylonjs/Cameras/XR/index";
  44787. export * from "babylonjs/Cameras/RigModes/index";
  44788. }
  44789. declare module "babylonjs/Collisions/index" {
  44790. export * from "babylonjs/Collisions/collider";
  44791. export * from "babylonjs/Collisions/collisionCoordinator";
  44792. export * from "babylonjs/Collisions/pickingInfo";
  44793. export * from "babylonjs/Collisions/intersectionInfo";
  44794. export * from "babylonjs/Collisions/meshCollisionData";
  44795. }
  44796. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44797. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44798. import { Vector3 } from "babylonjs/Maths/math.vector";
  44799. import { Ray } from "babylonjs/Culling/ray";
  44800. import { Plane } from "babylonjs/Maths/math.plane";
  44801. /**
  44802. * Contains an array of blocks representing the octree
  44803. */
  44804. export interface IOctreeContainer<T> {
  44805. /**
  44806. * Blocks within the octree
  44807. */
  44808. blocks: Array<OctreeBlock<T>>;
  44809. }
  44810. /**
  44811. * Class used to store a cell in an octree
  44812. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44813. */
  44814. export class OctreeBlock<T> {
  44815. /**
  44816. * Gets the content of the current block
  44817. */
  44818. entries: T[];
  44819. /**
  44820. * Gets the list of block children
  44821. */
  44822. blocks: Array<OctreeBlock<T>>;
  44823. private _depth;
  44824. private _maxDepth;
  44825. private _capacity;
  44826. private _minPoint;
  44827. private _maxPoint;
  44828. private _boundingVectors;
  44829. private _creationFunc;
  44830. /**
  44831. * Creates a new block
  44832. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44833. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44834. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44835. * @param depth defines the current depth of this block in the octree
  44836. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44837. * @param creationFunc defines a callback to call when an element is added to the block
  44838. */
  44839. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44840. /**
  44841. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44842. */
  44843. readonly capacity: number;
  44844. /**
  44845. * Gets the minimum vector (in world space) of the block's bounding box
  44846. */
  44847. readonly minPoint: Vector3;
  44848. /**
  44849. * Gets the maximum vector (in world space) of the block's bounding box
  44850. */
  44851. readonly maxPoint: Vector3;
  44852. /**
  44853. * Add a new element to this block
  44854. * @param entry defines the element to add
  44855. */
  44856. addEntry(entry: T): void;
  44857. /**
  44858. * Remove an element from this block
  44859. * @param entry defines the element to remove
  44860. */
  44861. removeEntry(entry: T): void;
  44862. /**
  44863. * Add an array of elements to this block
  44864. * @param entries defines the array of elements to add
  44865. */
  44866. addEntries(entries: T[]): void;
  44867. /**
  44868. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44869. * @param frustumPlanes defines the frustum planes to test
  44870. * @param selection defines the array to store current content if selection is positive
  44871. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44872. */
  44873. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44874. /**
  44875. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44876. * @param sphereCenter defines the bounding sphere center
  44877. * @param sphereRadius defines the bounding sphere radius
  44878. * @param selection defines the array to store current content if selection is positive
  44879. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44880. */
  44881. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44882. /**
  44883. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44884. * @param ray defines the ray to test with
  44885. * @param selection defines the array to store current content if selection is positive
  44886. */
  44887. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44888. /**
  44889. * Subdivide the content into child blocks (this block will then be empty)
  44890. */
  44891. createInnerBlocks(): void;
  44892. /**
  44893. * @hidden
  44894. */
  44895. 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;
  44896. }
  44897. }
  44898. declare module "babylonjs/Culling/Octrees/octree" {
  44899. import { SmartArray } from "babylonjs/Misc/smartArray";
  44900. import { Vector3 } from "babylonjs/Maths/math.vector";
  44901. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44902. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44903. import { Ray } from "babylonjs/Culling/ray";
  44904. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44905. import { Plane } from "babylonjs/Maths/math.plane";
  44906. /**
  44907. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44908. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44909. */
  44910. export class Octree<T> {
  44911. /** 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.) */
  44912. maxDepth: number;
  44913. /**
  44914. * Blocks within the octree containing objects
  44915. */
  44916. blocks: Array<OctreeBlock<T>>;
  44917. /**
  44918. * Content stored in the octree
  44919. */
  44920. dynamicContent: T[];
  44921. private _maxBlockCapacity;
  44922. private _selectionContent;
  44923. private _creationFunc;
  44924. /**
  44925. * Creates a octree
  44926. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44927. * @param creationFunc function to be used to instatiate the octree
  44928. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44929. * @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.)
  44930. */
  44931. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44932. /** 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.) */
  44933. maxDepth?: number);
  44934. /**
  44935. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44936. * @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);
  44937. * @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);
  44938. * @param entries meshes to be added to the octree blocks
  44939. */
  44940. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44941. /**
  44942. * Adds a mesh to the octree
  44943. * @param entry Mesh to add to the octree
  44944. */
  44945. addMesh(entry: T): void;
  44946. /**
  44947. * Remove an element from the octree
  44948. * @param entry defines the element to remove
  44949. */
  44950. removeMesh(entry: T): void;
  44951. /**
  44952. * Selects an array of meshes within the frustum
  44953. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44954. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44955. * @returns array of meshes within the frustum
  44956. */
  44957. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44958. /**
  44959. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44960. * @param sphereCenter defines the bounding sphere center
  44961. * @param sphereRadius defines the bounding sphere radius
  44962. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44963. * @returns an array of objects that intersect the sphere
  44964. */
  44965. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44966. /**
  44967. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44968. * @param ray defines the ray to test with
  44969. * @returns array of intersected objects
  44970. */
  44971. intersectsRay(ray: Ray): SmartArray<T>;
  44972. /**
  44973. * Adds a mesh into the octree block if it intersects the block
  44974. */
  44975. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44976. /**
  44977. * Adds a submesh into the octree block if it intersects the block
  44978. */
  44979. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44980. }
  44981. }
  44982. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44983. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44984. import { Scene } from "babylonjs/scene";
  44985. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44987. import { Ray } from "babylonjs/Culling/ray";
  44988. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44989. import { Collider } from "babylonjs/Collisions/collider";
  44990. module "babylonjs/scene" {
  44991. interface Scene {
  44992. /**
  44993. * @hidden
  44994. * Backing Filed
  44995. */
  44996. _selectionOctree: Octree<AbstractMesh>;
  44997. /**
  44998. * Gets the octree used to boost mesh selection (picking)
  44999. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  45000. */
  45001. selectionOctree: Octree<AbstractMesh>;
  45002. /**
  45003. * Creates or updates the octree used to boost selection (picking)
  45004. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  45005. * @param maxCapacity defines the maximum capacity per leaf
  45006. * @param maxDepth defines the maximum depth of the octree
  45007. * @returns an octree of AbstractMesh
  45008. */
  45009. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  45010. }
  45011. }
  45012. module "babylonjs/Meshes/abstractMesh" {
  45013. interface AbstractMesh {
  45014. /**
  45015. * @hidden
  45016. * Backing Field
  45017. */
  45018. _submeshesOctree: Octree<SubMesh>;
  45019. /**
  45020. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  45021. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  45022. * @param maxCapacity defines the maximum size of each block (64 by default)
  45023. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  45024. * @returns the new octree
  45025. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  45026. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  45027. */
  45028. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  45029. }
  45030. }
  45031. /**
  45032. * Defines the octree scene component responsible to manage any octrees
  45033. * in a given scene.
  45034. */
  45035. export class OctreeSceneComponent {
  45036. /**
  45037. * The component name help to identify the component in the list of scene components.
  45038. */
  45039. readonly name: string;
  45040. /**
  45041. * The scene the component belongs to.
  45042. */
  45043. scene: Scene;
  45044. /**
  45045. * Indicates if the meshes have been checked to make sure they are isEnabled()
  45046. */
  45047. readonly checksIsEnabled: boolean;
  45048. /**
  45049. * Creates a new instance of the component for the given scene
  45050. * @param scene Defines the scene to register the component in
  45051. */
  45052. constructor(scene: Scene);
  45053. /**
  45054. * Registers the component in a given scene
  45055. */
  45056. register(): void;
  45057. /**
  45058. * Return the list of active meshes
  45059. * @returns the list of active meshes
  45060. */
  45061. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  45062. /**
  45063. * Return the list of active sub meshes
  45064. * @param mesh The mesh to get the candidates sub meshes from
  45065. * @returns the list of active sub meshes
  45066. */
  45067. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  45068. private _tempRay;
  45069. /**
  45070. * Return the list of sub meshes intersecting with a given local ray
  45071. * @param mesh defines the mesh to find the submesh for
  45072. * @param localRay defines the ray in local space
  45073. * @returns the list of intersecting sub meshes
  45074. */
  45075. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  45076. /**
  45077. * Return the list of sub meshes colliding with a collider
  45078. * @param mesh defines the mesh to find the submesh for
  45079. * @param collider defines the collider to evaluate the collision against
  45080. * @returns the list of colliding sub meshes
  45081. */
  45082. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  45083. /**
  45084. * Rebuilds the elements related to this component in case of
  45085. * context lost for instance.
  45086. */
  45087. rebuild(): void;
  45088. /**
  45089. * Disposes the component and the associated ressources.
  45090. */
  45091. dispose(): void;
  45092. }
  45093. }
  45094. declare module "babylonjs/Culling/Octrees/index" {
  45095. export * from "babylonjs/Culling/Octrees/octree";
  45096. export * from "babylonjs/Culling/Octrees/octreeBlock";
  45097. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  45098. }
  45099. declare module "babylonjs/Culling/index" {
  45100. export * from "babylonjs/Culling/boundingBox";
  45101. export * from "babylonjs/Culling/boundingInfo";
  45102. export * from "babylonjs/Culling/boundingSphere";
  45103. export * from "babylonjs/Culling/Octrees/index";
  45104. export * from "babylonjs/Culling/ray";
  45105. }
  45106. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  45107. import { IDisposable, Scene } from "babylonjs/scene";
  45108. import { Nullable } from "babylonjs/types";
  45109. import { Observable } from "babylonjs/Misc/observable";
  45110. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45111. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  45112. import { Camera } from "babylonjs/Cameras/camera";
  45113. /**
  45114. * Renders a layer on top of an existing scene
  45115. */
  45116. export class UtilityLayerRenderer implements IDisposable {
  45117. /** the original scene that will be rendered on top of */
  45118. originalScene: Scene;
  45119. private _pointerCaptures;
  45120. private _lastPointerEvents;
  45121. private static _DefaultUtilityLayer;
  45122. private static _DefaultKeepDepthUtilityLayer;
  45123. private _sharedGizmoLight;
  45124. private _renderCamera;
  45125. /**
  45126. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  45127. * @returns the camera that is used when rendering the utility layer
  45128. */
  45129. getRenderCamera(): Nullable<Camera>;
  45130. /**
  45131. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  45132. * @param cam the camera that should be used when rendering the utility layer
  45133. */
  45134. setRenderCamera(cam: Nullable<Camera>): void;
  45135. /**
  45136. * @hidden
  45137. * Light which used by gizmos to get light shading
  45138. */
  45139. _getSharedGizmoLight(): HemisphericLight;
  45140. /**
  45141. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  45142. */
  45143. pickUtilitySceneFirst: boolean;
  45144. /**
  45145. * 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)
  45146. */
  45147. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  45148. /**
  45149. * 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)
  45150. */
  45151. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  45152. /**
  45153. * The scene that is rendered on top of the original scene
  45154. */
  45155. utilityLayerScene: Scene;
  45156. /**
  45157. * If the utility layer should automatically be rendered on top of existing scene
  45158. */
  45159. shouldRender: boolean;
  45160. /**
  45161. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  45162. */
  45163. onlyCheckPointerDownEvents: boolean;
  45164. /**
  45165. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  45166. */
  45167. processAllEvents: boolean;
  45168. /**
  45169. * Observable raised when the pointer move from the utility layer scene to the main scene
  45170. */
  45171. onPointerOutObservable: Observable<number>;
  45172. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  45173. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  45174. private _afterRenderObserver;
  45175. private _sceneDisposeObserver;
  45176. private _originalPointerObserver;
  45177. /**
  45178. * Instantiates a UtilityLayerRenderer
  45179. * @param originalScene the original scene that will be rendered on top of
  45180. * @param handleEvents boolean indicating if the utility layer should handle events
  45181. */
  45182. constructor(
  45183. /** the original scene that will be rendered on top of */
  45184. originalScene: Scene, handleEvents?: boolean);
  45185. private _notifyObservers;
  45186. /**
  45187. * Renders the utility layers scene on top of the original scene
  45188. */
  45189. render(): void;
  45190. /**
  45191. * Disposes of the renderer
  45192. */
  45193. dispose(): void;
  45194. private _updateCamera;
  45195. }
  45196. }
  45197. declare module "babylonjs/Gizmos/gizmo" {
  45198. import { Nullable } from "babylonjs/types";
  45199. import { IDisposable } from "babylonjs/scene";
  45200. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45201. import { Mesh } from "babylonjs/Meshes/mesh";
  45202. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45203. /**
  45204. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  45205. */
  45206. export class Gizmo implements IDisposable {
  45207. /** The utility layer the gizmo will be added to */
  45208. gizmoLayer: UtilityLayerRenderer;
  45209. /**
  45210. * The root mesh of the gizmo
  45211. */
  45212. _rootMesh: Mesh;
  45213. private _attachedMesh;
  45214. /**
  45215. * Ratio for the scale of the gizmo (Default: 1)
  45216. */
  45217. scaleRatio: number;
  45218. /**
  45219. * If a custom mesh has been set (Default: false)
  45220. */
  45221. protected _customMeshSet: boolean;
  45222. /**
  45223. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  45224. * * When set, interactions will be enabled
  45225. */
  45226. attachedMesh: Nullable<AbstractMesh>;
  45227. /**
  45228. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45229. * @param mesh The mesh to replace the default mesh of the gizmo
  45230. */
  45231. setCustomMesh(mesh: Mesh): void;
  45232. /**
  45233. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  45234. */
  45235. updateGizmoRotationToMatchAttachedMesh: boolean;
  45236. /**
  45237. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  45238. */
  45239. updateGizmoPositionToMatchAttachedMesh: boolean;
  45240. /**
  45241. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  45242. */
  45243. updateScale: boolean;
  45244. protected _interactionsEnabled: boolean;
  45245. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45246. private _beforeRenderObserver;
  45247. private _tempVector;
  45248. /**
  45249. * Creates a gizmo
  45250. * @param gizmoLayer The utility layer the gizmo will be added to
  45251. */
  45252. constructor(
  45253. /** The utility layer the gizmo will be added to */
  45254. gizmoLayer?: UtilityLayerRenderer);
  45255. /**
  45256. * Updates the gizmo to match the attached mesh's position/rotation
  45257. */
  45258. protected _update(): void;
  45259. /**
  45260. * Disposes of the gizmo
  45261. */
  45262. dispose(): void;
  45263. }
  45264. }
  45265. declare module "babylonjs/Gizmos/planeDragGizmo" {
  45266. import { Observable } from "babylonjs/Misc/observable";
  45267. import { Nullable } from "babylonjs/types";
  45268. import { Vector3 } from "babylonjs/Maths/math.vector";
  45269. import { Color3 } from "babylonjs/Maths/math.color";
  45270. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45271. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45272. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45273. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45274. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45275. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45276. import { Scene } from "babylonjs/scene";
  45277. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45278. /**
  45279. * Single plane drag gizmo
  45280. */
  45281. export class PlaneDragGizmo extends Gizmo {
  45282. /**
  45283. * Drag behavior responsible for the gizmos dragging interactions
  45284. */
  45285. dragBehavior: PointerDragBehavior;
  45286. private _pointerObserver;
  45287. /**
  45288. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45289. */
  45290. snapDistance: number;
  45291. /**
  45292. * Event that fires each time the gizmo snaps to a new location.
  45293. * * snapDistance is the the change in distance
  45294. */
  45295. onSnapObservable: Observable<{
  45296. snapDistance: number;
  45297. }>;
  45298. private _plane;
  45299. private _coloredMaterial;
  45300. private _hoverMaterial;
  45301. private _isEnabled;
  45302. private _parent;
  45303. /** @hidden */
  45304. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  45305. /** @hidden */
  45306. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45307. /**
  45308. * Creates a PlaneDragGizmo
  45309. * @param gizmoLayer The utility layer the gizmo will be added to
  45310. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  45311. * @param color The color of the gizmo
  45312. */
  45313. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45314. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45315. /**
  45316. * If the gizmo is enabled
  45317. */
  45318. isEnabled: boolean;
  45319. /**
  45320. * Disposes of the gizmo
  45321. */
  45322. dispose(): void;
  45323. }
  45324. }
  45325. declare module "babylonjs/Gizmos/positionGizmo" {
  45326. import { Observable } from "babylonjs/Misc/observable";
  45327. import { Nullable } from "babylonjs/types";
  45328. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45329. import { Mesh } from "babylonjs/Meshes/mesh";
  45330. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45331. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  45332. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  45333. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45334. /**
  45335. * Gizmo that enables dragging a mesh along 3 axis
  45336. */
  45337. export class PositionGizmo extends Gizmo {
  45338. /**
  45339. * Internal gizmo used for interactions on the x axis
  45340. */
  45341. xGizmo: AxisDragGizmo;
  45342. /**
  45343. * Internal gizmo used for interactions on the y axis
  45344. */
  45345. yGizmo: AxisDragGizmo;
  45346. /**
  45347. * Internal gizmo used for interactions on the z axis
  45348. */
  45349. zGizmo: AxisDragGizmo;
  45350. /**
  45351. * Internal gizmo used for interactions on the yz plane
  45352. */
  45353. xPlaneGizmo: PlaneDragGizmo;
  45354. /**
  45355. * Internal gizmo used for interactions on the xz plane
  45356. */
  45357. yPlaneGizmo: PlaneDragGizmo;
  45358. /**
  45359. * Internal gizmo used for interactions on the xy plane
  45360. */
  45361. zPlaneGizmo: PlaneDragGizmo;
  45362. /**
  45363. * private variables
  45364. */
  45365. private _meshAttached;
  45366. private _updateGizmoRotationToMatchAttachedMesh;
  45367. private _snapDistance;
  45368. private _scaleRatio;
  45369. /** Fires an event when any of it's sub gizmos are dragged */
  45370. onDragStartObservable: Observable<unknown>;
  45371. /** Fires an event when any of it's sub gizmos are released from dragging */
  45372. onDragEndObservable: Observable<unknown>;
  45373. /**
  45374. * If set to true, planar drag is enabled
  45375. */
  45376. private _planarGizmoEnabled;
  45377. attachedMesh: Nullable<AbstractMesh>;
  45378. /**
  45379. * Creates a PositionGizmo
  45380. * @param gizmoLayer The utility layer the gizmo will be added to
  45381. */
  45382. constructor(gizmoLayer?: UtilityLayerRenderer);
  45383. /**
  45384. * If the planar drag gizmo is enabled
  45385. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  45386. */
  45387. planarGizmoEnabled: boolean;
  45388. updateGizmoRotationToMatchAttachedMesh: boolean;
  45389. /**
  45390. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45391. */
  45392. snapDistance: number;
  45393. /**
  45394. * Ratio for the scale of the gizmo (Default: 1)
  45395. */
  45396. scaleRatio: number;
  45397. /**
  45398. * Disposes of the gizmo
  45399. */
  45400. dispose(): void;
  45401. /**
  45402. * CustomMeshes are not supported by this gizmo
  45403. * @param mesh The mesh to replace the default mesh of the gizmo
  45404. */
  45405. setCustomMesh(mesh: Mesh): void;
  45406. }
  45407. }
  45408. declare module "babylonjs/Gizmos/axisDragGizmo" {
  45409. import { Observable } from "babylonjs/Misc/observable";
  45410. import { Nullable } from "babylonjs/types";
  45411. import { Vector3 } from "babylonjs/Maths/math.vector";
  45412. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45413. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45414. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45415. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45416. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45417. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45418. import { Scene } from "babylonjs/scene";
  45419. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45420. import { Color3 } from "babylonjs/Maths/math.color";
  45421. /**
  45422. * Single axis drag gizmo
  45423. */
  45424. export class AxisDragGizmo extends Gizmo {
  45425. /**
  45426. * Drag behavior responsible for the gizmos dragging interactions
  45427. */
  45428. dragBehavior: PointerDragBehavior;
  45429. private _pointerObserver;
  45430. /**
  45431. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45432. */
  45433. snapDistance: number;
  45434. /**
  45435. * Event that fires each time the gizmo snaps to a new location.
  45436. * * snapDistance is the the change in distance
  45437. */
  45438. onSnapObservable: Observable<{
  45439. snapDistance: number;
  45440. }>;
  45441. private _isEnabled;
  45442. private _parent;
  45443. private _arrow;
  45444. private _coloredMaterial;
  45445. private _hoverMaterial;
  45446. /** @hidden */
  45447. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  45448. /** @hidden */
  45449. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45450. /**
  45451. * Creates an AxisDragGizmo
  45452. * @param gizmoLayer The utility layer the gizmo will be added to
  45453. * @param dragAxis The axis which the gizmo will be able to drag on
  45454. * @param color The color of the gizmo
  45455. */
  45456. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45457. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45458. /**
  45459. * If the gizmo is enabled
  45460. */
  45461. isEnabled: boolean;
  45462. /**
  45463. * Disposes of the gizmo
  45464. */
  45465. dispose(): void;
  45466. }
  45467. }
  45468. declare module "babylonjs/Debug/axesViewer" {
  45469. import { Vector3 } from "babylonjs/Maths/math.vector";
  45470. import { Nullable } from "babylonjs/types";
  45471. import { Scene } from "babylonjs/scene";
  45472. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45473. /**
  45474. * The Axes viewer will show 3 axes in a specific point in space
  45475. */
  45476. export class AxesViewer {
  45477. private _xAxis;
  45478. private _yAxis;
  45479. private _zAxis;
  45480. private _scaleLinesFactor;
  45481. private _instanced;
  45482. /**
  45483. * Gets the hosting scene
  45484. */
  45485. scene: Scene;
  45486. /**
  45487. * Gets or sets a number used to scale line length
  45488. */
  45489. scaleLines: number;
  45490. /** Gets the node hierarchy used to render x-axis */
  45491. readonly xAxis: TransformNode;
  45492. /** Gets the node hierarchy used to render y-axis */
  45493. readonly yAxis: TransformNode;
  45494. /** Gets the node hierarchy used to render z-axis */
  45495. readonly zAxis: TransformNode;
  45496. /**
  45497. * Creates a new AxesViewer
  45498. * @param scene defines the hosting scene
  45499. * @param scaleLines defines a number used to scale line length (1 by default)
  45500. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  45501. * @param xAxis defines the node hierarchy used to render the x-axis
  45502. * @param yAxis defines the node hierarchy used to render the y-axis
  45503. * @param zAxis defines the node hierarchy used to render the z-axis
  45504. */
  45505. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  45506. /**
  45507. * Force the viewer to update
  45508. * @param position defines the position of the viewer
  45509. * @param xaxis defines the x axis of the viewer
  45510. * @param yaxis defines the y axis of the viewer
  45511. * @param zaxis defines the z axis of the viewer
  45512. */
  45513. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  45514. /**
  45515. * Creates an instance of this axes viewer.
  45516. * @returns a new axes viewer with instanced meshes
  45517. */
  45518. createInstance(): AxesViewer;
  45519. /** Releases resources */
  45520. dispose(): void;
  45521. private static _SetRenderingGroupId;
  45522. }
  45523. }
  45524. declare module "babylonjs/Debug/boneAxesViewer" {
  45525. import { Nullable } from "babylonjs/types";
  45526. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  45527. import { Vector3 } from "babylonjs/Maths/math.vector";
  45528. import { Mesh } from "babylonjs/Meshes/mesh";
  45529. import { Bone } from "babylonjs/Bones/bone";
  45530. import { Scene } from "babylonjs/scene";
  45531. /**
  45532. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  45533. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  45534. */
  45535. export class BoneAxesViewer extends AxesViewer {
  45536. /**
  45537. * Gets or sets the target mesh where to display the axes viewer
  45538. */
  45539. mesh: Nullable<Mesh>;
  45540. /**
  45541. * Gets or sets the target bone where to display the axes viewer
  45542. */
  45543. bone: Nullable<Bone>;
  45544. /** Gets current position */
  45545. pos: Vector3;
  45546. /** Gets direction of X axis */
  45547. xaxis: Vector3;
  45548. /** Gets direction of Y axis */
  45549. yaxis: Vector3;
  45550. /** Gets direction of Z axis */
  45551. zaxis: Vector3;
  45552. /**
  45553. * Creates a new BoneAxesViewer
  45554. * @param scene defines the hosting scene
  45555. * @param bone defines the target bone
  45556. * @param mesh defines the target mesh
  45557. * @param scaleLines defines a scaling factor for line length (1 by default)
  45558. */
  45559. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45560. /**
  45561. * Force the viewer to update
  45562. */
  45563. update(): void;
  45564. /** Releases resources */
  45565. dispose(): void;
  45566. }
  45567. }
  45568. declare module "babylonjs/Debug/debugLayer" {
  45569. import { Scene } from "babylonjs/scene";
  45570. /**
  45571. * Interface used to define scene explorer extensibility option
  45572. */
  45573. export interface IExplorerExtensibilityOption {
  45574. /**
  45575. * Define the option label
  45576. */
  45577. label: string;
  45578. /**
  45579. * Defines the action to execute on click
  45580. */
  45581. action: (entity: any) => void;
  45582. }
  45583. /**
  45584. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45585. */
  45586. export interface IExplorerExtensibilityGroup {
  45587. /**
  45588. * Defines a predicate to test if a given type mut be extended
  45589. */
  45590. predicate: (entity: any) => boolean;
  45591. /**
  45592. * Gets the list of options added to a type
  45593. */
  45594. entries: IExplorerExtensibilityOption[];
  45595. }
  45596. /**
  45597. * Interface used to define the options to use to create the Inspector
  45598. */
  45599. export interface IInspectorOptions {
  45600. /**
  45601. * Display in overlay mode (default: false)
  45602. */
  45603. overlay?: boolean;
  45604. /**
  45605. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45606. */
  45607. globalRoot?: HTMLElement;
  45608. /**
  45609. * Display the Scene explorer
  45610. */
  45611. showExplorer?: boolean;
  45612. /**
  45613. * Display the property inspector
  45614. */
  45615. showInspector?: boolean;
  45616. /**
  45617. * Display in embed mode (both panes on the right)
  45618. */
  45619. embedMode?: boolean;
  45620. /**
  45621. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45622. */
  45623. handleResize?: boolean;
  45624. /**
  45625. * Allow the panes to popup (default: true)
  45626. */
  45627. enablePopup?: boolean;
  45628. /**
  45629. * Allow the panes to be closed by users (default: true)
  45630. */
  45631. enableClose?: boolean;
  45632. /**
  45633. * Optional list of extensibility entries
  45634. */
  45635. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45636. /**
  45637. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45638. */
  45639. inspectorURL?: string;
  45640. }
  45641. module "babylonjs/scene" {
  45642. interface Scene {
  45643. /**
  45644. * @hidden
  45645. * Backing field
  45646. */
  45647. _debugLayer: DebugLayer;
  45648. /**
  45649. * Gets the debug layer (aka Inspector) associated with the scene
  45650. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45651. */
  45652. debugLayer: DebugLayer;
  45653. }
  45654. }
  45655. /**
  45656. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45657. * what is happening in your scene
  45658. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45659. */
  45660. export class DebugLayer {
  45661. /**
  45662. * Define the url to get the inspector script from.
  45663. * By default it uses the babylonjs CDN.
  45664. * @ignoreNaming
  45665. */
  45666. static InspectorURL: string;
  45667. private _scene;
  45668. private BJSINSPECTOR;
  45669. private _onPropertyChangedObservable?;
  45670. /**
  45671. * Observable triggered when a property is changed through the inspector.
  45672. */
  45673. readonly onPropertyChangedObservable: any;
  45674. /**
  45675. * Instantiates a new debug layer.
  45676. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45677. * what is happening in your scene
  45678. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45679. * @param scene Defines the scene to inspect
  45680. */
  45681. constructor(scene: Scene);
  45682. /** Creates the inspector window. */
  45683. private _createInspector;
  45684. /**
  45685. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45686. * @param entity defines the entity to select
  45687. * @param lineContainerTitle defines the specific block to highlight
  45688. */
  45689. select(entity: any, lineContainerTitle?: string): void;
  45690. /** Get the inspector from bundle or global */
  45691. private _getGlobalInspector;
  45692. /**
  45693. * Get if the inspector is visible or not.
  45694. * @returns true if visible otherwise, false
  45695. */
  45696. isVisible(): boolean;
  45697. /**
  45698. * Hide the inspector and close its window.
  45699. */
  45700. hide(): void;
  45701. /**
  45702. * Launch the debugLayer.
  45703. * @param config Define the configuration of the inspector
  45704. * @return a promise fulfilled when the debug layer is visible
  45705. */
  45706. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45707. }
  45708. }
  45709. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45710. import { Nullable } from "babylonjs/types";
  45711. import { Scene } from "babylonjs/scene";
  45712. import { Vector4 } from "babylonjs/Maths/math.vector";
  45713. import { Color4 } from "babylonjs/Maths/math.color";
  45714. import { Mesh } from "babylonjs/Meshes/mesh";
  45715. /**
  45716. * Class containing static functions to help procedurally build meshes
  45717. */
  45718. export class BoxBuilder {
  45719. /**
  45720. * Creates a box mesh
  45721. * * The parameter `size` sets the size (float) of each box side (default 1)
  45722. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45723. * * 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)
  45724. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45725. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45726. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45727. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45728. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45729. * @param name defines the name of the mesh
  45730. * @param options defines the options used to create the mesh
  45731. * @param scene defines the hosting scene
  45732. * @returns the box mesh
  45733. */
  45734. static CreateBox(name: string, options: {
  45735. size?: number;
  45736. width?: number;
  45737. height?: number;
  45738. depth?: number;
  45739. faceUV?: Vector4[];
  45740. faceColors?: Color4[];
  45741. sideOrientation?: number;
  45742. frontUVs?: Vector4;
  45743. backUVs?: Vector4;
  45744. wrap?: boolean;
  45745. topBaseAt?: number;
  45746. bottomBaseAt?: number;
  45747. updatable?: boolean;
  45748. }, scene?: Nullable<Scene>): Mesh;
  45749. }
  45750. }
  45751. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45752. import { Vector4 } from "babylonjs/Maths/math.vector";
  45753. import { Mesh } from "babylonjs/Meshes/mesh";
  45754. import { Scene } from "babylonjs/scene";
  45755. import { Nullable } from "babylonjs/types";
  45756. /**
  45757. * Class containing static functions to help procedurally build meshes
  45758. */
  45759. export class SphereBuilder {
  45760. /**
  45761. * Creates a sphere mesh
  45762. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45763. * * 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`)
  45764. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45765. * * 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
  45766. * * 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)
  45767. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45768. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45769. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45770. * @param name defines the name of the mesh
  45771. * @param options defines the options used to create the mesh
  45772. * @param scene defines the hosting scene
  45773. * @returns the sphere mesh
  45774. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45775. */
  45776. static CreateSphere(name: string, options: {
  45777. segments?: number;
  45778. diameter?: number;
  45779. diameterX?: number;
  45780. diameterY?: number;
  45781. diameterZ?: number;
  45782. arc?: number;
  45783. slice?: number;
  45784. sideOrientation?: number;
  45785. frontUVs?: Vector4;
  45786. backUVs?: Vector4;
  45787. updatable?: boolean;
  45788. }, scene?: Nullable<Scene>): Mesh;
  45789. }
  45790. }
  45791. declare module "babylonjs/Debug/physicsViewer" {
  45792. import { Nullable } from "babylonjs/types";
  45793. import { Scene } from "babylonjs/scene";
  45794. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45795. import { Mesh } from "babylonjs/Meshes/mesh";
  45796. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45797. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45798. /**
  45799. * Used to show the physics impostor around the specific mesh
  45800. */
  45801. export class PhysicsViewer {
  45802. /** @hidden */
  45803. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45804. /** @hidden */
  45805. protected _meshes: Array<Nullable<AbstractMesh>>;
  45806. /** @hidden */
  45807. protected _scene: Nullable<Scene>;
  45808. /** @hidden */
  45809. protected _numMeshes: number;
  45810. /** @hidden */
  45811. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45812. private _renderFunction;
  45813. private _utilityLayer;
  45814. private _debugBoxMesh;
  45815. private _debugSphereMesh;
  45816. private _debugCylinderMesh;
  45817. private _debugMaterial;
  45818. private _debugMeshMeshes;
  45819. /**
  45820. * Creates a new PhysicsViewer
  45821. * @param scene defines the hosting scene
  45822. */
  45823. constructor(scene: Scene);
  45824. /** @hidden */
  45825. protected _updateDebugMeshes(): void;
  45826. /**
  45827. * Renders a specified physic impostor
  45828. * @param impostor defines the impostor to render
  45829. * @param targetMesh defines the mesh represented by the impostor
  45830. * @returns the new debug mesh used to render the impostor
  45831. */
  45832. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45833. /**
  45834. * Hides a specified physic impostor
  45835. * @param impostor defines the impostor to hide
  45836. */
  45837. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45838. private _getDebugMaterial;
  45839. private _getDebugBoxMesh;
  45840. private _getDebugSphereMesh;
  45841. private _getDebugCylinderMesh;
  45842. private _getDebugMeshMesh;
  45843. private _getDebugMesh;
  45844. /** Releases all resources */
  45845. dispose(): void;
  45846. }
  45847. }
  45848. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45849. import { Vector3 } from "babylonjs/Maths/math.vector";
  45850. import { Color4 } from "babylonjs/Maths/math.color";
  45851. import { Nullable } from "babylonjs/types";
  45852. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45853. import { Scene } from "babylonjs/scene";
  45854. /**
  45855. * Class containing static functions to help procedurally build meshes
  45856. */
  45857. export class LinesBuilder {
  45858. /**
  45859. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45860. * * 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
  45861. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45862. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45863. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45864. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45865. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45866. * * 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
  45867. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45868. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45869. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45870. * @param name defines the name of the new line system
  45871. * @param options defines the options used to create the line system
  45872. * @param scene defines the hosting scene
  45873. * @returns a new line system mesh
  45874. */
  45875. static CreateLineSystem(name: string, options: {
  45876. lines: Vector3[][];
  45877. updatable?: boolean;
  45878. instance?: Nullable<LinesMesh>;
  45879. colors?: Nullable<Color4[][]>;
  45880. useVertexAlpha?: boolean;
  45881. }, scene: Nullable<Scene>): LinesMesh;
  45882. /**
  45883. * Creates a line mesh
  45884. * 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
  45885. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45886. * * The parameter `points` is an array successive Vector3
  45887. * * 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
  45888. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45889. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45890. * * When updating an instance, remember that only point positions can change, not the number of points
  45891. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45892. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45893. * @param name defines the name of the new line system
  45894. * @param options defines the options used to create the line system
  45895. * @param scene defines the hosting scene
  45896. * @returns a new line mesh
  45897. */
  45898. static CreateLines(name: string, options: {
  45899. points: Vector3[];
  45900. updatable?: boolean;
  45901. instance?: Nullable<LinesMesh>;
  45902. colors?: Color4[];
  45903. useVertexAlpha?: boolean;
  45904. }, scene?: Nullable<Scene>): LinesMesh;
  45905. /**
  45906. * Creates a dashed line mesh
  45907. * * 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
  45908. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45909. * * The parameter `points` is an array successive Vector3
  45910. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45911. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45912. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45913. * * 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
  45914. * * When updating an instance, remember that only point positions can change, not the number of points
  45915. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45916. * @param name defines the name of the mesh
  45917. * @param options defines the options used to create the mesh
  45918. * @param scene defines the hosting scene
  45919. * @returns the dashed line mesh
  45920. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45921. */
  45922. static CreateDashedLines(name: string, options: {
  45923. points: Vector3[];
  45924. dashSize?: number;
  45925. gapSize?: number;
  45926. dashNb?: number;
  45927. updatable?: boolean;
  45928. instance?: LinesMesh;
  45929. }, scene?: Nullable<Scene>): LinesMesh;
  45930. }
  45931. }
  45932. declare module "babylonjs/Debug/rayHelper" {
  45933. import { Nullable } from "babylonjs/types";
  45934. import { Ray } from "babylonjs/Culling/ray";
  45935. import { Vector3 } from "babylonjs/Maths/math.vector";
  45936. import { Color3 } from "babylonjs/Maths/math.color";
  45937. import { Scene } from "babylonjs/scene";
  45938. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45939. import "babylonjs/Meshes/Builders/linesBuilder";
  45940. /**
  45941. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45942. * in order to better appreciate the issue one might have.
  45943. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45944. */
  45945. export class RayHelper {
  45946. /**
  45947. * Defines the ray we are currently tryin to visualize.
  45948. */
  45949. ray: Nullable<Ray>;
  45950. private _renderPoints;
  45951. private _renderLine;
  45952. private _renderFunction;
  45953. private _scene;
  45954. private _updateToMeshFunction;
  45955. private _attachedToMesh;
  45956. private _meshSpaceDirection;
  45957. private _meshSpaceOrigin;
  45958. /**
  45959. * Helper function to create a colored helper in a scene in one line.
  45960. * @param ray Defines the ray we are currently tryin to visualize
  45961. * @param scene Defines the scene the ray is used in
  45962. * @param color Defines the color we want to see the ray in
  45963. * @returns The newly created ray helper.
  45964. */
  45965. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45966. /**
  45967. * Instantiate a new ray helper.
  45968. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45969. * in order to better appreciate the issue one might have.
  45970. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45971. * @param ray Defines the ray we are currently tryin to visualize
  45972. */
  45973. constructor(ray: Ray);
  45974. /**
  45975. * Shows the ray we are willing to debug.
  45976. * @param scene Defines the scene the ray needs to be rendered in
  45977. * @param color Defines the color the ray needs to be rendered in
  45978. */
  45979. show(scene: Scene, color?: Color3): void;
  45980. /**
  45981. * Hides the ray we are debugging.
  45982. */
  45983. hide(): void;
  45984. private _render;
  45985. /**
  45986. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45987. * @param mesh Defines the mesh we want the helper attached to
  45988. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45989. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45990. * @param length Defines the length of the ray
  45991. */
  45992. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45993. /**
  45994. * Detach the ray helper from the mesh it has previously been attached to.
  45995. */
  45996. detachFromMesh(): void;
  45997. private _updateToMesh;
  45998. /**
  45999. * Dispose the helper and release its associated resources.
  46000. */
  46001. dispose(): void;
  46002. }
  46003. }
  46004. declare module "babylonjs/Debug/skeletonViewer" {
  46005. import { Color3 } from "babylonjs/Maths/math.color";
  46006. import { Scene } from "babylonjs/scene";
  46007. import { Nullable } from "babylonjs/types";
  46008. import { Skeleton } from "babylonjs/Bones/skeleton";
  46009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46010. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  46011. /**
  46012. * Class used to render a debug view of a given skeleton
  46013. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  46014. */
  46015. export class SkeletonViewer {
  46016. /** defines the skeleton to render */
  46017. skeleton: Skeleton;
  46018. /** defines the mesh attached to the skeleton */
  46019. mesh: AbstractMesh;
  46020. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  46021. autoUpdateBonesMatrices: boolean;
  46022. /** defines the rendering group id to use with the viewer */
  46023. renderingGroupId: number;
  46024. /** Gets or sets the color used to render the skeleton */
  46025. color: Color3;
  46026. private _scene;
  46027. private _debugLines;
  46028. private _debugMesh;
  46029. private _isEnabled;
  46030. private _renderFunction;
  46031. private _utilityLayer;
  46032. /**
  46033. * Returns the mesh used to render the bones
  46034. */
  46035. readonly debugMesh: Nullable<LinesMesh>;
  46036. /**
  46037. * Creates a new SkeletonViewer
  46038. * @param skeleton defines the skeleton to render
  46039. * @param mesh defines the mesh attached to the skeleton
  46040. * @param scene defines the hosting scene
  46041. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  46042. * @param renderingGroupId defines the rendering group id to use with the viewer
  46043. */
  46044. constructor(
  46045. /** defines the skeleton to render */
  46046. skeleton: Skeleton,
  46047. /** defines the mesh attached to the skeleton */
  46048. mesh: AbstractMesh, scene: Scene,
  46049. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  46050. autoUpdateBonesMatrices?: boolean,
  46051. /** defines the rendering group id to use with the viewer */
  46052. renderingGroupId?: number);
  46053. /** Gets or sets a boolean indicating if the viewer is enabled */
  46054. isEnabled: boolean;
  46055. private _getBonePosition;
  46056. private _getLinesForBonesWithLength;
  46057. private _getLinesForBonesNoLength;
  46058. /** Update the viewer to sync with current skeleton state */
  46059. update(): void;
  46060. /** Release associated resources */
  46061. dispose(): void;
  46062. }
  46063. }
  46064. declare module "babylonjs/Debug/index" {
  46065. export * from "babylonjs/Debug/axesViewer";
  46066. export * from "babylonjs/Debug/boneAxesViewer";
  46067. export * from "babylonjs/Debug/debugLayer";
  46068. export * from "babylonjs/Debug/physicsViewer";
  46069. export * from "babylonjs/Debug/rayHelper";
  46070. export * from "babylonjs/Debug/skeletonViewer";
  46071. }
  46072. declare module "babylonjs/Engines/nullEngine" {
  46073. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  46074. import { Scene } from "babylonjs/scene";
  46075. import { Engine } from "babylonjs/Engines/engine";
  46076. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  46077. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  46078. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46079. import { Effect } from "babylonjs/Materials/effect";
  46080. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  46081. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46082. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  46083. /**
  46084. * Options to create the null engine
  46085. */
  46086. export class NullEngineOptions {
  46087. /**
  46088. * Render width (Default: 512)
  46089. */
  46090. renderWidth: number;
  46091. /**
  46092. * Render height (Default: 256)
  46093. */
  46094. renderHeight: number;
  46095. /**
  46096. * Texture size (Default: 512)
  46097. */
  46098. textureSize: number;
  46099. /**
  46100. * If delta time between frames should be constant
  46101. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46102. */
  46103. deterministicLockstep: boolean;
  46104. /**
  46105. * Maximum about of steps between frames (Default: 4)
  46106. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46107. */
  46108. lockstepMaxSteps: number;
  46109. }
  46110. /**
  46111. * The null engine class provides support for headless version of babylon.js.
  46112. * This can be used in server side scenario or for testing purposes
  46113. */
  46114. export class NullEngine extends Engine {
  46115. private _options;
  46116. /**
  46117. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  46118. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46119. * @returns true if engine is in deterministic lock step mode
  46120. */
  46121. isDeterministicLockStep(): boolean;
  46122. /**
  46123. * Gets the max steps when engine is running in deterministic lock step
  46124. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46125. * @returns the max steps
  46126. */
  46127. getLockstepMaxSteps(): number;
  46128. /**
  46129. * Gets the current hardware scaling level.
  46130. * By default the hardware scaling level is computed from the window device ratio.
  46131. * 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.
  46132. * @returns a number indicating the current hardware scaling level
  46133. */
  46134. getHardwareScalingLevel(): number;
  46135. constructor(options?: NullEngineOptions);
  46136. /**
  46137. * Creates a vertex buffer
  46138. * @param vertices the data for the vertex buffer
  46139. * @returns the new WebGL static buffer
  46140. */
  46141. createVertexBuffer(vertices: FloatArray): DataBuffer;
  46142. /**
  46143. * Creates a new index buffer
  46144. * @param indices defines the content of the index buffer
  46145. * @param updatable defines if the index buffer must be updatable
  46146. * @returns a new webGL buffer
  46147. */
  46148. createIndexBuffer(indices: IndicesArray): DataBuffer;
  46149. /**
  46150. * Clear the current render buffer or the current render target (if any is set up)
  46151. * @param color defines the color to use
  46152. * @param backBuffer defines if the back buffer must be cleared
  46153. * @param depth defines if the depth buffer must be cleared
  46154. * @param stencil defines if the stencil buffer must be cleared
  46155. */
  46156. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46157. /**
  46158. * Gets the current render width
  46159. * @param useScreen defines if screen size must be used (or the current render target if any)
  46160. * @returns a number defining the current render width
  46161. */
  46162. getRenderWidth(useScreen?: boolean): number;
  46163. /**
  46164. * Gets the current render height
  46165. * @param useScreen defines if screen size must be used (or the current render target if any)
  46166. * @returns a number defining the current render height
  46167. */
  46168. getRenderHeight(useScreen?: boolean): number;
  46169. /**
  46170. * Set the WebGL's viewport
  46171. * @param viewport defines the viewport element to be used
  46172. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  46173. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  46174. */
  46175. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  46176. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  46177. /**
  46178. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  46179. * @param pipelineContext defines the pipeline context to use
  46180. * @param uniformsNames defines the list of uniform names
  46181. * @returns an array of webGL uniform locations
  46182. */
  46183. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  46184. /**
  46185. * Gets the lsit of active attributes for a given webGL program
  46186. * @param pipelineContext defines the pipeline context to use
  46187. * @param attributesNames defines the list of attribute names to get
  46188. * @returns an array of indices indicating the offset of each attribute
  46189. */
  46190. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46191. /**
  46192. * Binds an effect to the webGL context
  46193. * @param effect defines the effect to bind
  46194. */
  46195. bindSamplers(effect: Effect): void;
  46196. /**
  46197. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  46198. * @param effect defines the effect to activate
  46199. */
  46200. enableEffect(effect: Effect): void;
  46201. /**
  46202. * Set various states to the webGL context
  46203. * @param culling defines backface culling state
  46204. * @param zOffset defines the value to apply to zOffset (0 by default)
  46205. * @param force defines if states must be applied even if cache is up to date
  46206. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  46207. */
  46208. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46209. /**
  46210. * Set the value of an uniform to an array of int32
  46211. * @param uniform defines the webGL uniform location where to store the value
  46212. * @param array defines the array of int32 to store
  46213. */
  46214. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46215. /**
  46216. * Set the value of an uniform to an array of int32 (stored as vec2)
  46217. * @param uniform defines the webGL uniform location where to store the value
  46218. * @param array defines the array of int32 to store
  46219. */
  46220. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46221. /**
  46222. * Set the value of an uniform to an array of int32 (stored as vec3)
  46223. * @param uniform defines the webGL uniform location where to store the value
  46224. * @param array defines the array of int32 to store
  46225. */
  46226. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46227. /**
  46228. * Set the value of an uniform to an array of int32 (stored as vec4)
  46229. * @param uniform defines the webGL uniform location where to store the value
  46230. * @param array defines the array of int32 to store
  46231. */
  46232. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46233. /**
  46234. * Set the value of an uniform to an array of float32
  46235. * @param uniform defines the webGL uniform location where to store the value
  46236. * @param array defines the array of float32 to store
  46237. */
  46238. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46239. /**
  46240. * Set the value of an uniform to an array of float32 (stored as vec2)
  46241. * @param uniform defines the webGL uniform location where to store the value
  46242. * @param array defines the array of float32 to store
  46243. */
  46244. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46245. /**
  46246. * Set the value of an uniform to an array of float32 (stored as vec3)
  46247. * @param uniform defines the webGL uniform location where to store the value
  46248. * @param array defines the array of float32 to store
  46249. */
  46250. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46251. /**
  46252. * Set the value of an uniform to an array of float32 (stored as vec4)
  46253. * @param uniform defines the webGL uniform location where to store the value
  46254. * @param array defines the array of float32 to store
  46255. */
  46256. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46257. /**
  46258. * Set the value of an uniform to an array of number
  46259. * @param uniform defines the webGL uniform location where to store the value
  46260. * @param array defines the array of number to store
  46261. */
  46262. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46263. /**
  46264. * Set the value of an uniform to an array of number (stored as vec2)
  46265. * @param uniform defines the webGL uniform location where to store the value
  46266. * @param array defines the array of number to store
  46267. */
  46268. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46269. /**
  46270. * Set the value of an uniform to an array of number (stored as vec3)
  46271. * @param uniform defines the webGL uniform location where to store the value
  46272. * @param array defines the array of number to store
  46273. */
  46274. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46275. /**
  46276. * Set the value of an uniform to an array of number (stored as vec4)
  46277. * @param uniform defines the webGL uniform location where to store the value
  46278. * @param array defines the array of number to store
  46279. */
  46280. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46281. /**
  46282. * Set the value of an uniform to an array of float32 (stored as matrices)
  46283. * @param uniform defines the webGL uniform location where to store the value
  46284. * @param matrices defines the array of float32 to store
  46285. */
  46286. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46287. /**
  46288. * Set the value of an uniform to a matrix (3x3)
  46289. * @param uniform defines the webGL uniform location where to store the value
  46290. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  46291. */
  46292. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46293. /**
  46294. * Set the value of an uniform to a matrix (2x2)
  46295. * @param uniform defines the webGL uniform location where to store the value
  46296. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  46297. */
  46298. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46299. /**
  46300. * Set the value of an uniform to a number (float)
  46301. * @param uniform defines the webGL uniform location where to store the value
  46302. * @param value defines the float number to store
  46303. */
  46304. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46305. /**
  46306. * Set the value of an uniform to a vec2
  46307. * @param uniform defines the webGL uniform location where to store the value
  46308. * @param x defines the 1st component of the value
  46309. * @param y defines the 2nd component of the value
  46310. */
  46311. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46312. /**
  46313. * Set the value of an uniform to a vec3
  46314. * @param uniform defines the webGL uniform location where to store the value
  46315. * @param x defines the 1st component of the value
  46316. * @param y defines the 2nd component of the value
  46317. * @param z defines the 3rd component of the value
  46318. */
  46319. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46320. /**
  46321. * Set the value of an uniform to a boolean
  46322. * @param uniform defines the webGL uniform location where to store the value
  46323. * @param bool defines the boolean to store
  46324. */
  46325. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46326. /**
  46327. * Set the value of an uniform to a vec4
  46328. * @param uniform defines the webGL uniform location where to store the value
  46329. * @param x defines the 1st component of the value
  46330. * @param y defines the 2nd component of the value
  46331. * @param z defines the 3rd component of the value
  46332. * @param w defines the 4th component of the value
  46333. */
  46334. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46335. /**
  46336. * Sets the current alpha mode
  46337. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  46338. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46339. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46340. */
  46341. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46342. /**
  46343. * Bind webGl buffers directly to the webGL context
  46344. * @param vertexBuffers defines the vertex buffer to bind
  46345. * @param indexBuffer defines the index buffer to bind
  46346. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  46347. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  46348. * @param effect defines the effect associated with the vertex buffer
  46349. */
  46350. bindBuffers(vertexBuffers: {
  46351. [key: string]: VertexBuffer;
  46352. }, indexBuffer: DataBuffer, effect: Effect): void;
  46353. /**
  46354. * Force the entire cache to be cleared
  46355. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  46356. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  46357. */
  46358. wipeCaches(bruteForce?: boolean): void;
  46359. /**
  46360. * Send a draw order
  46361. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  46362. * @param indexStart defines the starting index
  46363. * @param indexCount defines the number of index to draw
  46364. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46365. */
  46366. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  46367. /**
  46368. * Draw a list of indexed primitives
  46369. * @param fillMode defines the primitive to use
  46370. * @param indexStart defines the starting index
  46371. * @param indexCount defines the number of index to draw
  46372. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46373. */
  46374. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46375. /**
  46376. * Draw a list of unindexed primitives
  46377. * @param fillMode defines the primitive to use
  46378. * @param verticesStart defines the index of first vertex to draw
  46379. * @param verticesCount defines the count of vertices to draw
  46380. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46381. */
  46382. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46383. /** @hidden */
  46384. _createTexture(): WebGLTexture;
  46385. /** @hidden */
  46386. _releaseTexture(texture: InternalTexture): void;
  46387. /**
  46388. * Usually called from Texture.ts.
  46389. * Passed information to create a WebGLTexture
  46390. * @param urlArg defines a value which contains one of the following:
  46391. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46392. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46393. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46394. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46395. * @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)
  46396. * @param scene needed for loading to the correct scene
  46397. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  46398. * @param onLoad optional callback to be called upon successful completion
  46399. * @param onError optional callback to be called upon failure
  46400. * @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
  46401. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46402. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46403. * @param forcedExtension defines the extension to use to pick the right loader
  46404. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  46405. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46406. */
  46407. 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;
  46408. /**
  46409. * Creates a new render target texture
  46410. * @param size defines the size of the texture
  46411. * @param options defines the options used to create the texture
  46412. * @returns a new render target texture stored in an InternalTexture
  46413. */
  46414. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  46415. /**
  46416. * Update the sampling mode of a given texture
  46417. * @param samplingMode defines the required sampling mode
  46418. * @param texture defines the texture to update
  46419. */
  46420. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46421. /**
  46422. * Binds the frame buffer to the specified texture.
  46423. * @param texture The texture to render to or null for the default canvas
  46424. * @param faceIndex The face of the texture to render to in case of cube texture
  46425. * @param requiredWidth The width of the target to render to
  46426. * @param requiredHeight The height of the target to render to
  46427. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  46428. * @param depthStencilTexture The depth stencil texture to use to render
  46429. * @param lodLevel defines le lod level to bind to the frame buffer
  46430. */
  46431. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46432. /**
  46433. * Unbind the current render target texture from the webGL context
  46434. * @param texture defines the render target texture to unbind
  46435. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46436. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46437. */
  46438. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46439. /**
  46440. * Creates a dynamic vertex buffer
  46441. * @param vertices the data for the dynamic vertex buffer
  46442. * @returns the new WebGL dynamic buffer
  46443. */
  46444. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  46445. /**
  46446. * Update the content of a dynamic texture
  46447. * @param texture defines the texture to update
  46448. * @param canvas defines the canvas containing the source
  46449. * @param invertY defines if data must be stored with Y axis inverted
  46450. * @param premulAlpha defines if alpha is stored as premultiplied
  46451. * @param format defines the format of the data
  46452. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  46453. */
  46454. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  46455. /**
  46456. * Gets a boolean indicating if all created effects are ready
  46457. * @returns true if all effects are ready
  46458. */
  46459. areAllEffectsReady(): boolean;
  46460. /**
  46461. * @hidden
  46462. * Get the current error code of the webGL context
  46463. * @returns the error code
  46464. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  46465. */
  46466. getError(): number;
  46467. /** @hidden */
  46468. _getUnpackAlignement(): number;
  46469. /** @hidden */
  46470. _unpackFlipY(value: boolean): void;
  46471. /**
  46472. * Update a dynamic index buffer
  46473. * @param indexBuffer defines the target index buffer
  46474. * @param indices defines the data to update
  46475. * @param offset defines the offset in the target index buffer where update should start
  46476. */
  46477. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  46478. /**
  46479. * Updates a dynamic vertex buffer.
  46480. * @param vertexBuffer the vertex buffer to update
  46481. * @param vertices the data used to update the vertex buffer
  46482. * @param byteOffset the byte offset of the data (optional)
  46483. * @param byteLength the byte length of the data (optional)
  46484. */
  46485. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  46486. /** @hidden */
  46487. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  46488. /** @hidden */
  46489. _bindTexture(channel: number, texture: InternalTexture): void;
  46490. protected _deleteBuffer(buffer: WebGLBuffer): void;
  46491. /**
  46492. * 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
  46493. */
  46494. releaseEffects(): void;
  46495. displayLoadingUI(): void;
  46496. hideLoadingUI(): void;
  46497. /** @hidden */
  46498. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46499. /** @hidden */
  46500. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46501. /** @hidden */
  46502. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46503. /** @hidden */
  46504. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46505. }
  46506. }
  46507. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  46508. import { Nullable, int } from "babylonjs/types";
  46509. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  46510. /** @hidden */
  46511. export class _OcclusionDataStorage {
  46512. /** @hidden */
  46513. occlusionInternalRetryCounter: number;
  46514. /** @hidden */
  46515. isOcclusionQueryInProgress: boolean;
  46516. /** @hidden */
  46517. isOccluded: boolean;
  46518. /** @hidden */
  46519. occlusionRetryCount: number;
  46520. /** @hidden */
  46521. occlusionType: number;
  46522. /** @hidden */
  46523. occlusionQueryAlgorithmType: number;
  46524. }
  46525. module "babylonjs/Engines/engine" {
  46526. interface Engine {
  46527. /**
  46528. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  46529. * @return the new query
  46530. */
  46531. createQuery(): WebGLQuery;
  46532. /**
  46533. * Delete and release a webGL query
  46534. * @param query defines the query to delete
  46535. * @return the current engine
  46536. */
  46537. deleteQuery(query: WebGLQuery): Engine;
  46538. /**
  46539. * Check if a given query has resolved and got its value
  46540. * @param query defines the query to check
  46541. * @returns true if the query got its value
  46542. */
  46543. isQueryResultAvailable(query: WebGLQuery): boolean;
  46544. /**
  46545. * Gets the value of a given query
  46546. * @param query defines the query to check
  46547. * @returns the value of the query
  46548. */
  46549. getQueryResult(query: WebGLQuery): number;
  46550. /**
  46551. * Initiates an occlusion query
  46552. * @param algorithmType defines the algorithm to use
  46553. * @param query defines the query to use
  46554. * @returns the current engine
  46555. * @see http://doc.babylonjs.com/features/occlusionquery
  46556. */
  46557. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46558. /**
  46559. * Ends an occlusion query
  46560. * @see http://doc.babylonjs.com/features/occlusionquery
  46561. * @param algorithmType defines the algorithm to use
  46562. * @returns the current engine
  46563. */
  46564. endOcclusionQuery(algorithmType: number): Engine;
  46565. /**
  46566. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46567. * Please note that only one query can be issued at a time
  46568. * @returns a time token used to track the time span
  46569. */
  46570. startTimeQuery(): Nullable<_TimeToken>;
  46571. /**
  46572. * Ends a time query
  46573. * @param token defines the token used to measure the time span
  46574. * @returns the time spent (in ns)
  46575. */
  46576. endTimeQuery(token: _TimeToken): int;
  46577. /** @hidden */
  46578. _currentNonTimestampToken: Nullable<_TimeToken>;
  46579. /** @hidden */
  46580. _createTimeQuery(): WebGLQuery;
  46581. /** @hidden */
  46582. _deleteTimeQuery(query: WebGLQuery): void;
  46583. /** @hidden */
  46584. _getGlAlgorithmType(algorithmType: number): number;
  46585. /** @hidden */
  46586. _getTimeQueryResult(query: WebGLQuery): any;
  46587. /** @hidden */
  46588. _getTimeQueryAvailability(query: WebGLQuery): any;
  46589. }
  46590. }
  46591. module "babylonjs/Meshes/abstractMesh" {
  46592. interface AbstractMesh {
  46593. /**
  46594. * Backing filed
  46595. * @hidden
  46596. */
  46597. __occlusionDataStorage: _OcclusionDataStorage;
  46598. /**
  46599. * Access property
  46600. * @hidden
  46601. */
  46602. _occlusionDataStorage: _OcclusionDataStorage;
  46603. /**
  46604. * 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.
  46605. * The default value is -1 which means don't break the query and wait till the result
  46606. * @see http://doc.babylonjs.com/features/occlusionquery
  46607. */
  46608. occlusionRetryCount: number;
  46609. /**
  46610. * 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:
  46611. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46612. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46613. * * 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.
  46614. * @see http://doc.babylonjs.com/features/occlusionquery
  46615. */
  46616. occlusionType: number;
  46617. /**
  46618. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46619. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46620. * * 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.
  46621. * @see http://doc.babylonjs.com/features/occlusionquery
  46622. */
  46623. occlusionQueryAlgorithmType: number;
  46624. /**
  46625. * 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
  46626. * @see http://doc.babylonjs.com/features/occlusionquery
  46627. */
  46628. isOccluded: boolean;
  46629. /**
  46630. * Flag to check the progress status of the query
  46631. * @see http://doc.babylonjs.com/features/occlusionquery
  46632. */
  46633. isOcclusionQueryInProgress: boolean;
  46634. }
  46635. }
  46636. }
  46637. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46638. import { Nullable } from "babylonjs/types";
  46639. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46640. /** @hidden */
  46641. export var _forceTransformFeedbackToBundle: boolean;
  46642. module "babylonjs/Engines/engine" {
  46643. interface Engine {
  46644. /**
  46645. * Creates a webGL transform feedback object
  46646. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46647. * @returns the webGL transform feedback object
  46648. */
  46649. createTransformFeedback(): WebGLTransformFeedback;
  46650. /**
  46651. * Delete a webGL transform feedback object
  46652. * @param value defines the webGL transform feedback object to delete
  46653. */
  46654. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46655. /**
  46656. * Bind a webGL transform feedback object to the webgl context
  46657. * @param value defines the webGL transform feedback object to bind
  46658. */
  46659. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46660. /**
  46661. * Begins a transform feedback operation
  46662. * @param usePoints defines if points or triangles must be used
  46663. */
  46664. beginTransformFeedback(usePoints: boolean): void;
  46665. /**
  46666. * Ends a transform feedback operation
  46667. */
  46668. endTransformFeedback(): void;
  46669. /**
  46670. * Specify the varyings to use with transform feedback
  46671. * @param program defines the associated webGL program
  46672. * @param value defines the list of strings representing the varying names
  46673. */
  46674. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46675. /**
  46676. * Bind a webGL buffer for a transform feedback operation
  46677. * @param value defines the webGL buffer to bind
  46678. */
  46679. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46680. }
  46681. }
  46682. }
  46683. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46684. import { Scene } from "babylonjs/scene";
  46685. import { Engine } from "babylonjs/Engines/engine";
  46686. import { Texture } from "babylonjs/Materials/Textures/texture";
  46687. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46688. import "babylonjs/Engines/Extensions/engine.multiRender";
  46689. /**
  46690. * Creation options of the multi render target texture.
  46691. */
  46692. export interface IMultiRenderTargetOptions {
  46693. /**
  46694. * Define if the texture needs to create mip maps after render.
  46695. */
  46696. generateMipMaps?: boolean;
  46697. /**
  46698. * Define the types of all the draw buffers we want to create
  46699. */
  46700. types?: number[];
  46701. /**
  46702. * Define the sampling modes of all the draw buffers we want to create
  46703. */
  46704. samplingModes?: number[];
  46705. /**
  46706. * Define if a depth buffer is required
  46707. */
  46708. generateDepthBuffer?: boolean;
  46709. /**
  46710. * Define if a stencil buffer is required
  46711. */
  46712. generateStencilBuffer?: boolean;
  46713. /**
  46714. * Define if a depth texture is required instead of a depth buffer
  46715. */
  46716. generateDepthTexture?: boolean;
  46717. /**
  46718. * Define the number of desired draw buffers
  46719. */
  46720. textureCount?: number;
  46721. /**
  46722. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46723. */
  46724. doNotChangeAspectRatio?: boolean;
  46725. /**
  46726. * Define the default type of the buffers we are creating
  46727. */
  46728. defaultType?: number;
  46729. }
  46730. /**
  46731. * A multi render target, like a render target provides the ability to render to a texture.
  46732. * Unlike the render target, it can render to several draw buffers in one draw.
  46733. * This is specially interesting in deferred rendering or for any effects requiring more than
  46734. * just one color from a single pass.
  46735. */
  46736. export class MultiRenderTarget extends RenderTargetTexture {
  46737. private _internalTextures;
  46738. private _textures;
  46739. private _multiRenderTargetOptions;
  46740. /**
  46741. * Get if draw buffers are currently supported by the used hardware and browser.
  46742. */
  46743. readonly isSupported: boolean;
  46744. /**
  46745. * Get the list of textures generated by the multi render target.
  46746. */
  46747. readonly textures: Texture[];
  46748. /**
  46749. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46750. */
  46751. readonly depthTexture: Texture;
  46752. /**
  46753. * Set the wrapping mode on U of all the textures we are rendering to.
  46754. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46755. */
  46756. wrapU: number;
  46757. /**
  46758. * Set the wrapping mode on V of all the textures we are rendering to.
  46759. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46760. */
  46761. wrapV: number;
  46762. /**
  46763. * Instantiate a new multi render target texture.
  46764. * A multi render target, like a render target provides the ability to render to a texture.
  46765. * Unlike the render target, it can render to several draw buffers in one draw.
  46766. * This is specially interesting in deferred rendering or for any effects requiring more than
  46767. * just one color from a single pass.
  46768. * @param name Define the name of the texture
  46769. * @param size Define the size of the buffers to render to
  46770. * @param count Define the number of target we are rendering into
  46771. * @param scene Define the scene the texture belongs to
  46772. * @param options Define the options used to create the multi render target
  46773. */
  46774. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46775. /** @hidden */
  46776. _rebuild(): void;
  46777. private _createInternalTextures;
  46778. private _createTextures;
  46779. /**
  46780. * Define the number of samples used if MSAA is enabled.
  46781. */
  46782. samples: number;
  46783. /**
  46784. * Resize all the textures in the multi render target.
  46785. * Be carrefull as it will recreate all the data in the new texture.
  46786. * @param size Define the new size
  46787. */
  46788. resize(size: any): void;
  46789. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46790. /**
  46791. * Dispose the render targets and their associated resources
  46792. */
  46793. dispose(): void;
  46794. /**
  46795. * Release all the underlying texture used as draw buffers.
  46796. */
  46797. releaseInternalTextures(): void;
  46798. }
  46799. }
  46800. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46801. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46802. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46803. import { Nullable } from "babylonjs/types";
  46804. module "babylonjs/Engines/thinEngine" {
  46805. interface ThinEngine {
  46806. /**
  46807. * Unbind a list of render target textures from the webGL context
  46808. * This is used only when drawBuffer extension or webGL2 are active
  46809. * @param textures defines the render target textures to unbind
  46810. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46811. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46812. */
  46813. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46814. /**
  46815. * Create a multi render target texture
  46816. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46817. * @param size defines the size of the texture
  46818. * @param options defines the creation options
  46819. * @returns the cube texture as an InternalTexture
  46820. */
  46821. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46822. /**
  46823. * Update the sample count for a given multiple render target texture
  46824. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46825. * @param textures defines the textures to update
  46826. * @param samples defines the sample count to set
  46827. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46828. */
  46829. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46830. }
  46831. }
  46832. }
  46833. declare module "babylonjs/Engines/Extensions/engine.views" {
  46834. import { Camera } from "babylonjs/Cameras/camera";
  46835. import { Nullable } from "babylonjs/types";
  46836. /**
  46837. * Class used to define an additional view for the engine
  46838. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46839. */
  46840. export class EngineView {
  46841. /** Defines the canvas where to render the view */
  46842. target: HTMLCanvasElement;
  46843. /** Defines an optional camera used to render the view (will use active camera else) */
  46844. camera?: Camera;
  46845. }
  46846. module "babylonjs/Engines/engine" {
  46847. interface Engine {
  46848. /**
  46849. * Gets or sets the HTML element to use for attaching events
  46850. */
  46851. inputElement: Nullable<HTMLElement>;
  46852. /**
  46853. * Gets the current engine view
  46854. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46855. */
  46856. activeView: Nullable<EngineView>;
  46857. /** Gets or sets the list of views */
  46858. views: EngineView[];
  46859. /**
  46860. * Register a new child canvas
  46861. * @param canvas defines the canvas to register
  46862. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  46863. * @returns the associated view
  46864. */
  46865. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  46866. /**
  46867. * Remove a registered child canvas
  46868. * @param canvas defines the canvas to remove
  46869. * @returns the current engine
  46870. */
  46871. unRegisterView(canvas: HTMLCanvasElement): Engine;
  46872. }
  46873. }
  46874. }
  46875. declare module "babylonjs/Engines/Extensions/index" {
  46876. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46877. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46878. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46879. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46880. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46881. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46882. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46883. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46884. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46885. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46886. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46887. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46888. export * from "babylonjs/Engines/Extensions/engine.views";
  46889. }
  46890. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46891. import { Nullable } from "babylonjs/types";
  46892. /**
  46893. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46894. */
  46895. export interface CubeMapInfo {
  46896. /**
  46897. * The pixel array for the front face.
  46898. * This is stored in format, left to right, up to down format.
  46899. */
  46900. front: Nullable<ArrayBufferView>;
  46901. /**
  46902. * The pixel array for the back face.
  46903. * This is stored in format, left to right, up to down format.
  46904. */
  46905. back: Nullable<ArrayBufferView>;
  46906. /**
  46907. * The pixel array for the left face.
  46908. * This is stored in format, left to right, up to down format.
  46909. */
  46910. left: Nullable<ArrayBufferView>;
  46911. /**
  46912. * The pixel array for the right face.
  46913. * This is stored in format, left to right, up to down format.
  46914. */
  46915. right: Nullable<ArrayBufferView>;
  46916. /**
  46917. * The pixel array for the up face.
  46918. * This is stored in format, left to right, up to down format.
  46919. */
  46920. up: Nullable<ArrayBufferView>;
  46921. /**
  46922. * The pixel array for the down face.
  46923. * This is stored in format, left to right, up to down format.
  46924. */
  46925. down: Nullable<ArrayBufferView>;
  46926. /**
  46927. * The size of the cubemap stored.
  46928. *
  46929. * Each faces will be size * size pixels.
  46930. */
  46931. size: number;
  46932. /**
  46933. * The format of the texture.
  46934. *
  46935. * RGBA, RGB.
  46936. */
  46937. format: number;
  46938. /**
  46939. * The type of the texture data.
  46940. *
  46941. * UNSIGNED_INT, FLOAT.
  46942. */
  46943. type: number;
  46944. /**
  46945. * Specifies whether the texture is in gamma space.
  46946. */
  46947. gammaSpace: boolean;
  46948. }
  46949. /**
  46950. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46951. */
  46952. export class PanoramaToCubeMapTools {
  46953. private static FACE_FRONT;
  46954. private static FACE_BACK;
  46955. private static FACE_RIGHT;
  46956. private static FACE_LEFT;
  46957. private static FACE_DOWN;
  46958. private static FACE_UP;
  46959. /**
  46960. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46961. *
  46962. * @param float32Array The source data.
  46963. * @param inputWidth The width of the input panorama.
  46964. * @param inputHeight The height of the input panorama.
  46965. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46966. * @return The cubemap data
  46967. */
  46968. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46969. private static CreateCubemapTexture;
  46970. private static CalcProjectionSpherical;
  46971. }
  46972. }
  46973. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46974. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46975. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46976. import { Nullable } from "babylonjs/types";
  46977. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46978. /**
  46979. * Helper class dealing with the extraction of spherical polynomial dataArray
  46980. * from a cube map.
  46981. */
  46982. export class CubeMapToSphericalPolynomialTools {
  46983. private static FileFaces;
  46984. /**
  46985. * Converts a texture to the according Spherical Polynomial data.
  46986. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46987. *
  46988. * @param texture The texture to extract the information from.
  46989. * @return The Spherical Polynomial data.
  46990. */
  46991. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46992. /**
  46993. * Converts a cubemap to the according Spherical Polynomial data.
  46994. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46995. *
  46996. * @param cubeInfo The Cube map to extract the information from.
  46997. * @return The Spherical Polynomial data.
  46998. */
  46999. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  47000. }
  47001. }
  47002. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  47003. import { Nullable } from "babylonjs/types";
  47004. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  47005. module "babylonjs/Materials/Textures/baseTexture" {
  47006. interface BaseTexture {
  47007. /**
  47008. * Get the polynomial representation of the texture data.
  47009. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  47010. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  47011. */
  47012. sphericalPolynomial: Nullable<SphericalPolynomial>;
  47013. }
  47014. }
  47015. }
  47016. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  47017. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47018. /** @hidden */
  47019. export var rgbdEncodePixelShader: {
  47020. name: string;
  47021. shader: string;
  47022. };
  47023. }
  47024. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  47025. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47026. /** @hidden */
  47027. export var rgbdDecodePixelShader: {
  47028. name: string;
  47029. shader: string;
  47030. };
  47031. }
  47032. declare module "babylonjs/Misc/environmentTextureTools" {
  47033. import { Nullable } from "babylonjs/types";
  47034. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  47035. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  47036. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  47037. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  47038. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  47039. import "babylonjs/Shaders/rgbdEncode.fragment";
  47040. import "babylonjs/Shaders/rgbdDecode.fragment";
  47041. /**
  47042. * Raw texture data and descriptor sufficient for WebGL texture upload
  47043. */
  47044. export interface EnvironmentTextureInfo {
  47045. /**
  47046. * Version of the environment map
  47047. */
  47048. version: number;
  47049. /**
  47050. * Width of image
  47051. */
  47052. width: number;
  47053. /**
  47054. * Irradiance information stored in the file.
  47055. */
  47056. irradiance: any;
  47057. /**
  47058. * Specular information stored in the file.
  47059. */
  47060. specular: any;
  47061. }
  47062. /**
  47063. * Defines One Image in the file. It requires only the position in the file
  47064. * as well as the length.
  47065. */
  47066. interface BufferImageData {
  47067. /**
  47068. * Length of the image data.
  47069. */
  47070. length: number;
  47071. /**
  47072. * Position of the data from the null terminator delimiting the end of the JSON.
  47073. */
  47074. position: number;
  47075. }
  47076. /**
  47077. * Defines the specular data enclosed in the file.
  47078. * This corresponds to the version 1 of the data.
  47079. */
  47080. export interface EnvironmentTextureSpecularInfoV1 {
  47081. /**
  47082. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  47083. */
  47084. specularDataPosition?: number;
  47085. /**
  47086. * This contains all the images data needed to reconstruct the cubemap.
  47087. */
  47088. mipmaps: Array<BufferImageData>;
  47089. /**
  47090. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  47091. */
  47092. lodGenerationScale: number;
  47093. }
  47094. /**
  47095. * Sets of helpers addressing the serialization and deserialization of environment texture
  47096. * stored in a BabylonJS env file.
  47097. * Those files are usually stored as .env files.
  47098. */
  47099. export class EnvironmentTextureTools {
  47100. /**
  47101. * Magic number identifying the env file.
  47102. */
  47103. private static _MagicBytes;
  47104. /**
  47105. * Gets the environment info from an env file.
  47106. * @param data The array buffer containing the .env bytes.
  47107. * @returns the environment file info (the json header) if successfully parsed.
  47108. */
  47109. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  47110. /**
  47111. * Creates an environment texture from a loaded cube texture.
  47112. * @param texture defines the cube texture to convert in env file
  47113. * @return a promise containing the environment data if succesfull.
  47114. */
  47115. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  47116. /**
  47117. * Creates a JSON representation of the spherical data.
  47118. * @param texture defines the texture containing the polynomials
  47119. * @return the JSON representation of the spherical info
  47120. */
  47121. private static _CreateEnvTextureIrradiance;
  47122. /**
  47123. * Creates the ArrayBufferViews used for initializing environment texture image data.
  47124. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  47125. * @param info parameters that determine what views will be created for accessing the underlying buffer
  47126. * @return the views described by info providing access to the underlying buffer
  47127. */
  47128. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  47129. /**
  47130. * Uploads the texture info contained in the env file to the GPU.
  47131. * @param texture defines the internal texture to upload to
  47132. * @param arrayBuffer defines the buffer cotaining the data to load
  47133. * @param info defines the texture info retrieved through the GetEnvInfo method
  47134. * @returns a promise
  47135. */
  47136. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  47137. private static _OnImageReadyAsync;
  47138. /**
  47139. * Uploads the levels of image data to the GPU.
  47140. * @param texture defines the internal texture to upload to
  47141. * @param imageData defines the array buffer views of image data [mipmap][face]
  47142. * @returns a promise
  47143. */
  47144. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  47145. /**
  47146. * Uploads spherical polynomials information to the texture.
  47147. * @param texture defines the texture we are trying to upload the information to
  47148. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  47149. */
  47150. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  47151. /** @hidden */
  47152. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  47153. }
  47154. }
  47155. declare module "babylonjs/Maths/math.vertexFormat" {
  47156. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  47157. /**
  47158. * Contains position and normal vectors for a vertex
  47159. */
  47160. export class PositionNormalVertex {
  47161. /** the position of the vertex (defaut: 0,0,0) */
  47162. position: Vector3;
  47163. /** the normal of the vertex (defaut: 0,1,0) */
  47164. normal: Vector3;
  47165. /**
  47166. * Creates a PositionNormalVertex
  47167. * @param position the position of the vertex (defaut: 0,0,0)
  47168. * @param normal the normal of the vertex (defaut: 0,1,0)
  47169. */
  47170. constructor(
  47171. /** the position of the vertex (defaut: 0,0,0) */
  47172. position?: Vector3,
  47173. /** the normal of the vertex (defaut: 0,1,0) */
  47174. normal?: Vector3);
  47175. /**
  47176. * Clones the PositionNormalVertex
  47177. * @returns the cloned PositionNormalVertex
  47178. */
  47179. clone(): PositionNormalVertex;
  47180. }
  47181. /**
  47182. * Contains position, normal and uv vectors for a vertex
  47183. */
  47184. export class PositionNormalTextureVertex {
  47185. /** the position of the vertex (defaut: 0,0,0) */
  47186. position: Vector3;
  47187. /** the normal of the vertex (defaut: 0,1,0) */
  47188. normal: Vector3;
  47189. /** the uv of the vertex (default: 0,0) */
  47190. uv: Vector2;
  47191. /**
  47192. * Creates a PositionNormalTextureVertex
  47193. * @param position the position of the vertex (defaut: 0,0,0)
  47194. * @param normal the normal of the vertex (defaut: 0,1,0)
  47195. * @param uv the uv of the vertex (default: 0,0)
  47196. */
  47197. constructor(
  47198. /** the position of the vertex (defaut: 0,0,0) */
  47199. position?: Vector3,
  47200. /** the normal of the vertex (defaut: 0,1,0) */
  47201. normal?: Vector3,
  47202. /** the uv of the vertex (default: 0,0) */
  47203. uv?: Vector2);
  47204. /**
  47205. * Clones the PositionNormalTextureVertex
  47206. * @returns the cloned PositionNormalTextureVertex
  47207. */
  47208. clone(): PositionNormalTextureVertex;
  47209. }
  47210. }
  47211. declare module "babylonjs/Maths/math" {
  47212. export * from "babylonjs/Maths/math.axis";
  47213. export * from "babylonjs/Maths/math.color";
  47214. export * from "babylonjs/Maths/math.constants";
  47215. export * from "babylonjs/Maths/math.frustum";
  47216. export * from "babylonjs/Maths/math.path";
  47217. export * from "babylonjs/Maths/math.plane";
  47218. export * from "babylonjs/Maths/math.size";
  47219. export * from "babylonjs/Maths/math.vector";
  47220. export * from "babylonjs/Maths/math.vertexFormat";
  47221. export * from "babylonjs/Maths/math.viewport";
  47222. }
  47223. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  47224. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47225. /** @hidden */
  47226. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  47227. private _genericAttributeLocation;
  47228. private _varyingLocationCount;
  47229. private _varyingLocationMap;
  47230. private _replacements;
  47231. private _textureCount;
  47232. private _uniforms;
  47233. lineProcessor(line: string): string;
  47234. attributeProcessor(attribute: string): string;
  47235. varyingProcessor(varying: string, isFragment: boolean): string;
  47236. uniformProcessor(uniform: string): string;
  47237. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  47238. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  47239. }
  47240. }
  47241. declare module "babylonjs/Engines/nativeEngine" {
  47242. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  47243. import { Engine } from "babylonjs/Engines/engine";
  47244. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  47245. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  47246. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47247. import { Effect } from "babylonjs/Materials/effect";
  47248. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  47249. import { Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  47250. import { IColor4Like } from "babylonjs/Maths/math.like";
  47251. import { Scene } from "babylonjs/scene";
  47252. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  47253. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  47254. /**
  47255. * Container for accessors for natively-stored mesh data buffers.
  47256. */
  47257. class NativeDataBuffer extends DataBuffer {
  47258. /**
  47259. * Accessor value used to identify/retrieve a natively-stored index buffer.
  47260. */
  47261. nativeIndexBuffer?: any;
  47262. /**
  47263. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  47264. */
  47265. nativeVertexBuffer?: any;
  47266. }
  47267. /** @hidden */
  47268. class NativeTexture extends InternalTexture {
  47269. getInternalTexture(): InternalTexture;
  47270. getViewCount(): number;
  47271. }
  47272. /** @hidden */
  47273. export class NativeEngine extends Engine {
  47274. private readonly _native;
  47275. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  47276. private readonly INVALID_HANDLE;
  47277. getHardwareScalingLevel(): number;
  47278. constructor();
  47279. /**
  47280. * Can be used to override the current requestAnimationFrame requester.
  47281. * @hidden
  47282. */
  47283. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  47284. /**
  47285. * Override default engine behavior.
  47286. * @param color
  47287. * @param backBuffer
  47288. * @param depth
  47289. * @param stencil
  47290. */
  47291. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  47292. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  47293. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  47294. createVertexBuffer(data: DataArray): NativeDataBuffer;
  47295. recordVertexArrayObject(vertexBuffers: {
  47296. [key: string]: VertexBuffer;
  47297. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  47298. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47299. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47300. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  47301. /**
  47302. * Draw a list of indexed primitives
  47303. * @param fillMode defines the primitive to use
  47304. * @param indexStart defines the starting index
  47305. * @param indexCount defines the number of index to draw
  47306. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47307. */
  47308. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  47309. /**
  47310. * Draw a list of unindexed primitives
  47311. * @param fillMode defines the primitive to use
  47312. * @param verticesStart defines the index of first vertex to draw
  47313. * @param verticesCount defines the count of vertices to draw
  47314. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47315. */
  47316. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  47317. createPipelineContext(): IPipelineContext;
  47318. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  47319. /** @hidden */
  47320. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  47321. /** @hidden */
  47322. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  47323. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47324. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47325. protected _setProgram(program: WebGLProgram): void;
  47326. _releaseEffect(effect: Effect): void;
  47327. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  47328. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  47329. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  47330. bindSamplers(effect: Effect): void;
  47331. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  47332. getRenderWidth(useScreen?: boolean): number;
  47333. getRenderHeight(useScreen?: boolean): number;
  47334. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  47335. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  47336. /**
  47337. * Set the z offset to apply to current rendering
  47338. * @param value defines the offset to apply
  47339. */
  47340. setZOffset(value: number): void;
  47341. /**
  47342. * Gets the current value of the zOffset
  47343. * @returns the current zOffset state
  47344. */
  47345. getZOffset(): number;
  47346. /**
  47347. * Enable or disable depth buffering
  47348. * @param enable defines the state to set
  47349. */
  47350. setDepthBuffer(enable: boolean): void;
  47351. /**
  47352. * Gets a boolean indicating if depth writing is enabled
  47353. * @returns the current depth writing state
  47354. */
  47355. getDepthWrite(): boolean;
  47356. /**
  47357. * Enable or disable depth writing
  47358. * @param enable defines the state to set
  47359. */
  47360. setDepthWrite(enable: boolean): void;
  47361. /**
  47362. * Enable or disable color writing
  47363. * @param enable defines the state to set
  47364. */
  47365. setColorWrite(enable: boolean): void;
  47366. /**
  47367. * Gets a boolean indicating if color writing is enabled
  47368. * @returns the current color writing state
  47369. */
  47370. getColorWrite(): boolean;
  47371. /**
  47372. * Sets alpha constants used by some alpha blending modes
  47373. * @param r defines the red component
  47374. * @param g defines the green component
  47375. * @param b defines the blue component
  47376. * @param a defines the alpha component
  47377. */
  47378. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  47379. /**
  47380. * Sets the current alpha mode
  47381. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  47382. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  47383. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47384. */
  47385. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  47386. /**
  47387. * Gets the current alpha mode
  47388. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47389. * @returns the current alpha mode
  47390. */
  47391. getAlphaMode(): number;
  47392. setInt(uniform: WebGLUniformLocation, int: number): void;
  47393. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  47394. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  47395. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  47396. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  47397. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  47398. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  47399. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  47400. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  47401. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  47402. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  47403. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  47404. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  47405. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  47406. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47407. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47408. setFloat(uniform: WebGLUniformLocation, value: number): void;
  47409. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  47410. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  47411. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  47412. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  47413. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  47414. wipeCaches(bruteForce?: boolean): void;
  47415. _createTexture(): WebGLTexture;
  47416. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  47417. /**
  47418. * Usually called from BABYLON.Texture.ts.
  47419. * Passed information to create a WebGLTexture
  47420. * @param urlArg defines a value which contains one of the following:
  47421. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  47422. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  47423. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  47424. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  47425. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  47426. * @param scene needed for loading to the correct scene
  47427. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  47428. * @param onLoad optional callback to be called upon successful completion
  47429. * @param onError optional callback to be called upon failure
  47430. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  47431. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  47432. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  47433. * @param forcedExtension defines the extension to use to pick the right loader
  47434. * @returns a InternalTexture for assignment back into BABYLON.Texture
  47435. */
  47436. 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;
  47437. /**
  47438. * Creates a cube texture
  47439. * @param rootUrl defines the url where the files to load is located
  47440. * @param scene defines the current scene
  47441. * @param files defines the list of files to load (1 per face)
  47442. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  47443. * @param onLoad defines an optional callback raised when the texture is loaded
  47444. * @param onError defines an optional callback raised if there is an issue to load the texture
  47445. * @param format defines the format of the data
  47446. * @param forcedExtension defines the extension to use to pick the right loader
  47447. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  47448. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  47449. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  47450. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  47451. * @returns the cube texture as an InternalTexture
  47452. */
  47453. 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;
  47454. private _getSamplingFilter;
  47455. private static _GetNativeTextureFormat;
  47456. createRenderTargetTexture(size: number | {
  47457. width: number;
  47458. height: number;
  47459. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  47460. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  47461. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  47462. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  47463. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  47464. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  47465. /**
  47466. * Updates a dynamic vertex buffer.
  47467. * @param vertexBuffer the vertex buffer to update
  47468. * @param data the data used to update the vertex buffer
  47469. * @param byteOffset the byte offset of the data (optional)
  47470. * @param byteLength the byte length of the data (optional)
  47471. */
  47472. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  47473. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  47474. private _updateAnisotropicLevel;
  47475. private _getAddressMode;
  47476. /** @hidden */
  47477. _bindTexture(channel: number, texture: InternalTexture): void;
  47478. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  47479. releaseEffects(): void;
  47480. /** @hidden */
  47481. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47482. /** @hidden */
  47483. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47484. /** @hidden */
  47485. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47486. /** @hidden */
  47487. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  47488. }
  47489. }
  47490. declare module "babylonjs/Engines/index" {
  47491. export * from "babylonjs/Engines/constants";
  47492. export * from "babylonjs/Engines/engineCapabilities";
  47493. export * from "babylonjs/Engines/instancingAttributeInfo";
  47494. export * from "babylonjs/Engines/thinEngine";
  47495. export * from "babylonjs/Engines/engine";
  47496. export * from "babylonjs/Engines/engineStore";
  47497. export * from "babylonjs/Engines/nullEngine";
  47498. export * from "babylonjs/Engines/Extensions/index";
  47499. export * from "babylonjs/Engines/IPipelineContext";
  47500. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  47501. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47502. export * from "babylonjs/Engines/nativeEngine";
  47503. }
  47504. declare module "babylonjs/Events/clipboardEvents" {
  47505. /**
  47506. * Gather the list of clipboard event types as constants.
  47507. */
  47508. export class ClipboardEventTypes {
  47509. /**
  47510. * The clipboard event is fired when a copy command is active (pressed).
  47511. */
  47512. static readonly COPY: number;
  47513. /**
  47514. * The clipboard event is fired when a cut command is active (pressed).
  47515. */
  47516. static readonly CUT: number;
  47517. /**
  47518. * The clipboard event is fired when a paste command is active (pressed).
  47519. */
  47520. static readonly PASTE: number;
  47521. }
  47522. /**
  47523. * This class is used to store clipboard related info for the onClipboardObservable event.
  47524. */
  47525. export class ClipboardInfo {
  47526. /**
  47527. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47528. */
  47529. type: number;
  47530. /**
  47531. * Defines the related dom event
  47532. */
  47533. event: ClipboardEvent;
  47534. /**
  47535. *Creates an instance of ClipboardInfo.
  47536. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  47537. * @param event Defines the related dom event
  47538. */
  47539. constructor(
  47540. /**
  47541. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47542. */
  47543. type: number,
  47544. /**
  47545. * Defines the related dom event
  47546. */
  47547. event: ClipboardEvent);
  47548. /**
  47549. * Get the clipboard event's type from the keycode.
  47550. * @param keyCode Defines the keyCode for the current keyboard event.
  47551. * @return {number}
  47552. */
  47553. static GetTypeFromCharacter(keyCode: number): number;
  47554. }
  47555. }
  47556. declare module "babylonjs/Events/index" {
  47557. export * from "babylonjs/Events/keyboardEvents";
  47558. export * from "babylonjs/Events/pointerEvents";
  47559. export * from "babylonjs/Events/clipboardEvents";
  47560. }
  47561. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  47562. import { Scene } from "babylonjs/scene";
  47563. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47564. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47565. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47566. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47567. /**
  47568. * Google Daydream controller
  47569. */
  47570. export class DaydreamController extends WebVRController {
  47571. /**
  47572. * Base Url for the controller model.
  47573. */
  47574. static MODEL_BASE_URL: string;
  47575. /**
  47576. * File name for the controller model.
  47577. */
  47578. static MODEL_FILENAME: string;
  47579. /**
  47580. * Gamepad Id prefix used to identify Daydream Controller.
  47581. */
  47582. static readonly GAMEPAD_ID_PREFIX: string;
  47583. /**
  47584. * Creates a new DaydreamController from a gamepad
  47585. * @param vrGamepad the gamepad that the controller should be created from
  47586. */
  47587. constructor(vrGamepad: any);
  47588. /**
  47589. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47590. * @param scene scene in which to add meshes
  47591. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47592. */
  47593. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47594. /**
  47595. * Called once for each button that changed state since the last frame
  47596. * @param buttonIdx Which button index changed
  47597. * @param state New state of the button
  47598. * @param changes Which properties on the state changed since last frame
  47599. */
  47600. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47601. }
  47602. }
  47603. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47604. import { Scene } from "babylonjs/scene";
  47605. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47606. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47607. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47608. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47609. /**
  47610. * Gear VR Controller
  47611. */
  47612. export class GearVRController extends WebVRController {
  47613. /**
  47614. * Base Url for the controller model.
  47615. */
  47616. static MODEL_BASE_URL: string;
  47617. /**
  47618. * File name for the controller model.
  47619. */
  47620. static MODEL_FILENAME: string;
  47621. /**
  47622. * Gamepad Id prefix used to identify this controller.
  47623. */
  47624. static readonly GAMEPAD_ID_PREFIX: string;
  47625. private readonly _buttonIndexToObservableNameMap;
  47626. /**
  47627. * Creates a new GearVRController from a gamepad
  47628. * @param vrGamepad the gamepad that the controller should be created from
  47629. */
  47630. constructor(vrGamepad: any);
  47631. /**
  47632. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47633. * @param scene scene in which to add meshes
  47634. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47635. */
  47636. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47637. /**
  47638. * Called once for each button that changed state since the last frame
  47639. * @param buttonIdx Which button index changed
  47640. * @param state New state of the button
  47641. * @param changes Which properties on the state changed since last frame
  47642. */
  47643. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47644. }
  47645. }
  47646. declare module "babylonjs/Gamepads/Controllers/index" {
  47647. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47648. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47649. export * from "babylonjs/Gamepads/Controllers/genericController";
  47650. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47651. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47652. export * from "babylonjs/Gamepads/Controllers/viveController";
  47653. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47654. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47655. }
  47656. declare module "babylonjs/Gamepads/index" {
  47657. export * from "babylonjs/Gamepads/Controllers/index";
  47658. export * from "babylonjs/Gamepads/gamepad";
  47659. export * from "babylonjs/Gamepads/gamepadManager";
  47660. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47661. export * from "babylonjs/Gamepads/xboxGamepad";
  47662. export * from "babylonjs/Gamepads/dualShockGamepad";
  47663. }
  47664. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47665. import { Scene } from "babylonjs/scene";
  47666. import { Vector4 } from "babylonjs/Maths/math.vector";
  47667. import { Color4 } from "babylonjs/Maths/math.color";
  47668. import { Mesh } from "babylonjs/Meshes/mesh";
  47669. import { Nullable } from "babylonjs/types";
  47670. /**
  47671. * Class containing static functions to help procedurally build meshes
  47672. */
  47673. export class PolyhedronBuilder {
  47674. /**
  47675. * Creates a polyhedron mesh
  47676. * * 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
  47677. * * The parameter `size` (positive float, default 1) sets the polygon size
  47678. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47679. * * 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`
  47680. * * 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
  47681. * * 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)`)
  47682. * * 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
  47683. * * 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
  47684. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47685. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  47686. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47687. * @param name defines the name of the mesh
  47688. * @param options defines the options used to create the mesh
  47689. * @param scene defines the hosting scene
  47690. * @returns the polyhedron mesh
  47691. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47692. */
  47693. static CreatePolyhedron(name: string, options: {
  47694. type?: number;
  47695. size?: number;
  47696. sizeX?: number;
  47697. sizeY?: number;
  47698. sizeZ?: number;
  47699. custom?: any;
  47700. faceUV?: Vector4[];
  47701. faceColors?: Color4[];
  47702. flat?: boolean;
  47703. updatable?: boolean;
  47704. sideOrientation?: number;
  47705. frontUVs?: Vector4;
  47706. backUVs?: Vector4;
  47707. }, scene?: Nullable<Scene>): Mesh;
  47708. }
  47709. }
  47710. declare module "babylonjs/Gizmos/scaleGizmo" {
  47711. import { Observable } from "babylonjs/Misc/observable";
  47712. import { Nullable } from "babylonjs/types";
  47713. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47714. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47715. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47716. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47717. /**
  47718. * Gizmo that enables scaling a mesh along 3 axis
  47719. */
  47720. export class ScaleGizmo extends Gizmo {
  47721. /**
  47722. * Internal gizmo used for interactions on the x axis
  47723. */
  47724. xGizmo: AxisScaleGizmo;
  47725. /**
  47726. * Internal gizmo used for interactions on the y axis
  47727. */
  47728. yGizmo: AxisScaleGizmo;
  47729. /**
  47730. * Internal gizmo used for interactions on the z axis
  47731. */
  47732. zGizmo: AxisScaleGizmo;
  47733. /**
  47734. * Internal gizmo used to scale all axis equally
  47735. */
  47736. uniformScaleGizmo: AxisScaleGizmo;
  47737. private _meshAttached;
  47738. private _updateGizmoRotationToMatchAttachedMesh;
  47739. private _snapDistance;
  47740. private _scaleRatio;
  47741. private _uniformScalingMesh;
  47742. private _octahedron;
  47743. private _sensitivity;
  47744. /** Fires an event when any of it's sub gizmos are dragged */
  47745. onDragStartObservable: Observable<unknown>;
  47746. /** Fires an event when any of it's sub gizmos are released from dragging */
  47747. onDragEndObservable: Observable<unknown>;
  47748. attachedMesh: Nullable<AbstractMesh>;
  47749. /**
  47750. * Creates a ScaleGizmo
  47751. * @param gizmoLayer The utility layer the gizmo will be added to
  47752. */
  47753. constructor(gizmoLayer?: UtilityLayerRenderer);
  47754. updateGizmoRotationToMatchAttachedMesh: boolean;
  47755. /**
  47756. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47757. */
  47758. snapDistance: number;
  47759. /**
  47760. * Ratio for the scale of the gizmo (Default: 1)
  47761. */
  47762. scaleRatio: number;
  47763. /**
  47764. * Sensitivity factor for dragging (Default: 1)
  47765. */
  47766. sensitivity: number;
  47767. /**
  47768. * Disposes of the gizmo
  47769. */
  47770. dispose(): void;
  47771. }
  47772. }
  47773. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47774. import { Observable } from "babylonjs/Misc/observable";
  47775. import { Nullable } from "babylonjs/types";
  47776. import { Vector3 } from "babylonjs/Maths/math.vector";
  47777. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47778. import { Mesh } from "babylonjs/Meshes/mesh";
  47779. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47780. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47781. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47782. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47783. import { Color3 } from "babylonjs/Maths/math.color";
  47784. /**
  47785. * Single axis scale gizmo
  47786. */
  47787. export class AxisScaleGizmo extends Gizmo {
  47788. /**
  47789. * Drag behavior responsible for the gizmos dragging interactions
  47790. */
  47791. dragBehavior: PointerDragBehavior;
  47792. private _pointerObserver;
  47793. /**
  47794. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47795. */
  47796. snapDistance: number;
  47797. /**
  47798. * Event that fires each time the gizmo snaps to a new location.
  47799. * * snapDistance is the the change in distance
  47800. */
  47801. onSnapObservable: Observable<{
  47802. snapDistance: number;
  47803. }>;
  47804. /**
  47805. * If the scaling operation should be done on all axis (default: false)
  47806. */
  47807. uniformScaling: boolean;
  47808. /**
  47809. * Custom sensitivity value for the drag strength
  47810. */
  47811. sensitivity: number;
  47812. private _isEnabled;
  47813. private _parent;
  47814. private _arrow;
  47815. private _coloredMaterial;
  47816. private _hoverMaterial;
  47817. /**
  47818. * Creates an AxisScaleGizmo
  47819. * @param gizmoLayer The utility layer the gizmo will be added to
  47820. * @param dragAxis The axis which the gizmo will be able to scale on
  47821. * @param color The color of the gizmo
  47822. */
  47823. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47824. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47825. /**
  47826. * If the gizmo is enabled
  47827. */
  47828. isEnabled: boolean;
  47829. /**
  47830. * Disposes of the gizmo
  47831. */
  47832. dispose(): void;
  47833. /**
  47834. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47835. * @param mesh The mesh to replace the default mesh of the gizmo
  47836. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47837. */
  47838. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47839. }
  47840. }
  47841. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47842. import { Observable } from "babylonjs/Misc/observable";
  47843. import { Nullable } from "babylonjs/types";
  47844. import { Vector3 } from "babylonjs/Maths/math.vector";
  47845. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47846. import { Mesh } from "babylonjs/Meshes/mesh";
  47847. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47848. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47849. import { Color3 } from "babylonjs/Maths/math.color";
  47850. import "babylonjs/Meshes/Builders/boxBuilder";
  47851. /**
  47852. * Bounding box gizmo
  47853. */
  47854. export class BoundingBoxGizmo extends Gizmo {
  47855. private _lineBoundingBox;
  47856. private _rotateSpheresParent;
  47857. private _scaleBoxesParent;
  47858. private _boundingDimensions;
  47859. private _renderObserver;
  47860. private _pointerObserver;
  47861. private _scaleDragSpeed;
  47862. private _tmpQuaternion;
  47863. private _tmpVector;
  47864. private _tmpRotationMatrix;
  47865. /**
  47866. * 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)
  47867. */
  47868. ignoreChildren: boolean;
  47869. /**
  47870. * 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)
  47871. */
  47872. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47873. /**
  47874. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47875. */
  47876. rotationSphereSize: number;
  47877. /**
  47878. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47879. */
  47880. scaleBoxSize: number;
  47881. /**
  47882. * 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)
  47883. */
  47884. fixedDragMeshScreenSize: boolean;
  47885. /**
  47886. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47887. */
  47888. fixedDragMeshScreenSizeDistanceFactor: number;
  47889. /**
  47890. * Fired when a rotation sphere or scale box is dragged
  47891. */
  47892. onDragStartObservable: Observable<{}>;
  47893. /**
  47894. * Fired when a scale box is dragged
  47895. */
  47896. onScaleBoxDragObservable: Observable<{}>;
  47897. /**
  47898. * Fired when a scale box drag is ended
  47899. */
  47900. onScaleBoxDragEndObservable: Observable<{}>;
  47901. /**
  47902. * Fired when a rotation sphere is dragged
  47903. */
  47904. onRotationSphereDragObservable: Observable<{}>;
  47905. /**
  47906. * Fired when a rotation sphere drag is ended
  47907. */
  47908. onRotationSphereDragEndObservable: Observable<{}>;
  47909. /**
  47910. * 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)
  47911. */
  47912. scalePivot: Nullable<Vector3>;
  47913. /**
  47914. * Mesh used as a pivot to rotate the attached mesh
  47915. */
  47916. private _anchorMesh;
  47917. private _existingMeshScale;
  47918. private _dragMesh;
  47919. private pointerDragBehavior;
  47920. private coloredMaterial;
  47921. private hoverColoredMaterial;
  47922. /**
  47923. * Sets the color of the bounding box gizmo
  47924. * @param color the color to set
  47925. */
  47926. setColor(color: Color3): void;
  47927. /**
  47928. * Creates an BoundingBoxGizmo
  47929. * @param gizmoLayer The utility layer the gizmo will be added to
  47930. * @param color The color of the gizmo
  47931. */
  47932. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47933. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47934. private _selectNode;
  47935. /**
  47936. * Updates the bounding box information for the Gizmo
  47937. */
  47938. updateBoundingBox(): void;
  47939. private _updateRotationSpheres;
  47940. private _updateScaleBoxes;
  47941. /**
  47942. * Enables rotation on the specified axis and disables rotation on the others
  47943. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47944. */
  47945. setEnabledRotationAxis(axis: string): void;
  47946. /**
  47947. * Enables/disables scaling
  47948. * @param enable if scaling should be enabled
  47949. */
  47950. setEnabledScaling(enable: boolean): void;
  47951. private _updateDummy;
  47952. /**
  47953. * Enables a pointer drag behavior on the bounding box of the gizmo
  47954. */
  47955. enableDragBehavior(): void;
  47956. /**
  47957. * Disposes of the gizmo
  47958. */
  47959. dispose(): void;
  47960. /**
  47961. * 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)
  47962. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47963. * @returns the bounding box mesh with the passed in mesh as a child
  47964. */
  47965. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47966. /**
  47967. * CustomMeshes are not supported by this gizmo
  47968. * @param mesh The mesh to replace the default mesh of the gizmo
  47969. */
  47970. setCustomMesh(mesh: Mesh): void;
  47971. }
  47972. }
  47973. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47974. import { Observable } from "babylonjs/Misc/observable";
  47975. import { Nullable } from "babylonjs/types";
  47976. import { Vector3 } from "babylonjs/Maths/math.vector";
  47977. import { Color3 } from "babylonjs/Maths/math.color";
  47978. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47979. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47980. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47981. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47982. import "babylonjs/Meshes/Builders/linesBuilder";
  47983. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47984. /**
  47985. * Single plane rotation gizmo
  47986. */
  47987. export class PlaneRotationGizmo extends Gizmo {
  47988. /**
  47989. * Drag behavior responsible for the gizmos dragging interactions
  47990. */
  47991. dragBehavior: PointerDragBehavior;
  47992. private _pointerObserver;
  47993. /**
  47994. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47995. */
  47996. snapDistance: number;
  47997. /**
  47998. * Event that fires each time the gizmo snaps to a new location.
  47999. * * snapDistance is the the change in distance
  48000. */
  48001. onSnapObservable: Observable<{
  48002. snapDistance: number;
  48003. }>;
  48004. private _isEnabled;
  48005. private _parent;
  48006. /**
  48007. * Creates a PlaneRotationGizmo
  48008. * @param gizmoLayer The utility layer the gizmo will be added to
  48009. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  48010. * @param color The color of the gizmo
  48011. * @param tessellation Amount of tessellation to be used when creating rotation circles
  48012. * @param useEulerRotation Use and update Euler angle instead of quaternion
  48013. */
  48014. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  48015. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  48016. /**
  48017. * If the gizmo is enabled
  48018. */
  48019. isEnabled: boolean;
  48020. /**
  48021. * Disposes of the gizmo
  48022. */
  48023. dispose(): void;
  48024. }
  48025. }
  48026. declare module "babylonjs/Gizmos/rotationGizmo" {
  48027. import { Observable } from "babylonjs/Misc/observable";
  48028. import { Nullable } from "babylonjs/types";
  48029. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48030. import { Mesh } from "babylonjs/Meshes/mesh";
  48031. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  48032. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  48033. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48034. /**
  48035. * Gizmo that enables rotating a mesh along 3 axis
  48036. */
  48037. export class RotationGizmo extends Gizmo {
  48038. /**
  48039. * Internal gizmo used for interactions on the x axis
  48040. */
  48041. xGizmo: PlaneRotationGizmo;
  48042. /**
  48043. * Internal gizmo used for interactions on the y axis
  48044. */
  48045. yGizmo: PlaneRotationGizmo;
  48046. /**
  48047. * Internal gizmo used for interactions on the z axis
  48048. */
  48049. zGizmo: PlaneRotationGizmo;
  48050. /** Fires an event when any of it's sub gizmos are dragged */
  48051. onDragStartObservable: Observable<unknown>;
  48052. /** Fires an event when any of it's sub gizmos are released from dragging */
  48053. onDragEndObservable: Observable<unknown>;
  48054. private _meshAttached;
  48055. attachedMesh: Nullable<AbstractMesh>;
  48056. /**
  48057. * Creates a RotationGizmo
  48058. * @param gizmoLayer The utility layer the gizmo will be added to
  48059. * @param tessellation Amount of tessellation to be used when creating rotation circles
  48060. * @param useEulerRotation Use and update Euler angle instead of quaternion
  48061. */
  48062. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  48063. updateGizmoRotationToMatchAttachedMesh: boolean;
  48064. /**
  48065. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  48066. */
  48067. snapDistance: number;
  48068. /**
  48069. * Ratio for the scale of the gizmo (Default: 1)
  48070. */
  48071. scaleRatio: number;
  48072. /**
  48073. * Disposes of the gizmo
  48074. */
  48075. dispose(): void;
  48076. /**
  48077. * CustomMeshes are not supported by this gizmo
  48078. * @param mesh The mesh to replace the default mesh of the gizmo
  48079. */
  48080. setCustomMesh(mesh: Mesh): void;
  48081. }
  48082. }
  48083. declare module "babylonjs/Gizmos/gizmoManager" {
  48084. import { Observable } from "babylonjs/Misc/observable";
  48085. import { Nullable } from "babylonjs/types";
  48086. import { Scene, IDisposable } from "babylonjs/scene";
  48087. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48088. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48089. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  48090. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  48091. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  48092. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  48093. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  48094. /**
  48095. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  48096. */
  48097. export class GizmoManager implements IDisposable {
  48098. private scene;
  48099. /**
  48100. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  48101. */
  48102. gizmos: {
  48103. positionGizmo: Nullable<PositionGizmo>;
  48104. rotationGizmo: Nullable<RotationGizmo>;
  48105. scaleGizmo: Nullable<ScaleGizmo>;
  48106. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  48107. };
  48108. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  48109. clearGizmoOnEmptyPointerEvent: boolean;
  48110. /** Fires an event when the manager is attached to a mesh */
  48111. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  48112. private _gizmosEnabled;
  48113. private _pointerObserver;
  48114. private _attachedMesh;
  48115. private _boundingBoxColor;
  48116. private _defaultUtilityLayer;
  48117. private _defaultKeepDepthUtilityLayer;
  48118. /**
  48119. * When bounding box gizmo is enabled, this can be used to track drag/end events
  48120. */
  48121. boundingBoxDragBehavior: SixDofDragBehavior;
  48122. /**
  48123. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  48124. */
  48125. attachableMeshes: Nullable<Array<AbstractMesh>>;
  48126. /**
  48127. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  48128. */
  48129. usePointerToAttachGizmos: boolean;
  48130. /**
  48131. * Utility layer that the bounding box gizmo belongs to
  48132. */
  48133. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  48134. /**
  48135. * Utility layer that all gizmos besides bounding box belong to
  48136. */
  48137. readonly utilityLayer: UtilityLayerRenderer;
  48138. /**
  48139. * Instatiates a gizmo manager
  48140. * @param scene the scene to overlay the gizmos on top of
  48141. */
  48142. constructor(scene: Scene);
  48143. /**
  48144. * Attaches a set of gizmos to the specified mesh
  48145. * @param mesh The mesh the gizmo's should be attached to
  48146. */
  48147. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  48148. /**
  48149. * If the position gizmo is enabled
  48150. */
  48151. positionGizmoEnabled: boolean;
  48152. /**
  48153. * If the rotation gizmo is enabled
  48154. */
  48155. rotationGizmoEnabled: boolean;
  48156. /**
  48157. * If the scale gizmo is enabled
  48158. */
  48159. scaleGizmoEnabled: boolean;
  48160. /**
  48161. * If the boundingBox gizmo is enabled
  48162. */
  48163. boundingBoxGizmoEnabled: boolean;
  48164. /**
  48165. * Disposes of the gizmo manager
  48166. */
  48167. dispose(): void;
  48168. }
  48169. }
  48170. declare module "babylonjs/Lights/directionalLight" {
  48171. import { Camera } from "babylonjs/Cameras/camera";
  48172. import { Scene } from "babylonjs/scene";
  48173. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48174. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48175. import { Light } from "babylonjs/Lights/light";
  48176. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48177. import { Effect } from "babylonjs/Materials/effect";
  48178. /**
  48179. * A directional light is defined by a direction (what a surprise!).
  48180. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  48181. * 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.
  48182. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48183. */
  48184. export class DirectionalLight extends ShadowLight {
  48185. private _shadowFrustumSize;
  48186. /**
  48187. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  48188. */
  48189. /**
  48190. * Specifies a fix frustum size for the shadow generation.
  48191. */
  48192. shadowFrustumSize: number;
  48193. private _shadowOrthoScale;
  48194. /**
  48195. * Gets the shadow projection scale against the optimal computed one.
  48196. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48197. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48198. */
  48199. /**
  48200. * Sets the shadow projection scale against the optimal computed one.
  48201. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48202. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48203. */
  48204. shadowOrthoScale: number;
  48205. /**
  48206. * Automatically compute the projection matrix to best fit (including all the casters)
  48207. * on each frame.
  48208. */
  48209. autoUpdateExtends: boolean;
  48210. private _orthoLeft;
  48211. private _orthoRight;
  48212. private _orthoTop;
  48213. private _orthoBottom;
  48214. /**
  48215. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  48216. * The directional light is emitted from everywhere in the given direction.
  48217. * It can cast shadows.
  48218. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48219. * @param name The friendly name of the light
  48220. * @param direction The direction of the light
  48221. * @param scene The scene the light belongs to
  48222. */
  48223. constructor(name: string, direction: Vector3, scene: Scene);
  48224. /**
  48225. * Returns the string "DirectionalLight".
  48226. * @return The class name
  48227. */
  48228. getClassName(): string;
  48229. /**
  48230. * Returns the integer 1.
  48231. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48232. */
  48233. getTypeID(): number;
  48234. /**
  48235. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  48236. * Returns the DirectionalLight Shadow projection matrix.
  48237. */
  48238. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48239. /**
  48240. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  48241. * Returns the DirectionalLight Shadow projection matrix.
  48242. */
  48243. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  48244. /**
  48245. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  48246. * Returns the DirectionalLight Shadow projection matrix.
  48247. */
  48248. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48249. protected _buildUniformLayout(): void;
  48250. /**
  48251. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  48252. * @param effect The effect to update
  48253. * @param lightIndex The index of the light in the effect to update
  48254. * @returns The directional light
  48255. */
  48256. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  48257. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  48258. /**
  48259. * Gets the minZ used for shadow according to both the scene and the light.
  48260. *
  48261. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48262. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48263. * @param activeCamera The camera we are returning the min for
  48264. * @returns the depth min z
  48265. */
  48266. getDepthMinZ(activeCamera: Camera): number;
  48267. /**
  48268. * Gets the maxZ used for shadow according to both the scene and the light.
  48269. *
  48270. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48271. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48272. * @param activeCamera The camera we are returning the max for
  48273. * @returns the depth max z
  48274. */
  48275. getDepthMaxZ(activeCamera: Camera): number;
  48276. /**
  48277. * Prepares the list of defines specific to the light type.
  48278. * @param defines the list of defines
  48279. * @param lightIndex defines the index of the light for the effect
  48280. */
  48281. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48282. }
  48283. }
  48284. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  48285. import { Mesh } from "babylonjs/Meshes/mesh";
  48286. /**
  48287. * Class containing static functions to help procedurally build meshes
  48288. */
  48289. export class HemisphereBuilder {
  48290. /**
  48291. * Creates a hemisphere mesh
  48292. * @param name defines the name of the mesh
  48293. * @param options defines the options used to create the mesh
  48294. * @param scene defines the hosting scene
  48295. * @returns the hemisphere mesh
  48296. */
  48297. static CreateHemisphere(name: string, options: {
  48298. segments?: number;
  48299. diameter?: number;
  48300. sideOrientation?: number;
  48301. }, scene: any): Mesh;
  48302. }
  48303. }
  48304. declare module "babylonjs/Lights/spotLight" {
  48305. import { Nullable } from "babylonjs/types";
  48306. import { Scene } from "babylonjs/scene";
  48307. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48308. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48309. import { Effect } from "babylonjs/Materials/effect";
  48310. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48311. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48312. /**
  48313. * A spot light is defined by a position, a direction, an angle, and an exponent.
  48314. * These values define a cone of light starting from the position, emitting toward the direction.
  48315. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  48316. * and the exponent defines the speed of the decay of the light with distance (reach).
  48317. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48318. */
  48319. export class SpotLight extends ShadowLight {
  48320. private _angle;
  48321. private _innerAngle;
  48322. private _cosHalfAngle;
  48323. private _lightAngleScale;
  48324. private _lightAngleOffset;
  48325. /**
  48326. * Gets the cone angle of the spot light in Radians.
  48327. */
  48328. /**
  48329. * Sets the cone angle of the spot light in Radians.
  48330. */
  48331. angle: number;
  48332. /**
  48333. * Only used in gltf falloff mode, this defines the angle where
  48334. * the directional falloff will start before cutting at angle which could be seen
  48335. * as outer angle.
  48336. */
  48337. /**
  48338. * Only used in gltf falloff mode, this defines the angle where
  48339. * the directional falloff will start before cutting at angle which could be seen
  48340. * as outer angle.
  48341. */
  48342. innerAngle: number;
  48343. private _shadowAngleScale;
  48344. /**
  48345. * Allows scaling the angle of the light for shadow generation only.
  48346. */
  48347. /**
  48348. * Allows scaling the angle of the light for shadow generation only.
  48349. */
  48350. shadowAngleScale: number;
  48351. /**
  48352. * The light decay speed with the distance from the emission spot.
  48353. */
  48354. exponent: number;
  48355. private _projectionTextureMatrix;
  48356. /**
  48357. * Allows reading the projecton texture
  48358. */
  48359. readonly projectionTextureMatrix: Matrix;
  48360. protected _projectionTextureLightNear: number;
  48361. /**
  48362. * Gets the near clip of the Spotlight for texture projection.
  48363. */
  48364. /**
  48365. * Sets the near clip of the Spotlight for texture projection.
  48366. */
  48367. projectionTextureLightNear: number;
  48368. protected _projectionTextureLightFar: number;
  48369. /**
  48370. * Gets the far clip of the Spotlight for texture projection.
  48371. */
  48372. /**
  48373. * Sets the far clip of the Spotlight for texture projection.
  48374. */
  48375. projectionTextureLightFar: number;
  48376. protected _projectionTextureUpDirection: Vector3;
  48377. /**
  48378. * Gets the Up vector of the Spotlight for texture projection.
  48379. */
  48380. /**
  48381. * Sets the Up vector of the Spotlight for texture projection.
  48382. */
  48383. projectionTextureUpDirection: Vector3;
  48384. private _projectionTexture;
  48385. /**
  48386. * Gets the projection texture of the light.
  48387. */
  48388. /**
  48389. * Sets the projection texture of the light.
  48390. */
  48391. projectionTexture: Nullable<BaseTexture>;
  48392. private _projectionTextureViewLightDirty;
  48393. private _projectionTextureProjectionLightDirty;
  48394. private _projectionTextureDirty;
  48395. private _projectionTextureViewTargetVector;
  48396. private _projectionTextureViewLightMatrix;
  48397. private _projectionTextureProjectionLightMatrix;
  48398. private _projectionTextureScalingMatrix;
  48399. /**
  48400. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  48401. * It can cast shadows.
  48402. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48403. * @param name The light friendly name
  48404. * @param position The position of the spot light in the scene
  48405. * @param direction The direction of the light in the scene
  48406. * @param angle The cone angle of the light in Radians
  48407. * @param exponent The light decay speed with the distance from the emission spot
  48408. * @param scene The scene the lights belongs to
  48409. */
  48410. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  48411. /**
  48412. * Returns the string "SpotLight".
  48413. * @returns the class name
  48414. */
  48415. getClassName(): string;
  48416. /**
  48417. * Returns the integer 2.
  48418. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48419. */
  48420. getTypeID(): number;
  48421. /**
  48422. * Overrides the direction setter to recompute the projection texture view light Matrix.
  48423. */
  48424. protected _setDirection(value: Vector3): void;
  48425. /**
  48426. * Overrides the position setter to recompute the projection texture view light Matrix.
  48427. */
  48428. protected _setPosition(value: Vector3): void;
  48429. /**
  48430. * 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.
  48431. * Returns the SpotLight.
  48432. */
  48433. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48434. protected _computeProjectionTextureViewLightMatrix(): void;
  48435. protected _computeProjectionTextureProjectionLightMatrix(): void;
  48436. /**
  48437. * Main function for light texture projection matrix computing.
  48438. */
  48439. protected _computeProjectionTextureMatrix(): void;
  48440. protected _buildUniformLayout(): void;
  48441. private _computeAngleValues;
  48442. /**
  48443. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  48444. * @param effect The effect to update
  48445. * @param lightIndex The index of the light in the effect to update
  48446. * @returns The spot light
  48447. */
  48448. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  48449. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  48450. /**
  48451. * Disposes the light and the associated resources.
  48452. */
  48453. dispose(): void;
  48454. /**
  48455. * Prepares the list of defines specific to the light type.
  48456. * @param defines the list of defines
  48457. * @param lightIndex defines the index of the light for the effect
  48458. */
  48459. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48460. }
  48461. }
  48462. declare module "babylonjs/Gizmos/lightGizmo" {
  48463. import { Nullable } from "babylonjs/types";
  48464. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  48465. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48466. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  48467. import { Light } from "babylonjs/Lights/light";
  48468. /**
  48469. * Gizmo that enables viewing a light
  48470. */
  48471. export class LightGizmo extends Gizmo {
  48472. private _lightMesh;
  48473. private _material;
  48474. private _cachedPosition;
  48475. private _cachedForward;
  48476. private _attachedMeshParent;
  48477. /**
  48478. * Creates a LightGizmo
  48479. * @param gizmoLayer The utility layer the gizmo will be added to
  48480. */
  48481. constructor(gizmoLayer?: UtilityLayerRenderer);
  48482. private _light;
  48483. /**
  48484. * The light that the gizmo is attached to
  48485. */
  48486. light: Nullable<Light>;
  48487. /**
  48488. * Gets the material used to render the light gizmo
  48489. */
  48490. readonly material: StandardMaterial;
  48491. /**
  48492. * @hidden
  48493. * Updates the gizmo to match the attached mesh's position/rotation
  48494. */
  48495. protected _update(): void;
  48496. private static _Scale;
  48497. /**
  48498. * Creates the lines for a light mesh
  48499. */
  48500. private static _CreateLightLines;
  48501. /**
  48502. * Disposes of the light gizmo
  48503. */
  48504. dispose(): void;
  48505. private static _CreateHemisphericLightMesh;
  48506. private static _CreatePointLightMesh;
  48507. private static _CreateSpotLightMesh;
  48508. private static _CreateDirectionalLightMesh;
  48509. }
  48510. }
  48511. declare module "babylonjs/Gizmos/index" {
  48512. export * from "babylonjs/Gizmos/axisDragGizmo";
  48513. export * from "babylonjs/Gizmos/axisScaleGizmo";
  48514. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  48515. export * from "babylonjs/Gizmos/gizmo";
  48516. export * from "babylonjs/Gizmos/gizmoManager";
  48517. export * from "babylonjs/Gizmos/planeRotationGizmo";
  48518. export * from "babylonjs/Gizmos/positionGizmo";
  48519. export * from "babylonjs/Gizmos/rotationGizmo";
  48520. export * from "babylonjs/Gizmos/scaleGizmo";
  48521. export * from "babylonjs/Gizmos/lightGizmo";
  48522. export * from "babylonjs/Gizmos/planeDragGizmo";
  48523. }
  48524. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  48525. /** @hidden */
  48526. export var backgroundFragmentDeclaration: {
  48527. name: string;
  48528. shader: string;
  48529. };
  48530. }
  48531. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  48532. /** @hidden */
  48533. export var backgroundUboDeclaration: {
  48534. name: string;
  48535. shader: string;
  48536. };
  48537. }
  48538. declare module "babylonjs/Shaders/background.fragment" {
  48539. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  48540. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48541. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48542. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48543. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48544. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48545. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48546. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  48547. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48548. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48549. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48550. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48551. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48552. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48553. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48554. /** @hidden */
  48555. export var backgroundPixelShader: {
  48556. name: string;
  48557. shader: string;
  48558. };
  48559. }
  48560. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  48561. /** @hidden */
  48562. export var backgroundVertexDeclaration: {
  48563. name: string;
  48564. shader: string;
  48565. };
  48566. }
  48567. declare module "babylonjs/Shaders/background.vertex" {
  48568. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  48569. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48570. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48571. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48572. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48573. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48574. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48575. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48576. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48577. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48578. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48579. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48580. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48581. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48582. /** @hidden */
  48583. export var backgroundVertexShader: {
  48584. name: string;
  48585. shader: string;
  48586. };
  48587. }
  48588. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  48589. import { Nullable, int, float } from "babylonjs/types";
  48590. import { Scene } from "babylonjs/scene";
  48591. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48592. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48593. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48594. import { Mesh } from "babylonjs/Meshes/mesh";
  48595. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48596. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48597. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48598. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48599. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48600. import { Color3 } from "babylonjs/Maths/math.color";
  48601. import "babylonjs/Shaders/background.fragment";
  48602. import "babylonjs/Shaders/background.vertex";
  48603. /**
  48604. * Background material used to create an efficient environement around your scene.
  48605. */
  48606. export class BackgroundMaterial extends PushMaterial {
  48607. /**
  48608. * Standard reflectance value at parallel view angle.
  48609. */
  48610. static StandardReflectance0: number;
  48611. /**
  48612. * Standard reflectance value at grazing angle.
  48613. */
  48614. static StandardReflectance90: number;
  48615. protected _primaryColor: Color3;
  48616. /**
  48617. * Key light Color (multiply against the environement texture)
  48618. */
  48619. primaryColor: Color3;
  48620. protected __perceptualColor: Nullable<Color3>;
  48621. /**
  48622. * Experimental Internal Use Only.
  48623. *
  48624. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48625. * This acts as a helper to set the primary color to a more "human friendly" value.
  48626. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48627. * output color as close as possible from the chosen value.
  48628. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48629. * part of lighting setup.)
  48630. */
  48631. _perceptualColor: Nullable<Color3>;
  48632. protected _primaryColorShadowLevel: float;
  48633. /**
  48634. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48635. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48636. */
  48637. primaryColorShadowLevel: float;
  48638. protected _primaryColorHighlightLevel: float;
  48639. /**
  48640. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48641. * The primary color is used at the level chosen to define what the white area would look.
  48642. */
  48643. primaryColorHighlightLevel: float;
  48644. protected _reflectionTexture: Nullable<BaseTexture>;
  48645. /**
  48646. * Reflection Texture used in the material.
  48647. * Should be author in a specific way for the best result (refer to the documentation).
  48648. */
  48649. reflectionTexture: Nullable<BaseTexture>;
  48650. protected _reflectionBlur: float;
  48651. /**
  48652. * Reflection Texture level of blur.
  48653. *
  48654. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48655. * texture twice.
  48656. */
  48657. reflectionBlur: float;
  48658. protected _diffuseTexture: Nullable<BaseTexture>;
  48659. /**
  48660. * Diffuse Texture used in the material.
  48661. * Should be author in a specific way for the best result (refer to the documentation).
  48662. */
  48663. diffuseTexture: Nullable<BaseTexture>;
  48664. protected _shadowLights: Nullable<IShadowLight[]>;
  48665. /**
  48666. * Specify the list of lights casting shadow on the material.
  48667. * All scene shadow lights will be included if null.
  48668. */
  48669. shadowLights: Nullable<IShadowLight[]>;
  48670. protected _shadowLevel: float;
  48671. /**
  48672. * Helps adjusting the shadow to a softer level if required.
  48673. * 0 means black shadows and 1 means no shadows.
  48674. */
  48675. shadowLevel: float;
  48676. protected _sceneCenter: Vector3;
  48677. /**
  48678. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48679. * It is usually zero but might be interesting to modify according to your setup.
  48680. */
  48681. sceneCenter: Vector3;
  48682. protected _opacityFresnel: boolean;
  48683. /**
  48684. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48685. * This helps ensuring a nice transition when the camera goes under the ground.
  48686. */
  48687. opacityFresnel: boolean;
  48688. protected _reflectionFresnel: boolean;
  48689. /**
  48690. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48691. * This helps adding a mirror texture on the ground.
  48692. */
  48693. reflectionFresnel: boolean;
  48694. protected _reflectionFalloffDistance: number;
  48695. /**
  48696. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48697. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48698. */
  48699. reflectionFalloffDistance: number;
  48700. protected _reflectionAmount: number;
  48701. /**
  48702. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48703. */
  48704. reflectionAmount: number;
  48705. protected _reflectionReflectance0: number;
  48706. /**
  48707. * This specifies the weight of the reflection at grazing angle.
  48708. */
  48709. reflectionReflectance0: number;
  48710. protected _reflectionReflectance90: number;
  48711. /**
  48712. * This specifies the weight of the reflection at a perpendicular point of view.
  48713. */
  48714. reflectionReflectance90: number;
  48715. /**
  48716. * Sets the reflection reflectance fresnel values according to the default standard
  48717. * empirically know to work well :-)
  48718. */
  48719. reflectionStandardFresnelWeight: number;
  48720. protected _useRGBColor: boolean;
  48721. /**
  48722. * Helps to directly use the maps channels instead of their level.
  48723. */
  48724. useRGBColor: boolean;
  48725. protected _enableNoise: boolean;
  48726. /**
  48727. * This helps reducing the banding effect that could occur on the background.
  48728. */
  48729. enableNoise: boolean;
  48730. /**
  48731. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48732. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48733. * Recommended to be keep at 1.0 except for special cases.
  48734. */
  48735. fovMultiplier: number;
  48736. private _fovMultiplier;
  48737. /**
  48738. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48739. */
  48740. useEquirectangularFOV: boolean;
  48741. private _maxSimultaneousLights;
  48742. /**
  48743. * Number of Simultaneous lights allowed on the material.
  48744. */
  48745. maxSimultaneousLights: int;
  48746. /**
  48747. * Default configuration related to image processing available in the Background Material.
  48748. */
  48749. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48750. /**
  48751. * Keep track of the image processing observer to allow dispose and replace.
  48752. */
  48753. private _imageProcessingObserver;
  48754. /**
  48755. * Attaches a new image processing configuration to the PBR Material.
  48756. * @param configuration (if null the scene configuration will be use)
  48757. */
  48758. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48759. /**
  48760. * Gets the image processing configuration used either in this material.
  48761. */
  48762. /**
  48763. * Sets the Default image processing configuration used either in the this material.
  48764. *
  48765. * If sets to null, the scene one is in use.
  48766. */
  48767. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48768. /**
  48769. * Gets wether the color curves effect is enabled.
  48770. */
  48771. /**
  48772. * Sets wether the color curves effect is enabled.
  48773. */
  48774. cameraColorCurvesEnabled: boolean;
  48775. /**
  48776. * Gets wether the color grading effect is enabled.
  48777. */
  48778. /**
  48779. * Gets wether the color grading effect is enabled.
  48780. */
  48781. cameraColorGradingEnabled: boolean;
  48782. /**
  48783. * Gets wether tonemapping is enabled or not.
  48784. */
  48785. /**
  48786. * Sets wether tonemapping is enabled or not
  48787. */
  48788. cameraToneMappingEnabled: boolean;
  48789. /**
  48790. * The camera exposure used on this material.
  48791. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48792. * This corresponds to a photographic exposure.
  48793. */
  48794. /**
  48795. * The camera exposure used on this material.
  48796. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48797. * This corresponds to a photographic exposure.
  48798. */
  48799. cameraExposure: float;
  48800. /**
  48801. * Gets The camera contrast used on this material.
  48802. */
  48803. /**
  48804. * Sets The camera contrast used on this material.
  48805. */
  48806. cameraContrast: float;
  48807. /**
  48808. * Gets the Color Grading 2D Lookup Texture.
  48809. */
  48810. /**
  48811. * Sets the Color Grading 2D Lookup Texture.
  48812. */
  48813. cameraColorGradingTexture: Nullable<BaseTexture>;
  48814. /**
  48815. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48816. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48817. * 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;
  48818. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48819. */
  48820. /**
  48821. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48822. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48823. * 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;
  48824. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48825. */
  48826. cameraColorCurves: Nullable<ColorCurves>;
  48827. /**
  48828. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48829. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48830. */
  48831. switchToBGR: boolean;
  48832. private _renderTargets;
  48833. private _reflectionControls;
  48834. private _white;
  48835. private _primaryShadowColor;
  48836. private _primaryHighlightColor;
  48837. /**
  48838. * Instantiates a Background Material in the given scene
  48839. * @param name The friendly name of the material
  48840. * @param scene The scene to add the material to
  48841. */
  48842. constructor(name: string, scene: Scene);
  48843. /**
  48844. * Gets a boolean indicating that current material needs to register RTT
  48845. */
  48846. readonly hasRenderTargetTextures: boolean;
  48847. /**
  48848. * The entire material has been created in order to prevent overdraw.
  48849. * @returns false
  48850. */
  48851. needAlphaTesting(): boolean;
  48852. /**
  48853. * The entire material has been created in order to prevent overdraw.
  48854. * @returns true if blending is enable
  48855. */
  48856. needAlphaBlending(): boolean;
  48857. /**
  48858. * Checks wether the material is ready to be rendered for a given mesh.
  48859. * @param mesh The mesh to render
  48860. * @param subMesh The submesh to check against
  48861. * @param useInstances Specify wether or not the material is used with instances
  48862. * @returns true if all the dependencies are ready (Textures, Effects...)
  48863. */
  48864. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48865. /**
  48866. * Compute the primary color according to the chosen perceptual color.
  48867. */
  48868. private _computePrimaryColorFromPerceptualColor;
  48869. /**
  48870. * Compute the highlights and shadow colors according to their chosen levels.
  48871. */
  48872. private _computePrimaryColors;
  48873. /**
  48874. * Build the uniform buffer used in the material.
  48875. */
  48876. buildUniformLayout(): void;
  48877. /**
  48878. * Unbind the material.
  48879. */
  48880. unbind(): void;
  48881. /**
  48882. * Bind only the world matrix to the material.
  48883. * @param world The world matrix to bind.
  48884. */
  48885. bindOnlyWorldMatrix(world: Matrix): void;
  48886. /**
  48887. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48888. * @param world The world matrix to bind.
  48889. * @param subMesh The submesh to bind for.
  48890. */
  48891. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48892. /**
  48893. * Checks to see if a texture is used in the material.
  48894. * @param texture - Base texture to use.
  48895. * @returns - Boolean specifying if a texture is used in the material.
  48896. */
  48897. hasTexture(texture: BaseTexture): boolean;
  48898. /**
  48899. * Dispose the material.
  48900. * @param forceDisposeEffect Force disposal of the associated effect.
  48901. * @param forceDisposeTextures Force disposal of the associated textures.
  48902. */
  48903. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48904. /**
  48905. * Clones the material.
  48906. * @param name The cloned name.
  48907. * @returns The cloned material.
  48908. */
  48909. clone(name: string): BackgroundMaterial;
  48910. /**
  48911. * Serializes the current material to its JSON representation.
  48912. * @returns The JSON representation.
  48913. */
  48914. serialize(): any;
  48915. /**
  48916. * Gets the class name of the material
  48917. * @returns "BackgroundMaterial"
  48918. */
  48919. getClassName(): string;
  48920. /**
  48921. * Parse a JSON input to create back a background material.
  48922. * @param source The JSON data to parse
  48923. * @param scene The scene to create the parsed material in
  48924. * @param rootUrl The root url of the assets the material depends upon
  48925. * @returns the instantiated BackgroundMaterial.
  48926. */
  48927. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48928. }
  48929. }
  48930. declare module "babylonjs/Helpers/environmentHelper" {
  48931. import { Observable } from "babylonjs/Misc/observable";
  48932. import { Nullable } from "babylonjs/types";
  48933. import { Scene } from "babylonjs/scene";
  48934. import { Vector3 } from "babylonjs/Maths/math.vector";
  48935. import { Color3 } from "babylonjs/Maths/math.color";
  48936. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48937. import { Mesh } from "babylonjs/Meshes/mesh";
  48938. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48939. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48940. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48941. import "babylonjs/Meshes/Builders/planeBuilder";
  48942. import "babylonjs/Meshes/Builders/boxBuilder";
  48943. /**
  48944. * Represents the different options available during the creation of
  48945. * a Environment helper.
  48946. *
  48947. * This can control the default ground, skybox and image processing setup of your scene.
  48948. */
  48949. export interface IEnvironmentHelperOptions {
  48950. /**
  48951. * Specifies wether or not to create a ground.
  48952. * True by default.
  48953. */
  48954. createGround: boolean;
  48955. /**
  48956. * Specifies the ground size.
  48957. * 15 by default.
  48958. */
  48959. groundSize: number;
  48960. /**
  48961. * The texture used on the ground for the main color.
  48962. * Comes from the BabylonJS CDN by default.
  48963. *
  48964. * Remarks: Can be either a texture or a url.
  48965. */
  48966. groundTexture: string | BaseTexture;
  48967. /**
  48968. * The color mixed in the ground texture by default.
  48969. * BabylonJS clearColor by default.
  48970. */
  48971. groundColor: Color3;
  48972. /**
  48973. * Specifies the ground opacity.
  48974. * 1 by default.
  48975. */
  48976. groundOpacity: number;
  48977. /**
  48978. * Enables the ground to receive shadows.
  48979. * True by default.
  48980. */
  48981. enableGroundShadow: boolean;
  48982. /**
  48983. * Helps preventing the shadow to be fully black on the ground.
  48984. * 0.5 by default.
  48985. */
  48986. groundShadowLevel: number;
  48987. /**
  48988. * Creates a mirror texture attach to the ground.
  48989. * false by default.
  48990. */
  48991. enableGroundMirror: boolean;
  48992. /**
  48993. * Specifies the ground mirror size ratio.
  48994. * 0.3 by default as the default kernel is 64.
  48995. */
  48996. groundMirrorSizeRatio: number;
  48997. /**
  48998. * Specifies the ground mirror blur kernel size.
  48999. * 64 by default.
  49000. */
  49001. groundMirrorBlurKernel: number;
  49002. /**
  49003. * Specifies the ground mirror visibility amount.
  49004. * 1 by default
  49005. */
  49006. groundMirrorAmount: number;
  49007. /**
  49008. * Specifies the ground mirror reflectance weight.
  49009. * This uses the standard weight of the background material to setup the fresnel effect
  49010. * of the mirror.
  49011. * 1 by default.
  49012. */
  49013. groundMirrorFresnelWeight: number;
  49014. /**
  49015. * Specifies the ground mirror Falloff distance.
  49016. * This can helps reducing the size of the reflection.
  49017. * 0 by Default.
  49018. */
  49019. groundMirrorFallOffDistance: number;
  49020. /**
  49021. * Specifies the ground mirror texture type.
  49022. * Unsigned Int by Default.
  49023. */
  49024. groundMirrorTextureType: number;
  49025. /**
  49026. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  49027. * the shown objects.
  49028. */
  49029. groundYBias: number;
  49030. /**
  49031. * Specifies wether or not to create a skybox.
  49032. * True by default.
  49033. */
  49034. createSkybox: boolean;
  49035. /**
  49036. * Specifies the skybox size.
  49037. * 20 by default.
  49038. */
  49039. skyboxSize: number;
  49040. /**
  49041. * The texture used on the skybox for the main color.
  49042. * Comes from the BabylonJS CDN by default.
  49043. *
  49044. * Remarks: Can be either a texture or a url.
  49045. */
  49046. skyboxTexture: string | BaseTexture;
  49047. /**
  49048. * The color mixed in the skybox texture by default.
  49049. * BabylonJS clearColor by default.
  49050. */
  49051. skyboxColor: Color3;
  49052. /**
  49053. * The background rotation around the Y axis of the scene.
  49054. * This helps aligning the key lights of your scene with the background.
  49055. * 0 by default.
  49056. */
  49057. backgroundYRotation: number;
  49058. /**
  49059. * Compute automatically the size of the elements to best fit with the scene.
  49060. */
  49061. sizeAuto: boolean;
  49062. /**
  49063. * Default position of the rootMesh if autoSize is not true.
  49064. */
  49065. rootPosition: Vector3;
  49066. /**
  49067. * Sets up the image processing in the scene.
  49068. * true by default.
  49069. */
  49070. setupImageProcessing: boolean;
  49071. /**
  49072. * The texture used as your environment texture in the scene.
  49073. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  49074. *
  49075. * Remarks: Can be either a texture or a url.
  49076. */
  49077. environmentTexture: string | BaseTexture;
  49078. /**
  49079. * The value of the exposure to apply to the scene.
  49080. * 0.6 by default if setupImageProcessing is true.
  49081. */
  49082. cameraExposure: number;
  49083. /**
  49084. * The value of the contrast to apply to the scene.
  49085. * 1.6 by default if setupImageProcessing is true.
  49086. */
  49087. cameraContrast: number;
  49088. /**
  49089. * Specifies wether or not tonemapping should be enabled in the scene.
  49090. * true by default if setupImageProcessing is true.
  49091. */
  49092. toneMappingEnabled: boolean;
  49093. }
  49094. /**
  49095. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  49096. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  49097. * It also helps with the default setup of your imageProcessing configuration.
  49098. */
  49099. export class EnvironmentHelper {
  49100. /**
  49101. * Default ground texture URL.
  49102. */
  49103. private static _groundTextureCDNUrl;
  49104. /**
  49105. * Default skybox texture URL.
  49106. */
  49107. private static _skyboxTextureCDNUrl;
  49108. /**
  49109. * Default environment texture URL.
  49110. */
  49111. private static _environmentTextureCDNUrl;
  49112. /**
  49113. * Creates the default options for the helper.
  49114. */
  49115. private static _getDefaultOptions;
  49116. private _rootMesh;
  49117. /**
  49118. * Gets the root mesh created by the helper.
  49119. */
  49120. readonly rootMesh: Mesh;
  49121. private _skybox;
  49122. /**
  49123. * Gets the skybox created by the helper.
  49124. */
  49125. readonly skybox: Nullable<Mesh>;
  49126. private _skyboxTexture;
  49127. /**
  49128. * Gets the skybox texture created by the helper.
  49129. */
  49130. readonly skyboxTexture: Nullable<BaseTexture>;
  49131. private _skyboxMaterial;
  49132. /**
  49133. * Gets the skybox material created by the helper.
  49134. */
  49135. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  49136. private _ground;
  49137. /**
  49138. * Gets the ground mesh created by the helper.
  49139. */
  49140. readonly ground: Nullable<Mesh>;
  49141. private _groundTexture;
  49142. /**
  49143. * Gets the ground texture created by the helper.
  49144. */
  49145. readonly groundTexture: Nullable<BaseTexture>;
  49146. private _groundMirror;
  49147. /**
  49148. * Gets the ground mirror created by the helper.
  49149. */
  49150. readonly groundMirror: Nullable<MirrorTexture>;
  49151. /**
  49152. * Gets the ground mirror render list to helps pushing the meshes
  49153. * you wish in the ground reflection.
  49154. */
  49155. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  49156. private _groundMaterial;
  49157. /**
  49158. * Gets the ground material created by the helper.
  49159. */
  49160. readonly groundMaterial: Nullable<BackgroundMaterial>;
  49161. /**
  49162. * Stores the creation options.
  49163. */
  49164. private readonly _scene;
  49165. private _options;
  49166. /**
  49167. * This observable will be notified with any error during the creation of the environment,
  49168. * mainly texture creation errors.
  49169. */
  49170. onErrorObservable: Observable<{
  49171. message?: string;
  49172. exception?: any;
  49173. }>;
  49174. /**
  49175. * constructor
  49176. * @param options Defines the options we want to customize the helper
  49177. * @param scene The scene to add the material to
  49178. */
  49179. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  49180. /**
  49181. * Updates the background according to the new options
  49182. * @param options
  49183. */
  49184. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  49185. /**
  49186. * Sets the primary color of all the available elements.
  49187. * @param color the main color to affect to the ground and the background
  49188. */
  49189. setMainColor(color: Color3): void;
  49190. /**
  49191. * Setup the image processing according to the specified options.
  49192. */
  49193. private _setupImageProcessing;
  49194. /**
  49195. * Setup the environment texture according to the specified options.
  49196. */
  49197. private _setupEnvironmentTexture;
  49198. /**
  49199. * Setup the background according to the specified options.
  49200. */
  49201. private _setupBackground;
  49202. /**
  49203. * Get the scene sizes according to the setup.
  49204. */
  49205. private _getSceneSize;
  49206. /**
  49207. * Setup the ground according to the specified options.
  49208. */
  49209. private _setupGround;
  49210. /**
  49211. * Setup the ground material according to the specified options.
  49212. */
  49213. private _setupGroundMaterial;
  49214. /**
  49215. * Setup the ground diffuse texture according to the specified options.
  49216. */
  49217. private _setupGroundDiffuseTexture;
  49218. /**
  49219. * Setup the ground mirror texture according to the specified options.
  49220. */
  49221. private _setupGroundMirrorTexture;
  49222. /**
  49223. * Setup the ground to receive the mirror texture.
  49224. */
  49225. private _setupMirrorInGroundMaterial;
  49226. /**
  49227. * Setup the skybox according to the specified options.
  49228. */
  49229. private _setupSkybox;
  49230. /**
  49231. * Setup the skybox material according to the specified options.
  49232. */
  49233. private _setupSkyboxMaterial;
  49234. /**
  49235. * Setup the skybox reflection texture according to the specified options.
  49236. */
  49237. private _setupSkyboxReflectionTexture;
  49238. private _errorHandler;
  49239. /**
  49240. * Dispose all the elements created by the Helper.
  49241. */
  49242. dispose(): void;
  49243. }
  49244. }
  49245. declare module "babylonjs/Helpers/photoDome" {
  49246. import { Observable } from "babylonjs/Misc/observable";
  49247. import { Nullable } from "babylonjs/types";
  49248. import { Scene } from "babylonjs/scene";
  49249. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49250. import { Mesh } from "babylonjs/Meshes/mesh";
  49251. import { Texture } from "babylonjs/Materials/Textures/texture";
  49252. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49253. import "babylonjs/Meshes/Builders/sphereBuilder";
  49254. /**
  49255. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  49256. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  49257. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  49258. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49259. */
  49260. export class PhotoDome extends TransformNode {
  49261. /**
  49262. * Define the image as a Monoscopic panoramic 360 image.
  49263. */
  49264. static readonly MODE_MONOSCOPIC: number;
  49265. /**
  49266. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49267. */
  49268. static readonly MODE_TOPBOTTOM: number;
  49269. /**
  49270. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49271. */
  49272. static readonly MODE_SIDEBYSIDE: number;
  49273. private _useDirectMapping;
  49274. /**
  49275. * The texture being displayed on the sphere
  49276. */
  49277. protected _photoTexture: Texture;
  49278. /**
  49279. * Gets or sets the texture being displayed on the sphere
  49280. */
  49281. photoTexture: Texture;
  49282. /**
  49283. * Observable raised when an error occured while loading the 360 image
  49284. */
  49285. onLoadErrorObservable: Observable<string>;
  49286. /**
  49287. * The skybox material
  49288. */
  49289. protected _material: BackgroundMaterial;
  49290. /**
  49291. * The surface used for the skybox
  49292. */
  49293. protected _mesh: Mesh;
  49294. /**
  49295. * Gets the mesh used for the skybox.
  49296. */
  49297. readonly mesh: Mesh;
  49298. /**
  49299. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49300. * Also see the options.resolution property.
  49301. */
  49302. fovMultiplier: number;
  49303. private _imageMode;
  49304. /**
  49305. * Gets or set the current video mode for the video. It can be:
  49306. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  49307. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49308. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49309. */
  49310. imageMode: number;
  49311. /**
  49312. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  49313. * @param name Element's name, child elements will append suffixes for their own names.
  49314. * @param urlsOfPhoto defines the url of the photo to display
  49315. * @param options defines an object containing optional or exposed sub element properties
  49316. * @param onError defines a callback called when an error occured while loading the texture
  49317. */
  49318. constructor(name: string, urlOfPhoto: string, options: {
  49319. resolution?: number;
  49320. size?: number;
  49321. useDirectMapping?: boolean;
  49322. faceForward?: boolean;
  49323. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  49324. private _onBeforeCameraRenderObserver;
  49325. private _changeImageMode;
  49326. /**
  49327. * Releases resources associated with this node.
  49328. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49329. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49330. */
  49331. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49332. }
  49333. }
  49334. declare module "babylonjs/Misc/rgbdTextureTools" {
  49335. import "babylonjs/Shaders/rgbdDecode.fragment";
  49336. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49337. import { Texture } from "babylonjs/Materials/Textures/texture";
  49338. /**
  49339. * Class used to host RGBD texture specific utilities
  49340. */
  49341. export class RGBDTextureTools {
  49342. /**
  49343. * Expand the RGBD Texture from RGBD to Half Float if possible.
  49344. * @param texture the texture to expand.
  49345. */
  49346. static ExpandRGBDTexture(texture: Texture): void;
  49347. }
  49348. }
  49349. declare module "babylonjs/Misc/brdfTextureTools" {
  49350. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49351. import { Scene } from "babylonjs/scene";
  49352. /**
  49353. * Class used to host texture specific utilities
  49354. */
  49355. export class BRDFTextureTools {
  49356. /**
  49357. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  49358. * @param scene defines the hosting scene
  49359. * @returns the environment BRDF texture
  49360. */
  49361. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  49362. private static _environmentBRDFBase64Texture;
  49363. }
  49364. }
  49365. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  49366. import { Nullable } from "babylonjs/types";
  49367. import { Color3 } from "babylonjs/Maths/math.color";
  49368. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49369. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49370. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49371. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49372. import { Engine } from "babylonjs/Engines/engine";
  49373. import { Scene } from "babylonjs/scene";
  49374. /**
  49375. * @hidden
  49376. */
  49377. export interface IMaterialClearCoatDefines {
  49378. CLEARCOAT: boolean;
  49379. CLEARCOAT_DEFAULTIOR: boolean;
  49380. CLEARCOAT_TEXTURE: boolean;
  49381. CLEARCOAT_TEXTUREDIRECTUV: number;
  49382. CLEARCOAT_BUMP: boolean;
  49383. CLEARCOAT_BUMPDIRECTUV: number;
  49384. CLEARCOAT_TINT: boolean;
  49385. CLEARCOAT_TINT_TEXTURE: boolean;
  49386. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49387. /** @hidden */
  49388. _areTexturesDirty: boolean;
  49389. }
  49390. /**
  49391. * Define the code related to the clear coat parameters of the pbr material.
  49392. */
  49393. export class PBRClearCoatConfiguration {
  49394. /**
  49395. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49396. * The default fits with a polyurethane material.
  49397. */
  49398. private static readonly _DefaultIndexOfRefraction;
  49399. private _isEnabled;
  49400. /**
  49401. * Defines if the clear coat is enabled in the material.
  49402. */
  49403. isEnabled: boolean;
  49404. /**
  49405. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  49406. */
  49407. intensity: number;
  49408. /**
  49409. * Defines the clear coat layer roughness.
  49410. */
  49411. roughness: number;
  49412. private _indexOfRefraction;
  49413. /**
  49414. * Defines the index of refraction of the clear coat.
  49415. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49416. * The default fits with a polyurethane material.
  49417. * Changing the default value is more performance intensive.
  49418. */
  49419. indexOfRefraction: number;
  49420. private _texture;
  49421. /**
  49422. * Stores the clear coat values in a texture.
  49423. */
  49424. texture: Nullable<BaseTexture>;
  49425. private _bumpTexture;
  49426. /**
  49427. * Define the clear coat specific bump texture.
  49428. */
  49429. bumpTexture: Nullable<BaseTexture>;
  49430. private _isTintEnabled;
  49431. /**
  49432. * Defines if the clear coat tint is enabled in the material.
  49433. */
  49434. isTintEnabled: boolean;
  49435. /**
  49436. * Defines the clear coat tint of the material.
  49437. * This is only use if tint is enabled
  49438. */
  49439. tintColor: Color3;
  49440. /**
  49441. * Defines the distance at which the tint color should be found in the
  49442. * clear coat media.
  49443. * This is only use if tint is enabled
  49444. */
  49445. tintColorAtDistance: number;
  49446. /**
  49447. * Defines the clear coat layer thickness.
  49448. * This is only use if tint is enabled
  49449. */
  49450. tintThickness: number;
  49451. private _tintTexture;
  49452. /**
  49453. * Stores the clear tint values in a texture.
  49454. * rgb is tint
  49455. * a is a thickness factor
  49456. */
  49457. tintTexture: Nullable<BaseTexture>;
  49458. /** @hidden */
  49459. private _internalMarkAllSubMeshesAsTexturesDirty;
  49460. /** @hidden */
  49461. _markAllSubMeshesAsTexturesDirty(): void;
  49462. /**
  49463. * Instantiate a new istance of clear coat configuration.
  49464. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49465. */
  49466. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49467. /**
  49468. * Gets wehter the submesh is ready to be used or not.
  49469. * @param defines the list of "defines" to update.
  49470. * @param scene defines the scene the material belongs to.
  49471. * @param engine defines the engine the material belongs to.
  49472. * @param disableBumpMap defines wether the material disables bump or not.
  49473. * @returns - boolean indicating that the submesh is ready or not.
  49474. */
  49475. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  49476. /**
  49477. * Checks to see if a texture is used in the material.
  49478. * @param defines the list of "defines" to update.
  49479. * @param scene defines the scene to the material belongs to.
  49480. */
  49481. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  49482. /**
  49483. * Binds the material data.
  49484. * @param uniformBuffer defines the Uniform buffer to fill in.
  49485. * @param scene defines the scene the material belongs to.
  49486. * @param engine defines the engine the material belongs to.
  49487. * @param disableBumpMap defines wether the material disables bump or not.
  49488. * @param isFrozen defines wether the material is frozen or not.
  49489. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49490. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49491. */
  49492. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  49493. /**
  49494. * Checks to see if a texture is used in the material.
  49495. * @param texture - Base texture to use.
  49496. * @returns - Boolean specifying if a texture is used in the material.
  49497. */
  49498. hasTexture(texture: BaseTexture): boolean;
  49499. /**
  49500. * Returns an array of the actively used textures.
  49501. * @param activeTextures Array of BaseTextures
  49502. */
  49503. getActiveTextures(activeTextures: BaseTexture[]): void;
  49504. /**
  49505. * Returns the animatable textures.
  49506. * @param animatables Array of animatable textures.
  49507. */
  49508. getAnimatables(animatables: IAnimatable[]): void;
  49509. /**
  49510. * Disposes the resources of the material.
  49511. * @param forceDisposeTextures - Forces the disposal of all textures.
  49512. */
  49513. dispose(forceDisposeTextures?: boolean): void;
  49514. /**
  49515. * Get the current class name of the texture useful for serialization or dynamic coding.
  49516. * @returns "PBRClearCoatConfiguration"
  49517. */
  49518. getClassName(): string;
  49519. /**
  49520. * Add fallbacks to the effect fallbacks list.
  49521. * @param defines defines the Base texture to use.
  49522. * @param fallbacks defines the current fallback list.
  49523. * @param currentRank defines the current fallback rank.
  49524. * @returns the new fallback rank.
  49525. */
  49526. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49527. /**
  49528. * Add the required uniforms to the current list.
  49529. * @param uniforms defines the current uniform list.
  49530. */
  49531. static AddUniforms(uniforms: string[]): void;
  49532. /**
  49533. * Add the required samplers to the current list.
  49534. * @param samplers defines the current sampler list.
  49535. */
  49536. static AddSamplers(samplers: string[]): void;
  49537. /**
  49538. * Add the required uniforms to the current buffer.
  49539. * @param uniformBuffer defines the current uniform buffer.
  49540. */
  49541. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49542. /**
  49543. * Makes a duplicate of the current configuration into another one.
  49544. * @param clearCoatConfiguration define the config where to copy the info
  49545. */
  49546. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  49547. /**
  49548. * Serializes this clear coat configuration.
  49549. * @returns - An object with the serialized config.
  49550. */
  49551. serialize(): any;
  49552. /**
  49553. * Parses a anisotropy Configuration from a serialized object.
  49554. * @param source - Serialized object.
  49555. * @param scene Defines the scene we are parsing for
  49556. * @param rootUrl Defines the rootUrl to load from
  49557. */
  49558. parse(source: any, scene: Scene, rootUrl: string): void;
  49559. }
  49560. }
  49561. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  49562. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49563. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49564. import { Vector2 } from "babylonjs/Maths/math.vector";
  49565. import { Scene } from "babylonjs/scene";
  49566. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49567. import { Nullable } from "babylonjs/types";
  49568. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49569. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49570. /**
  49571. * @hidden
  49572. */
  49573. export interface IMaterialAnisotropicDefines {
  49574. ANISOTROPIC: boolean;
  49575. ANISOTROPIC_TEXTURE: boolean;
  49576. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49577. MAINUV1: boolean;
  49578. _areTexturesDirty: boolean;
  49579. _needUVs: boolean;
  49580. }
  49581. /**
  49582. * Define the code related to the anisotropic parameters of the pbr material.
  49583. */
  49584. export class PBRAnisotropicConfiguration {
  49585. private _isEnabled;
  49586. /**
  49587. * Defines if the anisotropy is enabled in the material.
  49588. */
  49589. isEnabled: boolean;
  49590. /**
  49591. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  49592. */
  49593. intensity: number;
  49594. /**
  49595. * Defines if the effect is along the tangents, bitangents or in between.
  49596. * By default, the effect is "strectching" the highlights along the tangents.
  49597. */
  49598. direction: Vector2;
  49599. private _texture;
  49600. /**
  49601. * Stores the anisotropy values in a texture.
  49602. * rg is direction (like normal from -1 to 1)
  49603. * b is a intensity
  49604. */
  49605. texture: Nullable<BaseTexture>;
  49606. /** @hidden */
  49607. private _internalMarkAllSubMeshesAsTexturesDirty;
  49608. /** @hidden */
  49609. _markAllSubMeshesAsTexturesDirty(): void;
  49610. /**
  49611. * Instantiate a new istance of anisotropy configuration.
  49612. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49613. */
  49614. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49615. /**
  49616. * Specifies that the submesh is ready to be used.
  49617. * @param defines the list of "defines" to update.
  49618. * @param scene defines the scene the material belongs to.
  49619. * @returns - boolean indicating that the submesh is ready or not.
  49620. */
  49621. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49622. /**
  49623. * Checks to see if a texture is used in the material.
  49624. * @param defines the list of "defines" to update.
  49625. * @param mesh the mesh we are preparing the defines for.
  49626. * @param scene defines the scene the material belongs to.
  49627. */
  49628. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49629. /**
  49630. * Binds the material data.
  49631. * @param uniformBuffer defines the Uniform buffer to fill in.
  49632. * @param scene defines the scene the material belongs to.
  49633. * @param isFrozen defines wether the material is frozen or not.
  49634. */
  49635. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49636. /**
  49637. * Checks to see if a texture is used in the material.
  49638. * @param texture - Base texture to use.
  49639. * @returns - Boolean specifying if a texture is used in the material.
  49640. */
  49641. hasTexture(texture: BaseTexture): boolean;
  49642. /**
  49643. * Returns an array of the actively used textures.
  49644. * @param activeTextures Array of BaseTextures
  49645. */
  49646. getActiveTextures(activeTextures: BaseTexture[]): void;
  49647. /**
  49648. * Returns the animatable textures.
  49649. * @param animatables Array of animatable textures.
  49650. */
  49651. getAnimatables(animatables: IAnimatable[]): void;
  49652. /**
  49653. * Disposes the resources of the material.
  49654. * @param forceDisposeTextures - Forces the disposal of all textures.
  49655. */
  49656. dispose(forceDisposeTextures?: boolean): void;
  49657. /**
  49658. * Get the current class name of the texture useful for serialization or dynamic coding.
  49659. * @returns "PBRAnisotropicConfiguration"
  49660. */
  49661. getClassName(): string;
  49662. /**
  49663. * Add fallbacks to the effect fallbacks list.
  49664. * @param defines defines the Base texture to use.
  49665. * @param fallbacks defines the current fallback list.
  49666. * @param currentRank defines the current fallback rank.
  49667. * @returns the new fallback rank.
  49668. */
  49669. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49670. /**
  49671. * Add the required uniforms to the current list.
  49672. * @param uniforms defines the current uniform list.
  49673. */
  49674. static AddUniforms(uniforms: string[]): void;
  49675. /**
  49676. * Add the required uniforms to the current buffer.
  49677. * @param uniformBuffer defines the current uniform buffer.
  49678. */
  49679. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49680. /**
  49681. * Add the required samplers to the current list.
  49682. * @param samplers defines the current sampler list.
  49683. */
  49684. static AddSamplers(samplers: string[]): void;
  49685. /**
  49686. * Makes a duplicate of the current configuration into another one.
  49687. * @param anisotropicConfiguration define the config where to copy the info
  49688. */
  49689. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49690. /**
  49691. * Serializes this anisotropy configuration.
  49692. * @returns - An object with the serialized config.
  49693. */
  49694. serialize(): any;
  49695. /**
  49696. * Parses a anisotropy Configuration from a serialized object.
  49697. * @param source - Serialized object.
  49698. * @param scene Defines the scene we are parsing for
  49699. * @param rootUrl Defines the rootUrl to load from
  49700. */
  49701. parse(source: any, scene: Scene, rootUrl: string): void;
  49702. }
  49703. }
  49704. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49705. import { Scene } from "babylonjs/scene";
  49706. /**
  49707. * @hidden
  49708. */
  49709. export interface IMaterialBRDFDefines {
  49710. BRDF_V_HEIGHT_CORRELATED: boolean;
  49711. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49712. SPHERICAL_HARMONICS: boolean;
  49713. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49714. /** @hidden */
  49715. _areMiscDirty: boolean;
  49716. }
  49717. /**
  49718. * Define the code related to the BRDF parameters of the pbr material.
  49719. */
  49720. export class PBRBRDFConfiguration {
  49721. /**
  49722. * Default value used for the energy conservation.
  49723. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49724. */
  49725. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49726. /**
  49727. * Default value used for the Smith Visibility Height Correlated mode.
  49728. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49729. */
  49730. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49731. /**
  49732. * Default value used for the IBL diffuse part.
  49733. * This can help switching back to the polynomials mode globally which is a tiny bit
  49734. * less GPU intensive at the drawback of a lower quality.
  49735. */
  49736. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49737. /**
  49738. * Default value used for activating energy conservation for the specular workflow.
  49739. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49740. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49741. */
  49742. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49743. private _useEnergyConservation;
  49744. /**
  49745. * Defines if the material uses energy conservation.
  49746. */
  49747. useEnergyConservation: boolean;
  49748. private _useSmithVisibilityHeightCorrelated;
  49749. /**
  49750. * LEGACY Mode set to false
  49751. * Defines if the material uses height smith correlated visibility term.
  49752. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49753. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49754. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49755. * Not relying on height correlated will also disable energy conservation.
  49756. */
  49757. useSmithVisibilityHeightCorrelated: boolean;
  49758. private _useSphericalHarmonics;
  49759. /**
  49760. * LEGACY Mode set to false
  49761. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49762. * diffuse part of the IBL.
  49763. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49764. * to the ground truth.
  49765. */
  49766. useSphericalHarmonics: boolean;
  49767. private _useSpecularGlossinessInputEnergyConservation;
  49768. /**
  49769. * Defines if the material uses energy conservation, when the specular workflow is active.
  49770. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49771. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49772. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49773. */
  49774. useSpecularGlossinessInputEnergyConservation: boolean;
  49775. /** @hidden */
  49776. private _internalMarkAllSubMeshesAsMiscDirty;
  49777. /** @hidden */
  49778. _markAllSubMeshesAsMiscDirty(): void;
  49779. /**
  49780. * Instantiate a new istance of clear coat configuration.
  49781. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49782. */
  49783. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49784. /**
  49785. * Checks to see if a texture is used in the material.
  49786. * @param defines the list of "defines" to update.
  49787. */
  49788. prepareDefines(defines: IMaterialBRDFDefines): void;
  49789. /**
  49790. * Get the current class name of the texture useful for serialization or dynamic coding.
  49791. * @returns "PBRClearCoatConfiguration"
  49792. */
  49793. getClassName(): string;
  49794. /**
  49795. * Makes a duplicate of the current configuration into another one.
  49796. * @param brdfConfiguration define the config where to copy the info
  49797. */
  49798. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49799. /**
  49800. * Serializes this BRDF configuration.
  49801. * @returns - An object with the serialized config.
  49802. */
  49803. serialize(): any;
  49804. /**
  49805. * Parses a anisotropy Configuration from a serialized object.
  49806. * @param source - Serialized object.
  49807. * @param scene Defines the scene we are parsing for
  49808. * @param rootUrl Defines the rootUrl to load from
  49809. */
  49810. parse(source: any, scene: Scene, rootUrl: string): void;
  49811. }
  49812. }
  49813. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49814. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49815. import { Color3 } from "babylonjs/Maths/math.color";
  49816. import { Scene } from "babylonjs/scene";
  49817. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49818. import { Nullable } from "babylonjs/types";
  49819. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49820. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49821. /**
  49822. * @hidden
  49823. */
  49824. export interface IMaterialSheenDefines {
  49825. SHEEN: boolean;
  49826. SHEEN_TEXTURE: boolean;
  49827. SHEEN_TEXTUREDIRECTUV: number;
  49828. SHEEN_LINKWITHALBEDO: boolean;
  49829. /** @hidden */
  49830. _areTexturesDirty: boolean;
  49831. }
  49832. /**
  49833. * Define the code related to the Sheen parameters of the pbr material.
  49834. */
  49835. export class PBRSheenConfiguration {
  49836. private _isEnabled;
  49837. /**
  49838. * Defines if the material uses sheen.
  49839. */
  49840. isEnabled: boolean;
  49841. private _linkSheenWithAlbedo;
  49842. /**
  49843. * Defines if the sheen is linked to the sheen color.
  49844. */
  49845. linkSheenWithAlbedo: boolean;
  49846. /**
  49847. * Defines the sheen intensity.
  49848. */
  49849. intensity: number;
  49850. /**
  49851. * Defines the sheen color.
  49852. */
  49853. color: Color3;
  49854. private _texture;
  49855. /**
  49856. * Stores the sheen tint values in a texture.
  49857. * rgb is tint
  49858. * a is a intensity
  49859. */
  49860. texture: Nullable<BaseTexture>;
  49861. /** @hidden */
  49862. private _internalMarkAllSubMeshesAsTexturesDirty;
  49863. /** @hidden */
  49864. _markAllSubMeshesAsTexturesDirty(): void;
  49865. /**
  49866. * Instantiate a new istance of clear coat configuration.
  49867. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49868. */
  49869. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49870. /**
  49871. * Specifies that the submesh is ready to be used.
  49872. * @param defines the list of "defines" to update.
  49873. * @param scene defines the scene the material belongs to.
  49874. * @returns - boolean indicating that the submesh is ready or not.
  49875. */
  49876. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49877. /**
  49878. * Checks to see if a texture is used in the material.
  49879. * @param defines the list of "defines" to update.
  49880. * @param scene defines the scene the material belongs to.
  49881. */
  49882. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49883. /**
  49884. * Binds the material data.
  49885. * @param uniformBuffer defines the Uniform buffer to fill in.
  49886. * @param scene defines the scene the material belongs to.
  49887. * @param isFrozen defines wether the material is frozen or not.
  49888. */
  49889. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49890. /**
  49891. * Checks to see if a texture is used in the material.
  49892. * @param texture - Base texture to use.
  49893. * @returns - Boolean specifying if a texture is used in the material.
  49894. */
  49895. hasTexture(texture: BaseTexture): boolean;
  49896. /**
  49897. * Returns an array of the actively used textures.
  49898. * @param activeTextures Array of BaseTextures
  49899. */
  49900. getActiveTextures(activeTextures: BaseTexture[]): void;
  49901. /**
  49902. * Returns the animatable textures.
  49903. * @param animatables Array of animatable textures.
  49904. */
  49905. getAnimatables(animatables: IAnimatable[]): void;
  49906. /**
  49907. * Disposes the resources of the material.
  49908. * @param forceDisposeTextures - Forces the disposal of all textures.
  49909. */
  49910. dispose(forceDisposeTextures?: boolean): void;
  49911. /**
  49912. * Get the current class name of the texture useful for serialization or dynamic coding.
  49913. * @returns "PBRSheenConfiguration"
  49914. */
  49915. getClassName(): string;
  49916. /**
  49917. * Add fallbacks to the effect fallbacks list.
  49918. * @param defines defines the Base texture to use.
  49919. * @param fallbacks defines the current fallback list.
  49920. * @param currentRank defines the current fallback rank.
  49921. * @returns the new fallback rank.
  49922. */
  49923. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49924. /**
  49925. * Add the required uniforms to the current list.
  49926. * @param uniforms defines the current uniform list.
  49927. */
  49928. static AddUniforms(uniforms: string[]): void;
  49929. /**
  49930. * Add the required uniforms to the current buffer.
  49931. * @param uniformBuffer defines the current uniform buffer.
  49932. */
  49933. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49934. /**
  49935. * Add the required samplers to the current list.
  49936. * @param samplers defines the current sampler list.
  49937. */
  49938. static AddSamplers(samplers: string[]): void;
  49939. /**
  49940. * Makes a duplicate of the current configuration into another one.
  49941. * @param sheenConfiguration define the config where to copy the info
  49942. */
  49943. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49944. /**
  49945. * Serializes this BRDF configuration.
  49946. * @returns - An object with the serialized config.
  49947. */
  49948. serialize(): any;
  49949. /**
  49950. * Parses a anisotropy Configuration from a serialized object.
  49951. * @param source - Serialized object.
  49952. * @param scene Defines the scene we are parsing for
  49953. * @param rootUrl Defines the rootUrl to load from
  49954. */
  49955. parse(source: any, scene: Scene, rootUrl: string): void;
  49956. }
  49957. }
  49958. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49959. import { Nullable } from "babylonjs/types";
  49960. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49961. import { Color3 } from "babylonjs/Maths/math.color";
  49962. import { SmartArray } from "babylonjs/Misc/smartArray";
  49963. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49964. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49965. import { Effect } from "babylonjs/Materials/effect";
  49966. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49967. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49968. import { Engine } from "babylonjs/Engines/engine";
  49969. import { Scene } from "babylonjs/scene";
  49970. /**
  49971. * @hidden
  49972. */
  49973. export interface IMaterialSubSurfaceDefines {
  49974. SUBSURFACE: boolean;
  49975. SS_REFRACTION: boolean;
  49976. SS_TRANSLUCENCY: boolean;
  49977. SS_SCATERRING: boolean;
  49978. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49979. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49980. SS_REFRACTIONMAP_3D: boolean;
  49981. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49982. SS_LODINREFRACTIONALPHA: boolean;
  49983. SS_GAMMAREFRACTION: boolean;
  49984. SS_RGBDREFRACTION: boolean;
  49985. SS_LINEARSPECULARREFRACTION: boolean;
  49986. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49987. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49988. /** @hidden */
  49989. _areTexturesDirty: boolean;
  49990. }
  49991. /**
  49992. * Define the code related to the sub surface parameters of the pbr material.
  49993. */
  49994. export class PBRSubSurfaceConfiguration {
  49995. private _isRefractionEnabled;
  49996. /**
  49997. * Defines if the refraction is enabled in the material.
  49998. */
  49999. isRefractionEnabled: boolean;
  50000. private _isTranslucencyEnabled;
  50001. /**
  50002. * Defines if the translucency is enabled in the material.
  50003. */
  50004. isTranslucencyEnabled: boolean;
  50005. private _isScatteringEnabled;
  50006. /**
  50007. * Defines the refraction intensity of the material.
  50008. * The refraction when enabled replaces the Diffuse part of the material.
  50009. * The intensity helps transitionning between diffuse and refraction.
  50010. */
  50011. refractionIntensity: number;
  50012. /**
  50013. * Defines the translucency intensity of the material.
  50014. * When translucency has been enabled, this defines how much of the "translucency"
  50015. * is addded to the diffuse part of the material.
  50016. */
  50017. translucencyIntensity: number;
  50018. /**
  50019. * Defines the scattering intensity of the material.
  50020. * When scattering has been enabled, this defines how much of the "scattered light"
  50021. * is addded to the diffuse part of the material.
  50022. */
  50023. scatteringIntensity: number;
  50024. private _thicknessTexture;
  50025. /**
  50026. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  50027. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  50028. * 0 would mean minimumThickness
  50029. * 1 would mean maximumThickness
  50030. * The other channels might be use as a mask to vary the different effects intensity.
  50031. */
  50032. thicknessTexture: Nullable<BaseTexture>;
  50033. private _refractionTexture;
  50034. /**
  50035. * Defines the texture to use for refraction.
  50036. */
  50037. refractionTexture: Nullable<BaseTexture>;
  50038. private _indexOfRefraction;
  50039. /**
  50040. * Defines the index of refraction used in the material.
  50041. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  50042. */
  50043. indexOfRefraction: number;
  50044. private _invertRefractionY;
  50045. /**
  50046. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  50047. */
  50048. invertRefractionY: boolean;
  50049. private _linkRefractionWithTransparency;
  50050. /**
  50051. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  50052. * Materials half opaque for instance using refraction could benefit from this control.
  50053. */
  50054. linkRefractionWithTransparency: boolean;
  50055. /**
  50056. * Defines the minimum thickness stored in the thickness map.
  50057. * If no thickness map is defined, this value will be used to simulate thickness.
  50058. */
  50059. minimumThickness: number;
  50060. /**
  50061. * Defines the maximum thickness stored in the thickness map.
  50062. */
  50063. maximumThickness: number;
  50064. /**
  50065. * Defines the volume tint of the material.
  50066. * This is used for both translucency and scattering.
  50067. */
  50068. tintColor: Color3;
  50069. /**
  50070. * Defines the distance at which the tint color should be found in the media.
  50071. * This is used for refraction only.
  50072. */
  50073. tintColorAtDistance: number;
  50074. /**
  50075. * Defines how far each channel transmit through the media.
  50076. * It is defined as a color to simplify it selection.
  50077. */
  50078. diffusionDistance: Color3;
  50079. private _useMaskFromThicknessTexture;
  50080. /**
  50081. * Stores the intensity of the different subsurface effects in the thickness texture.
  50082. * * the green channel is the translucency intensity.
  50083. * * the blue channel is the scattering intensity.
  50084. * * the alpha channel is the refraction intensity.
  50085. */
  50086. useMaskFromThicknessTexture: boolean;
  50087. /** @hidden */
  50088. private _internalMarkAllSubMeshesAsTexturesDirty;
  50089. /** @hidden */
  50090. _markAllSubMeshesAsTexturesDirty(): void;
  50091. /**
  50092. * Instantiate a new istance of sub surface configuration.
  50093. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  50094. */
  50095. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  50096. /**
  50097. * Gets wehter the submesh is ready to be used or not.
  50098. * @param defines the list of "defines" to update.
  50099. * @param scene defines the scene the material belongs to.
  50100. * @returns - boolean indicating that the submesh is ready or not.
  50101. */
  50102. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  50103. /**
  50104. * Checks to see if a texture is used in the material.
  50105. * @param defines the list of "defines" to update.
  50106. * @param scene defines the scene to the material belongs to.
  50107. */
  50108. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  50109. /**
  50110. * Binds the material data.
  50111. * @param uniformBuffer defines the Uniform buffer to fill in.
  50112. * @param scene defines the scene the material belongs to.
  50113. * @param engine defines the engine the material belongs to.
  50114. * @param isFrozen defines wether the material is frozen or not.
  50115. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  50116. */
  50117. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  50118. /**
  50119. * Unbinds the material from the mesh.
  50120. * @param activeEffect defines the effect that should be unbound from.
  50121. * @returns true if unbound, otherwise false
  50122. */
  50123. unbind(activeEffect: Effect): boolean;
  50124. /**
  50125. * Returns the texture used for refraction or null if none is used.
  50126. * @param scene defines the scene the material belongs to.
  50127. * @returns - Refraction texture if present. If no refraction texture and refraction
  50128. * is linked with transparency, returns environment texture. Otherwise, returns null.
  50129. */
  50130. private _getRefractionTexture;
  50131. /**
  50132. * Returns true if alpha blending should be disabled.
  50133. */
  50134. readonly disableAlphaBlending: boolean;
  50135. /**
  50136. * Fills the list of render target textures.
  50137. * @param renderTargets the list of render targets to update
  50138. */
  50139. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  50140. /**
  50141. * Checks to see if a texture is used in the material.
  50142. * @param texture - Base texture to use.
  50143. * @returns - Boolean specifying if a texture is used in the material.
  50144. */
  50145. hasTexture(texture: BaseTexture): boolean;
  50146. /**
  50147. * Gets a boolean indicating that current material needs to register RTT
  50148. * @returns true if this uses a render target otherwise false.
  50149. */
  50150. hasRenderTargetTextures(): boolean;
  50151. /**
  50152. * Returns an array of the actively used textures.
  50153. * @param activeTextures Array of BaseTextures
  50154. */
  50155. getActiveTextures(activeTextures: BaseTexture[]): void;
  50156. /**
  50157. * Returns the animatable textures.
  50158. * @param animatables Array of animatable textures.
  50159. */
  50160. getAnimatables(animatables: IAnimatable[]): void;
  50161. /**
  50162. * Disposes the resources of the material.
  50163. * @param forceDisposeTextures - Forces the disposal of all textures.
  50164. */
  50165. dispose(forceDisposeTextures?: boolean): void;
  50166. /**
  50167. * Get the current class name of the texture useful for serialization or dynamic coding.
  50168. * @returns "PBRSubSurfaceConfiguration"
  50169. */
  50170. getClassName(): string;
  50171. /**
  50172. * Add fallbacks to the effect fallbacks list.
  50173. * @param defines defines the Base texture to use.
  50174. * @param fallbacks defines the current fallback list.
  50175. * @param currentRank defines the current fallback rank.
  50176. * @returns the new fallback rank.
  50177. */
  50178. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  50179. /**
  50180. * Add the required uniforms to the current list.
  50181. * @param uniforms defines the current uniform list.
  50182. */
  50183. static AddUniforms(uniforms: string[]): void;
  50184. /**
  50185. * Add the required samplers to the current list.
  50186. * @param samplers defines the current sampler list.
  50187. */
  50188. static AddSamplers(samplers: string[]): void;
  50189. /**
  50190. * Add the required uniforms to the current buffer.
  50191. * @param uniformBuffer defines the current uniform buffer.
  50192. */
  50193. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  50194. /**
  50195. * Makes a duplicate of the current configuration into another one.
  50196. * @param configuration define the config where to copy the info
  50197. */
  50198. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  50199. /**
  50200. * Serializes this Sub Surface configuration.
  50201. * @returns - An object with the serialized config.
  50202. */
  50203. serialize(): any;
  50204. /**
  50205. * Parses a anisotropy Configuration from a serialized object.
  50206. * @param source - Serialized object.
  50207. * @param scene Defines the scene we are parsing for
  50208. * @param rootUrl Defines the rootUrl to load from
  50209. */
  50210. parse(source: any, scene: Scene, rootUrl: string): void;
  50211. }
  50212. }
  50213. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  50214. /** @hidden */
  50215. export var pbrFragmentDeclaration: {
  50216. name: string;
  50217. shader: string;
  50218. };
  50219. }
  50220. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  50221. /** @hidden */
  50222. export var pbrUboDeclaration: {
  50223. name: string;
  50224. shader: string;
  50225. };
  50226. }
  50227. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  50228. /** @hidden */
  50229. export var pbrFragmentExtraDeclaration: {
  50230. name: string;
  50231. shader: string;
  50232. };
  50233. }
  50234. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  50235. /** @hidden */
  50236. export var pbrFragmentSamplersDeclaration: {
  50237. name: string;
  50238. shader: string;
  50239. };
  50240. }
  50241. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  50242. /** @hidden */
  50243. export var pbrHelperFunctions: {
  50244. name: string;
  50245. shader: string;
  50246. };
  50247. }
  50248. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  50249. /** @hidden */
  50250. export var harmonicsFunctions: {
  50251. name: string;
  50252. shader: string;
  50253. };
  50254. }
  50255. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  50256. /** @hidden */
  50257. export var pbrDirectLightingSetupFunctions: {
  50258. name: string;
  50259. shader: string;
  50260. };
  50261. }
  50262. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  50263. /** @hidden */
  50264. export var pbrDirectLightingFalloffFunctions: {
  50265. name: string;
  50266. shader: string;
  50267. };
  50268. }
  50269. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  50270. /** @hidden */
  50271. export var pbrBRDFFunctions: {
  50272. name: string;
  50273. shader: string;
  50274. };
  50275. }
  50276. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  50277. /** @hidden */
  50278. export var pbrDirectLightingFunctions: {
  50279. name: string;
  50280. shader: string;
  50281. };
  50282. }
  50283. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  50284. /** @hidden */
  50285. export var pbrIBLFunctions: {
  50286. name: string;
  50287. shader: string;
  50288. };
  50289. }
  50290. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  50291. /** @hidden */
  50292. export var pbrDebug: {
  50293. name: string;
  50294. shader: string;
  50295. };
  50296. }
  50297. declare module "babylonjs/Shaders/pbr.fragment" {
  50298. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  50299. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50300. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  50301. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50302. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50303. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  50304. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  50305. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  50306. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50307. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  50308. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50309. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  50310. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  50311. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  50312. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50313. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  50314. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  50315. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  50316. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  50317. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  50318. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  50319. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  50320. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  50321. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  50322. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  50323. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  50324. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  50325. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  50326. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  50327. /** @hidden */
  50328. export var pbrPixelShader: {
  50329. name: string;
  50330. shader: string;
  50331. };
  50332. }
  50333. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  50334. /** @hidden */
  50335. export var pbrVertexDeclaration: {
  50336. name: string;
  50337. shader: string;
  50338. };
  50339. }
  50340. declare module "babylonjs/Shaders/pbr.vertex" {
  50341. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  50342. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50343. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50344. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50345. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50346. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50347. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  50348. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  50349. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  50350. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50351. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50352. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50353. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50354. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50355. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50356. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50357. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50358. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  50359. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  50360. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  50361. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  50362. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  50363. /** @hidden */
  50364. export var pbrVertexShader: {
  50365. name: string;
  50366. shader: string;
  50367. };
  50368. }
  50369. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  50370. import { Nullable } from "babylonjs/types";
  50371. import { Scene } from "babylonjs/scene";
  50372. import { Matrix } from "babylonjs/Maths/math.vector";
  50373. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50374. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50375. import { Mesh } from "babylonjs/Meshes/mesh";
  50376. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  50377. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  50378. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  50379. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  50380. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  50381. import { Color3 } from "babylonjs/Maths/math.color";
  50382. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  50383. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  50384. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  50385. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  50386. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50387. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  50388. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  50389. import "babylonjs/Shaders/pbr.fragment";
  50390. import "babylonjs/Shaders/pbr.vertex";
  50391. /**
  50392. * Manages the defines for the PBR Material.
  50393. * @hidden
  50394. */
  50395. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  50396. PBR: boolean;
  50397. MAINUV1: boolean;
  50398. MAINUV2: boolean;
  50399. UV1: boolean;
  50400. UV2: boolean;
  50401. ALBEDO: boolean;
  50402. ALBEDODIRECTUV: number;
  50403. VERTEXCOLOR: boolean;
  50404. AMBIENT: boolean;
  50405. AMBIENTDIRECTUV: number;
  50406. AMBIENTINGRAYSCALE: boolean;
  50407. OPACITY: boolean;
  50408. VERTEXALPHA: boolean;
  50409. OPACITYDIRECTUV: number;
  50410. OPACITYRGB: boolean;
  50411. ALPHATEST: boolean;
  50412. DEPTHPREPASS: boolean;
  50413. ALPHABLEND: boolean;
  50414. ALPHAFROMALBEDO: boolean;
  50415. ALPHATESTVALUE: string;
  50416. SPECULAROVERALPHA: boolean;
  50417. RADIANCEOVERALPHA: boolean;
  50418. ALPHAFRESNEL: boolean;
  50419. LINEARALPHAFRESNEL: boolean;
  50420. PREMULTIPLYALPHA: boolean;
  50421. EMISSIVE: boolean;
  50422. EMISSIVEDIRECTUV: number;
  50423. REFLECTIVITY: boolean;
  50424. REFLECTIVITYDIRECTUV: number;
  50425. SPECULARTERM: boolean;
  50426. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  50427. MICROSURFACEAUTOMATIC: boolean;
  50428. LODBASEDMICROSFURACE: boolean;
  50429. MICROSURFACEMAP: boolean;
  50430. MICROSURFACEMAPDIRECTUV: number;
  50431. METALLICWORKFLOW: boolean;
  50432. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  50433. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  50434. METALLNESSSTOREINMETALMAPBLUE: boolean;
  50435. AOSTOREINMETALMAPRED: boolean;
  50436. METALLICF0FACTORFROMMETALLICMAP: boolean;
  50437. ENVIRONMENTBRDF: boolean;
  50438. ENVIRONMENTBRDF_RGBD: boolean;
  50439. NORMAL: boolean;
  50440. TANGENT: boolean;
  50441. BUMP: boolean;
  50442. BUMPDIRECTUV: number;
  50443. OBJECTSPACE_NORMALMAP: boolean;
  50444. PARALLAX: boolean;
  50445. PARALLAXOCCLUSION: boolean;
  50446. NORMALXYSCALE: boolean;
  50447. LIGHTMAP: boolean;
  50448. LIGHTMAPDIRECTUV: number;
  50449. USELIGHTMAPASSHADOWMAP: boolean;
  50450. GAMMALIGHTMAP: boolean;
  50451. RGBDLIGHTMAP: boolean;
  50452. REFLECTION: boolean;
  50453. REFLECTIONMAP_3D: boolean;
  50454. REFLECTIONMAP_SPHERICAL: boolean;
  50455. REFLECTIONMAP_PLANAR: boolean;
  50456. REFLECTIONMAP_CUBIC: boolean;
  50457. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  50458. REFLECTIONMAP_PROJECTION: boolean;
  50459. REFLECTIONMAP_SKYBOX: boolean;
  50460. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  50461. REFLECTIONMAP_EXPLICIT: boolean;
  50462. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  50463. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  50464. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  50465. INVERTCUBICMAP: boolean;
  50466. USESPHERICALFROMREFLECTIONMAP: boolean;
  50467. USEIRRADIANCEMAP: boolean;
  50468. SPHERICAL_HARMONICS: boolean;
  50469. USESPHERICALINVERTEX: boolean;
  50470. REFLECTIONMAP_OPPOSITEZ: boolean;
  50471. LODINREFLECTIONALPHA: boolean;
  50472. GAMMAREFLECTION: boolean;
  50473. RGBDREFLECTION: boolean;
  50474. LINEARSPECULARREFLECTION: boolean;
  50475. RADIANCEOCCLUSION: boolean;
  50476. HORIZONOCCLUSION: boolean;
  50477. INSTANCES: boolean;
  50478. NUM_BONE_INFLUENCERS: number;
  50479. BonesPerMesh: number;
  50480. BONETEXTURE: boolean;
  50481. NONUNIFORMSCALING: boolean;
  50482. MORPHTARGETS: boolean;
  50483. MORPHTARGETS_NORMAL: boolean;
  50484. MORPHTARGETS_TANGENT: boolean;
  50485. MORPHTARGETS_UV: boolean;
  50486. NUM_MORPH_INFLUENCERS: number;
  50487. IMAGEPROCESSING: boolean;
  50488. VIGNETTE: boolean;
  50489. VIGNETTEBLENDMODEMULTIPLY: boolean;
  50490. VIGNETTEBLENDMODEOPAQUE: boolean;
  50491. TONEMAPPING: boolean;
  50492. TONEMAPPING_ACES: boolean;
  50493. CONTRAST: boolean;
  50494. COLORCURVES: boolean;
  50495. COLORGRADING: boolean;
  50496. COLORGRADING3D: boolean;
  50497. SAMPLER3DGREENDEPTH: boolean;
  50498. SAMPLER3DBGRMAP: boolean;
  50499. IMAGEPROCESSINGPOSTPROCESS: boolean;
  50500. EXPOSURE: boolean;
  50501. MULTIVIEW: boolean;
  50502. USEPHYSICALLIGHTFALLOFF: boolean;
  50503. USEGLTFLIGHTFALLOFF: boolean;
  50504. TWOSIDEDLIGHTING: boolean;
  50505. SHADOWFLOAT: boolean;
  50506. CLIPPLANE: boolean;
  50507. CLIPPLANE2: boolean;
  50508. CLIPPLANE3: boolean;
  50509. CLIPPLANE4: boolean;
  50510. POINTSIZE: boolean;
  50511. FOG: boolean;
  50512. LOGARITHMICDEPTH: boolean;
  50513. FORCENORMALFORWARD: boolean;
  50514. SPECULARAA: boolean;
  50515. CLEARCOAT: boolean;
  50516. CLEARCOAT_DEFAULTIOR: boolean;
  50517. CLEARCOAT_TEXTURE: boolean;
  50518. CLEARCOAT_TEXTUREDIRECTUV: number;
  50519. CLEARCOAT_BUMP: boolean;
  50520. CLEARCOAT_BUMPDIRECTUV: number;
  50521. CLEARCOAT_TINT: boolean;
  50522. CLEARCOAT_TINT_TEXTURE: boolean;
  50523. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  50524. ANISOTROPIC: boolean;
  50525. ANISOTROPIC_TEXTURE: boolean;
  50526. ANISOTROPIC_TEXTUREDIRECTUV: number;
  50527. BRDF_V_HEIGHT_CORRELATED: boolean;
  50528. MS_BRDF_ENERGY_CONSERVATION: boolean;
  50529. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  50530. SHEEN: boolean;
  50531. SHEEN_TEXTURE: boolean;
  50532. SHEEN_TEXTUREDIRECTUV: number;
  50533. SHEEN_LINKWITHALBEDO: boolean;
  50534. SUBSURFACE: boolean;
  50535. SS_REFRACTION: boolean;
  50536. SS_TRANSLUCENCY: boolean;
  50537. SS_SCATERRING: boolean;
  50538. SS_THICKNESSANDMASK_TEXTURE: boolean;
  50539. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  50540. SS_REFRACTIONMAP_3D: boolean;
  50541. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  50542. SS_LODINREFRACTIONALPHA: boolean;
  50543. SS_GAMMAREFRACTION: boolean;
  50544. SS_RGBDREFRACTION: boolean;
  50545. SS_LINEARSPECULARREFRACTION: boolean;
  50546. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  50547. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  50548. UNLIT: boolean;
  50549. DEBUGMODE: number;
  50550. /**
  50551. * Initializes the PBR Material defines.
  50552. */
  50553. constructor();
  50554. /**
  50555. * Resets the PBR Material defines.
  50556. */
  50557. reset(): void;
  50558. }
  50559. /**
  50560. * The Physically based material base class of BJS.
  50561. *
  50562. * This offers the main features of a standard PBR material.
  50563. * For more information, please refer to the documentation :
  50564. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50565. */
  50566. export abstract class PBRBaseMaterial extends PushMaterial {
  50567. /**
  50568. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50569. */
  50570. static readonly PBRMATERIAL_OPAQUE: number;
  50571. /**
  50572. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50573. */
  50574. static readonly PBRMATERIAL_ALPHATEST: number;
  50575. /**
  50576. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50577. */
  50578. static readonly PBRMATERIAL_ALPHABLEND: number;
  50579. /**
  50580. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50581. * They are also discarded below the alpha cutoff threshold to improve performances.
  50582. */
  50583. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50584. /**
  50585. * Defines the default value of how much AO map is occluding the analytical lights
  50586. * (point spot...).
  50587. */
  50588. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50589. /**
  50590. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  50591. */
  50592. static readonly LIGHTFALLOFF_PHYSICAL: number;
  50593. /**
  50594. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50595. * to enhance interoperability with other engines.
  50596. */
  50597. static readonly LIGHTFALLOFF_GLTF: number;
  50598. /**
  50599. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50600. * to enhance interoperability with other materials.
  50601. */
  50602. static readonly LIGHTFALLOFF_STANDARD: number;
  50603. /**
  50604. * Intensity of the direct lights e.g. the four lights available in your scene.
  50605. * This impacts both the direct diffuse and specular highlights.
  50606. */
  50607. protected _directIntensity: number;
  50608. /**
  50609. * Intensity of the emissive part of the material.
  50610. * This helps controlling the emissive effect without modifying the emissive color.
  50611. */
  50612. protected _emissiveIntensity: number;
  50613. /**
  50614. * Intensity of the environment e.g. how much the environment will light the object
  50615. * either through harmonics for rough material or through the refelction for shiny ones.
  50616. */
  50617. protected _environmentIntensity: number;
  50618. /**
  50619. * This is a special control allowing the reduction of the specular highlights coming from the
  50620. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50621. */
  50622. protected _specularIntensity: number;
  50623. /**
  50624. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50625. */
  50626. private _lightingInfos;
  50627. /**
  50628. * Debug Control allowing disabling the bump map on this material.
  50629. */
  50630. protected _disableBumpMap: boolean;
  50631. /**
  50632. * AKA Diffuse Texture in standard nomenclature.
  50633. */
  50634. protected _albedoTexture: Nullable<BaseTexture>;
  50635. /**
  50636. * AKA Occlusion Texture in other nomenclature.
  50637. */
  50638. protected _ambientTexture: Nullable<BaseTexture>;
  50639. /**
  50640. * AKA Occlusion Texture Intensity in other nomenclature.
  50641. */
  50642. protected _ambientTextureStrength: number;
  50643. /**
  50644. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50645. * 1 means it completely occludes it
  50646. * 0 mean it has no impact
  50647. */
  50648. protected _ambientTextureImpactOnAnalyticalLights: number;
  50649. /**
  50650. * Stores the alpha values in a texture.
  50651. */
  50652. protected _opacityTexture: Nullable<BaseTexture>;
  50653. /**
  50654. * Stores the reflection values in a texture.
  50655. */
  50656. protected _reflectionTexture: Nullable<BaseTexture>;
  50657. /**
  50658. * Stores the emissive values in a texture.
  50659. */
  50660. protected _emissiveTexture: Nullable<BaseTexture>;
  50661. /**
  50662. * AKA Specular texture in other nomenclature.
  50663. */
  50664. protected _reflectivityTexture: Nullable<BaseTexture>;
  50665. /**
  50666. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50667. */
  50668. protected _metallicTexture: Nullable<BaseTexture>;
  50669. /**
  50670. * Specifies the metallic scalar of the metallic/roughness workflow.
  50671. * Can also be used to scale the metalness values of the metallic texture.
  50672. */
  50673. protected _metallic: Nullable<number>;
  50674. /**
  50675. * Specifies the roughness scalar of the metallic/roughness workflow.
  50676. * Can also be used to scale the roughness values of the metallic texture.
  50677. */
  50678. protected _roughness: Nullable<number>;
  50679. /**
  50680. * Specifies the an F0 factor to help configuring the material F0.
  50681. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50682. * to 0.5 the previously hard coded value stays the same.
  50683. * Can also be used to scale the F0 values of the metallic texture.
  50684. */
  50685. protected _metallicF0Factor: number;
  50686. /**
  50687. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50688. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50689. * your expectation as it multiplies with the texture data.
  50690. */
  50691. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  50692. /**
  50693. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50694. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50695. */
  50696. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50697. /**
  50698. * Stores surface normal data used to displace a mesh in a texture.
  50699. */
  50700. protected _bumpTexture: Nullable<BaseTexture>;
  50701. /**
  50702. * Stores the pre-calculated light information of a mesh in a texture.
  50703. */
  50704. protected _lightmapTexture: Nullable<BaseTexture>;
  50705. /**
  50706. * The color of a material in ambient lighting.
  50707. */
  50708. protected _ambientColor: Color3;
  50709. /**
  50710. * AKA Diffuse Color in other nomenclature.
  50711. */
  50712. protected _albedoColor: Color3;
  50713. /**
  50714. * AKA Specular Color in other nomenclature.
  50715. */
  50716. protected _reflectivityColor: Color3;
  50717. /**
  50718. * The color applied when light is reflected from a material.
  50719. */
  50720. protected _reflectionColor: Color3;
  50721. /**
  50722. * The color applied when light is emitted from a material.
  50723. */
  50724. protected _emissiveColor: Color3;
  50725. /**
  50726. * AKA Glossiness in other nomenclature.
  50727. */
  50728. protected _microSurface: number;
  50729. /**
  50730. * Specifies that the material will use the light map as a show map.
  50731. */
  50732. protected _useLightmapAsShadowmap: boolean;
  50733. /**
  50734. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50735. * makes the reflect vector face the model (under horizon).
  50736. */
  50737. protected _useHorizonOcclusion: boolean;
  50738. /**
  50739. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50740. * too much the area relying on ambient texture to define their ambient occlusion.
  50741. */
  50742. protected _useRadianceOcclusion: boolean;
  50743. /**
  50744. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50745. */
  50746. protected _useAlphaFromAlbedoTexture: boolean;
  50747. /**
  50748. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50749. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50750. */
  50751. protected _useSpecularOverAlpha: boolean;
  50752. /**
  50753. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50754. */
  50755. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50756. /**
  50757. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50758. */
  50759. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50760. /**
  50761. * Specifies if the metallic texture contains the roughness information in its green channel.
  50762. */
  50763. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50764. /**
  50765. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50766. */
  50767. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50768. /**
  50769. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50770. */
  50771. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50772. /**
  50773. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50774. */
  50775. protected _useAmbientInGrayScale: boolean;
  50776. /**
  50777. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50778. * The material will try to infer what glossiness each pixel should be.
  50779. */
  50780. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50781. /**
  50782. * Defines the falloff type used in this material.
  50783. * It by default is Physical.
  50784. */
  50785. protected _lightFalloff: number;
  50786. /**
  50787. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50788. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50789. */
  50790. protected _useRadianceOverAlpha: boolean;
  50791. /**
  50792. * Allows using an object space normal map (instead of tangent space).
  50793. */
  50794. protected _useObjectSpaceNormalMap: boolean;
  50795. /**
  50796. * Allows using the bump map in parallax mode.
  50797. */
  50798. protected _useParallax: boolean;
  50799. /**
  50800. * Allows using the bump map in parallax occlusion mode.
  50801. */
  50802. protected _useParallaxOcclusion: boolean;
  50803. /**
  50804. * Controls the scale bias of the parallax mode.
  50805. */
  50806. protected _parallaxScaleBias: number;
  50807. /**
  50808. * If sets to true, disables all the lights affecting the material.
  50809. */
  50810. protected _disableLighting: boolean;
  50811. /**
  50812. * Number of Simultaneous lights allowed on the material.
  50813. */
  50814. protected _maxSimultaneousLights: number;
  50815. /**
  50816. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50817. */
  50818. protected _invertNormalMapX: boolean;
  50819. /**
  50820. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50821. */
  50822. protected _invertNormalMapY: boolean;
  50823. /**
  50824. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50825. */
  50826. protected _twoSidedLighting: boolean;
  50827. /**
  50828. * Defines the alpha limits in alpha test mode.
  50829. */
  50830. protected _alphaCutOff: number;
  50831. /**
  50832. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50833. */
  50834. protected _forceAlphaTest: boolean;
  50835. /**
  50836. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50837. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50838. */
  50839. protected _useAlphaFresnel: boolean;
  50840. /**
  50841. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50842. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50843. */
  50844. protected _useLinearAlphaFresnel: boolean;
  50845. /**
  50846. * The transparency mode of the material.
  50847. */
  50848. protected _transparencyMode: Nullable<number>;
  50849. /**
  50850. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50851. * from cos thetav and roughness:
  50852. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50853. */
  50854. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50855. /**
  50856. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50857. */
  50858. protected _forceIrradianceInFragment: boolean;
  50859. /**
  50860. * Force normal to face away from face.
  50861. */
  50862. protected _forceNormalForward: boolean;
  50863. /**
  50864. * Enables specular anti aliasing in the PBR shader.
  50865. * It will both interacts on the Geometry for analytical and IBL lighting.
  50866. * It also prefilter the roughness map based on the bump values.
  50867. */
  50868. protected _enableSpecularAntiAliasing: boolean;
  50869. /**
  50870. * Default configuration related to image processing available in the PBR Material.
  50871. */
  50872. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50873. /**
  50874. * Keep track of the image processing observer to allow dispose and replace.
  50875. */
  50876. private _imageProcessingObserver;
  50877. /**
  50878. * Attaches a new image processing configuration to the PBR Material.
  50879. * @param configuration
  50880. */
  50881. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50882. /**
  50883. * Stores the available render targets.
  50884. */
  50885. private _renderTargets;
  50886. /**
  50887. * Sets the global ambient color for the material used in lighting calculations.
  50888. */
  50889. private _globalAmbientColor;
  50890. /**
  50891. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50892. */
  50893. private _useLogarithmicDepth;
  50894. /**
  50895. * If set to true, no lighting calculations will be applied.
  50896. */
  50897. private _unlit;
  50898. private _debugMode;
  50899. /**
  50900. * @hidden
  50901. * This is reserved for the inspector.
  50902. * Defines the material debug mode.
  50903. * It helps seeing only some components of the material while troubleshooting.
  50904. */
  50905. debugMode: number;
  50906. /**
  50907. * @hidden
  50908. * This is reserved for the inspector.
  50909. * Specify from where on screen the debug mode should start.
  50910. * The value goes from -1 (full screen) to 1 (not visible)
  50911. * It helps with side by side comparison against the final render
  50912. * This defaults to -1
  50913. */
  50914. private debugLimit;
  50915. /**
  50916. * @hidden
  50917. * This is reserved for the inspector.
  50918. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50919. * You can use the factor to better multiply the final value.
  50920. */
  50921. private debugFactor;
  50922. /**
  50923. * Defines the clear coat layer parameters for the material.
  50924. */
  50925. readonly clearCoat: PBRClearCoatConfiguration;
  50926. /**
  50927. * Defines the anisotropic parameters for the material.
  50928. */
  50929. readonly anisotropy: PBRAnisotropicConfiguration;
  50930. /**
  50931. * Defines the BRDF parameters for the material.
  50932. */
  50933. readonly brdf: PBRBRDFConfiguration;
  50934. /**
  50935. * Defines the Sheen parameters for the material.
  50936. */
  50937. readonly sheen: PBRSheenConfiguration;
  50938. /**
  50939. * Defines the SubSurface parameters for the material.
  50940. */
  50941. readonly subSurface: PBRSubSurfaceConfiguration;
  50942. /**
  50943. * Custom callback helping to override the default shader used in the material.
  50944. */
  50945. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50946. protected _rebuildInParallel: boolean;
  50947. /**
  50948. * Instantiates a new PBRMaterial instance.
  50949. *
  50950. * @param name The material name
  50951. * @param scene The scene the material will be use in.
  50952. */
  50953. constructor(name: string, scene: Scene);
  50954. /**
  50955. * Gets a boolean indicating that current material needs to register RTT
  50956. */
  50957. readonly hasRenderTargetTextures: boolean;
  50958. /**
  50959. * Gets the name of the material class.
  50960. */
  50961. getClassName(): string;
  50962. /**
  50963. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50964. */
  50965. /**
  50966. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50967. */
  50968. useLogarithmicDepth: boolean;
  50969. /**
  50970. * Gets the current transparency mode.
  50971. */
  50972. /**
  50973. * Sets the transparency mode of the material.
  50974. *
  50975. * | Value | Type | Description |
  50976. * | ----- | ----------------------------------- | ----------- |
  50977. * | 0 | OPAQUE | |
  50978. * | 1 | ALPHATEST | |
  50979. * | 2 | ALPHABLEND | |
  50980. * | 3 | ALPHATESTANDBLEND | |
  50981. *
  50982. */
  50983. transparencyMode: Nullable<number>;
  50984. /**
  50985. * Returns true if alpha blending should be disabled.
  50986. */
  50987. private readonly _disableAlphaBlending;
  50988. /**
  50989. * Specifies whether or not this material should be rendered in alpha blend mode.
  50990. */
  50991. needAlphaBlending(): boolean;
  50992. /**
  50993. * Specifies if the mesh will require alpha blending.
  50994. * @param mesh - BJS mesh.
  50995. */
  50996. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50997. /**
  50998. * Specifies whether or not this material should be rendered in alpha test mode.
  50999. */
  51000. needAlphaTesting(): boolean;
  51001. /**
  51002. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  51003. */
  51004. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  51005. /**
  51006. * Gets the texture used for the alpha test.
  51007. */
  51008. getAlphaTestTexture(): Nullable<BaseTexture>;
  51009. /**
  51010. * Specifies that the submesh is ready to be used.
  51011. * @param mesh - BJS mesh.
  51012. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  51013. * @param useInstances - Specifies that instances should be used.
  51014. * @returns - boolean indicating that the submesh is ready or not.
  51015. */
  51016. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  51017. /**
  51018. * Specifies if the material uses metallic roughness workflow.
  51019. * @returns boolean specifiying if the material uses metallic roughness workflow.
  51020. */
  51021. isMetallicWorkflow(): boolean;
  51022. private _prepareEffect;
  51023. private _prepareDefines;
  51024. /**
  51025. * Force shader compilation
  51026. */
  51027. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  51028. /**
  51029. * Initializes the uniform buffer layout for the shader.
  51030. */
  51031. buildUniformLayout(): void;
  51032. /**
  51033. * Unbinds the material from the mesh
  51034. */
  51035. unbind(): void;
  51036. /**
  51037. * Binds the submesh data.
  51038. * @param world - The world matrix.
  51039. * @param mesh - The BJS mesh.
  51040. * @param subMesh - A submesh of the BJS mesh.
  51041. */
  51042. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  51043. /**
  51044. * Returns the animatable textures.
  51045. * @returns - Array of animatable textures.
  51046. */
  51047. getAnimatables(): IAnimatable[];
  51048. /**
  51049. * Returns the texture used for reflections.
  51050. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  51051. */
  51052. private _getReflectionTexture;
  51053. /**
  51054. * Returns an array of the actively used textures.
  51055. * @returns - Array of BaseTextures
  51056. */
  51057. getActiveTextures(): BaseTexture[];
  51058. /**
  51059. * Checks to see if a texture is used in the material.
  51060. * @param texture - Base texture to use.
  51061. * @returns - Boolean specifying if a texture is used in the material.
  51062. */
  51063. hasTexture(texture: BaseTexture): boolean;
  51064. /**
  51065. * Disposes the resources of the material.
  51066. * @param forceDisposeEffect - Forces the disposal of effects.
  51067. * @param forceDisposeTextures - Forces the disposal of all textures.
  51068. */
  51069. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  51070. }
  51071. }
  51072. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  51073. import { Nullable } from "babylonjs/types";
  51074. import { Scene } from "babylonjs/scene";
  51075. import { Color3 } from "babylonjs/Maths/math.color";
  51076. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  51077. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  51078. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51079. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  51080. /**
  51081. * The Physically based material of BJS.
  51082. *
  51083. * This offers the main features of a standard PBR material.
  51084. * For more information, please refer to the documentation :
  51085. * https://doc.babylonjs.com/how_to/physically_based_rendering
  51086. */
  51087. export class PBRMaterial extends PBRBaseMaterial {
  51088. /**
  51089. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  51090. */
  51091. static readonly PBRMATERIAL_OPAQUE: number;
  51092. /**
  51093. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  51094. */
  51095. static readonly PBRMATERIAL_ALPHATEST: number;
  51096. /**
  51097. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  51098. */
  51099. static readonly PBRMATERIAL_ALPHABLEND: number;
  51100. /**
  51101. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  51102. * They are also discarded below the alpha cutoff threshold to improve performances.
  51103. */
  51104. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  51105. /**
  51106. * Defines the default value of how much AO map is occluding the analytical lights
  51107. * (point spot...).
  51108. */
  51109. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  51110. /**
  51111. * Intensity of the direct lights e.g. the four lights available in your scene.
  51112. * This impacts both the direct diffuse and specular highlights.
  51113. */
  51114. directIntensity: number;
  51115. /**
  51116. * Intensity of the emissive part of the material.
  51117. * This helps controlling the emissive effect without modifying the emissive color.
  51118. */
  51119. emissiveIntensity: number;
  51120. /**
  51121. * Intensity of the environment e.g. how much the environment will light the object
  51122. * either through harmonics for rough material or through the refelction for shiny ones.
  51123. */
  51124. environmentIntensity: number;
  51125. /**
  51126. * This is a special control allowing the reduction of the specular highlights coming from the
  51127. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  51128. */
  51129. specularIntensity: number;
  51130. /**
  51131. * Debug Control allowing disabling the bump map on this material.
  51132. */
  51133. disableBumpMap: boolean;
  51134. /**
  51135. * AKA Diffuse Texture in standard nomenclature.
  51136. */
  51137. albedoTexture: BaseTexture;
  51138. /**
  51139. * AKA Occlusion Texture in other nomenclature.
  51140. */
  51141. ambientTexture: BaseTexture;
  51142. /**
  51143. * AKA Occlusion Texture Intensity in other nomenclature.
  51144. */
  51145. ambientTextureStrength: number;
  51146. /**
  51147. * Defines how much the AO map is occluding the analytical lights (point spot...).
  51148. * 1 means it completely occludes it
  51149. * 0 mean it has no impact
  51150. */
  51151. ambientTextureImpactOnAnalyticalLights: number;
  51152. /**
  51153. * Stores the alpha values in a texture.
  51154. */
  51155. opacityTexture: BaseTexture;
  51156. /**
  51157. * Stores the reflection values in a texture.
  51158. */
  51159. reflectionTexture: Nullable<BaseTexture>;
  51160. /**
  51161. * Stores the emissive values in a texture.
  51162. */
  51163. emissiveTexture: BaseTexture;
  51164. /**
  51165. * AKA Specular texture in other nomenclature.
  51166. */
  51167. reflectivityTexture: BaseTexture;
  51168. /**
  51169. * Used to switch from specular/glossiness to metallic/roughness workflow.
  51170. */
  51171. metallicTexture: BaseTexture;
  51172. /**
  51173. * Specifies the metallic scalar of the metallic/roughness workflow.
  51174. * Can also be used to scale the metalness values of the metallic texture.
  51175. */
  51176. metallic: Nullable<number>;
  51177. /**
  51178. * Specifies the roughness scalar of the metallic/roughness workflow.
  51179. * Can also be used to scale the roughness values of the metallic texture.
  51180. */
  51181. roughness: Nullable<number>;
  51182. /**
  51183. * Specifies the an F0 factor to help configuring the material F0.
  51184. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  51185. * to 0.5 the previously hard coded value stays the same.
  51186. * Can also be used to scale the F0 values of the metallic texture.
  51187. */
  51188. metallicF0Factor: number;
  51189. /**
  51190. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  51191. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  51192. * your expectation as it multiplies with the texture data.
  51193. */
  51194. useMetallicF0FactorFromMetallicTexture: boolean;
  51195. /**
  51196. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  51197. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  51198. */
  51199. microSurfaceTexture: BaseTexture;
  51200. /**
  51201. * Stores surface normal data used to displace a mesh in a texture.
  51202. */
  51203. bumpTexture: BaseTexture;
  51204. /**
  51205. * Stores the pre-calculated light information of a mesh in a texture.
  51206. */
  51207. lightmapTexture: BaseTexture;
  51208. /**
  51209. * Stores the refracted light information in a texture.
  51210. */
  51211. refractionTexture: Nullable<BaseTexture>;
  51212. /**
  51213. * The color of a material in ambient lighting.
  51214. */
  51215. ambientColor: Color3;
  51216. /**
  51217. * AKA Diffuse Color in other nomenclature.
  51218. */
  51219. albedoColor: Color3;
  51220. /**
  51221. * AKA Specular Color in other nomenclature.
  51222. */
  51223. reflectivityColor: Color3;
  51224. /**
  51225. * The color reflected from the material.
  51226. */
  51227. reflectionColor: Color3;
  51228. /**
  51229. * The color emitted from the material.
  51230. */
  51231. emissiveColor: Color3;
  51232. /**
  51233. * AKA Glossiness in other nomenclature.
  51234. */
  51235. microSurface: number;
  51236. /**
  51237. * source material index of refraction (IOR)' / 'destination material IOR.
  51238. */
  51239. indexOfRefraction: number;
  51240. /**
  51241. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  51242. */
  51243. invertRefractionY: boolean;
  51244. /**
  51245. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  51246. * Materials half opaque for instance using refraction could benefit from this control.
  51247. */
  51248. linkRefractionWithTransparency: boolean;
  51249. /**
  51250. * If true, the light map contains occlusion information instead of lighting info.
  51251. */
  51252. useLightmapAsShadowmap: boolean;
  51253. /**
  51254. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  51255. */
  51256. useAlphaFromAlbedoTexture: boolean;
  51257. /**
  51258. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  51259. */
  51260. forceAlphaTest: boolean;
  51261. /**
  51262. * Defines the alpha limits in alpha test mode.
  51263. */
  51264. alphaCutOff: number;
  51265. /**
  51266. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  51267. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  51268. */
  51269. useSpecularOverAlpha: boolean;
  51270. /**
  51271. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  51272. */
  51273. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  51274. /**
  51275. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  51276. */
  51277. useRoughnessFromMetallicTextureAlpha: boolean;
  51278. /**
  51279. * Specifies if the metallic texture contains the roughness information in its green channel.
  51280. */
  51281. useRoughnessFromMetallicTextureGreen: boolean;
  51282. /**
  51283. * Specifies if the metallic texture contains the metallness information in its blue channel.
  51284. */
  51285. useMetallnessFromMetallicTextureBlue: boolean;
  51286. /**
  51287. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  51288. */
  51289. useAmbientOcclusionFromMetallicTextureRed: boolean;
  51290. /**
  51291. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  51292. */
  51293. useAmbientInGrayScale: boolean;
  51294. /**
  51295. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  51296. * The material will try to infer what glossiness each pixel should be.
  51297. */
  51298. useAutoMicroSurfaceFromReflectivityMap: boolean;
  51299. /**
  51300. * BJS is using an harcoded light falloff based on a manually sets up range.
  51301. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51302. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51303. */
  51304. /**
  51305. * BJS is using an harcoded light falloff based on a manually sets up range.
  51306. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51307. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51308. */
  51309. usePhysicalLightFalloff: boolean;
  51310. /**
  51311. * In order to support the falloff compatibility with gltf, a special mode has been added
  51312. * to reproduce the gltf light falloff.
  51313. */
  51314. /**
  51315. * In order to support the falloff compatibility with gltf, a special mode has been added
  51316. * to reproduce the gltf light falloff.
  51317. */
  51318. useGLTFLightFalloff: boolean;
  51319. /**
  51320. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  51321. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  51322. */
  51323. useRadianceOverAlpha: boolean;
  51324. /**
  51325. * Allows using an object space normal map (instead of tangent space).
  51326. */
  51327. useObjectSpaceNormalMap: boolean;
  51328. /**
  51329. * Allows using the bump map in parallax mode.
  51330. */
  51331. useParallax: boolean;
  51332. /**
  51333. * Allows using the bump map in parallax occlusion mode.
  51334. */
  51335. useParallaxOcclusion: boolean;
  51336. /**
  51337. * Controls the scale bias of the parallax mode.
  51338. */
  51339. parallaxScaleBias: number;
  51340. /**
  51341. * If sets to true, disables all the lights affecting the material.
  51342. */
  51343. disableLighting: boolean;
  51344. /**
  51345. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  51346. */
  51347. forceIrradianceInFragment: boolean;
  51348. /**
  51349. * Number of Simultaneous lights allowed on the material.
  51350. */
  51351. maxSimultaneousLights: number;
  51352. /**
  51353. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  51354. */
  51355. invertNormalMapX: boolean;
  51356. /**
  51357. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  51358. */
  51359. invertNormalMapY: boolean;
  51360. /**
  51361. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  51362. */
  51363. twoSidedLighting: boolean;
  51364. /**
  51365. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51366. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  51367. */
  51368. useAlphaFresnel: boolean;
  51369. /**
  51370. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51371. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  51372. */
  51373. useLinearAlphaFresnel: boolean;
  51374. /**
  51375. * Let user defines the brdf lookup texture used for IBL.
  51376. * A default 8bit version is embedded but you could point at :
  51377. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  51378. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  51379. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  51380. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  51381. */
  51382. environmentBRDFTexture: Nullable<BaseTexture>;
  51383. /**
  51384. * Force normal to face away from face.
  51385. */
  51386. forceNormalForward: boolean;
  51387. /**
  51388. * Enables specular anti aliasing in the PBR shader.
  51389. * It will both interacts on the Geometry for analytical and IBL lighting.
  51390. * It also prefilter the roughness map based on the bump values.
  51391. */
  51392. enableSpecularAntiAliasing: boolean;
  51393. /**
  51394. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  51395. * makes the reflect vector face the model (under horizon).
  51396. */
  51397. useHorizonOcclusion: boolean;
  51398. /**
  51399. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  51400. * too much the area relying on ambient texture to define their ambient occlusion.
  51401. */
  51402. useRadianceOcclusion: boolean;
  51403. /**
  51404. * If set to true, no lighting calculations will be applied.
  51405. */
  51406. unlit: boolean;
  51407. /**
  51408. * Gets the image processing configuration used either in this material.
  51409. */
  51410. /**
  51411. * Sets the Default image processing configuration used either in the this material.
  51412. *
  51413. * If sets to null, the scene one is in use.
  51414. */
  51415. imageProcessingConfiguration: ImageProcessingConfiguration;
  51416. /**
  51417. * Gets wether the color curves effect is enabled.
  51418. */
  51419. /**
  51420. * Sets wether the color curves effect is enabled.
  51421. */
  51422. cameraColorCurvesEnabled: boolean;
  51423. /**
  51424. * Gets wether the color grading effect is enabled.
  51425. */
  51426. /**
  51427. * Gets wether the color grading effect is enabled.
  51428. */
  51429. cameraColorGradingEnabled: boolean;
  51430. /**
  51431. * Gets wether tonemapping is enabled or not.
  51432. */
  51433. /**
  51434. * Sets wether tonemapping is enabled or not
  51435. */
  51436. cameraToneMappingEnabled: boolean;
  51437. /**
  51438. * The camera exposure used on this material.
  51439. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51440. * This corresponds to a photographic exposure.
  51441. */
  51442. /**
  51443. * The camera exposure used on this material.
  51444. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51445. * This corresponds to a photographic exposure.
  51446. */
  51447. cameraExposure: number;
  51448. /**
  51449. * Gets The camera contrast used on this material.
  51450. */
  51451. /**
  51452. * Sets The camera contrast used on this material.
  51453. */
  51454. cameraContrast: number;
  51455. /**
  51456. * Gets the Color Grading 2D Lookup Texture.
  51457. */
  51458. /**
  51459. * Sets the Color Grading 2D Lookup Texture.
  51460. */
  51461. cameraColorGradingTexture: Nullable<BaseTexture>;
  51462. /**
  51463. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51464. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51465. * 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;
  51466. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51467. */
  51468. /**
  51469. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51470. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51471. * 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;
  51472. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51473. */
  51474. cameraColorCurves: Nullable<ColorCurves>;
  51475. /**
  51476. * Instantiates a new PBRMaterial instance.
  51477. *
  51478. * @param name The material name
  51479. * @param scene The scene the material will be use in.
  51480. */
  51481. constructor(name: string, scene: Scene);
  51482. /**
  51483. * Returns the name of this material class.
  51484. */
  51485. getClassName(): string;
  51486. /**
  51487. * Makes a duplicate of the current material.
  51488. * @param name - name to use for the new material.
  51489. */
  51490. clone(name: string): PBRMaterial;
  51491. /**
  51492. * Serializes this PBR Material.
  51493. * @returns - An object with the serialized material.
  51494. */
  51495. serialize(): any;
  51496. /**
  51497. * Parses a PBR Material from a serialized object.
  51498. * @param source - Serialized object.
  51499. * @param scene - BJS scene instance.
  51500. * @param rootUrl - url for the scene object
  51501. * @returns - PBRMaterial
  51502. */
  51503. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  51504. }
  51505. }
  51506. declare module "babylonjs/Misc/dds" {
  51507. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  51508. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51509. import { Nullable } from "babylonjs/types";
  51510. import { Scene } from "babylonjs/scene";
  51511. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  51512. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  51513. /**
  51514. * Direct draw surface info
  51515. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  51516. */
  51517. export interface DDSInfo {
  51518. /**
  51519. * Width of the texture
  51520. */
  51521. width: number;
  51522. /**
  51523. * Width of the texture
  51524. */
  51525. height: number;
  51526. /**
  51527. * Number of Mipmaps for the texture
  51528. * @see https://en.wikipedia.org/wiki/Mipmap
  51529. */
  51530. mipmapCount: number;
  51531. /**
  51532. * If the textures format is a known fourCC format
  51533. * @see https://www.fourcc.org/
  51534. */
  51535. isFourCC: boolean;
  51536. /**
  51537. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  51538. */
  51539. isRGB: boolean;
  51540. /**
  51541. * If the texture is a lumincance format
  51542. */
  51543. isLuminance: boolean;
  51544. /**
  51545. * If this is a cube texture
  51546. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  51547. */
  51548. isCube: boolean;
  51549. /**
  51550. * If the texture is a compressed format eg. FOURCC_DXT1
  51551. */
  51552. isCompressed: boolean;
  51553. /**
  51554. * The dxgiFormat of the texture
  51555. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  51556. */
  51557. dxgiFormat: number;
  51558. /**
  51559. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  51560. */
  51561. textureType: number;
  51562. /**
  51563. * Sphericle polynomial created for the dds texture
  51564. */
  51565. sphericalPolynomial?: SphericalPolynomial;
  51566. }
  51567. /**
  51568. * Class used to provide DDS decompression tools
  51569. */
  51570. export class DDSTools {
  51571. /**
  51572. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  51573. */
  51574. static StoreLODInAlphaChannel: boolean;
  51575. /**
  51576. * Gets DDS information from an array buffer
  51577. * @param arrayBuffer defines the array buffer to read data from
  51578. * @returns the DDS information
  51579. */
  51580. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  51581. private static _FloatView;
  51582. private static _Int32View;
  51583. private static _ToHalfFloat;
  51584. private static _FromHalfFloat;
  51585. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  51586. private static _GetHalfFloatRGBAArrayBuffer;
  51587. private static _GetFloatRGBAArrayBuffer;
  51588. private static _GetFloatAsUIntRGBAArrayBuffer;
  51589. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  51590. private static _GetRGBAArrayBuffer;
  51591. private static _ExtractLongWordOrder;
  51592. private static _GetRGBArrayBuffer;
  51593. private static _GetLuminanceArrayBuffer;
  51594. /**
  51595. * Uploads DDS Levels to a Babylon Texture
  51596. * @hidden
  51597. */
  51598. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  51599. }
  51600. module "babylonjs/Engines/thinEngine" {
  51601. interface ThinEngine {
  51602. /**
  51603. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  51604. * @param rootUrl defines the url where the file to load is located
  51605. * @param scene defines the current scene
  51606. * @param lodScale defines scale to apply to the mip map selection
  51607. * @param lodOffset defines offset to apply to the mip map selection
  51608. * @param onLoad defines an optional callback raised when the texture is loaded
  51609. * @param onError defines an optional callback raised if there is an issue to load the texture
  51610. * @param format defines the format of the data
  51611. * @param forcedExtension defines the extension to use to pick the right loader
  51612. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  51613. * @returns the cube texture as an InternalTexture
  51614. */
  51615. 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;
  51616. }
  51617. }
  51618. }
  51619. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  51620. import { Nullable } from "babylonjs/types";
  51621. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51622. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51623. /**
  51624. * Implementation of the DDS Texture Loader.
  51625. * @hidden
  51626. */
  51627. export class _DDSTextureLoader implements IInternalTextureLoader {
  51628. /**
  51629. * Defines wether the loader supports cascade loading the different faces.
  51630. */
  51631. readonly supportCascades: boolean;
  51632. /**
  51633. * This returns if the loader support the current file information.
  51634. * @param extension defines the file extension of the file being loaded
  51635. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51636. * @param fallback defines the fallback internal texture if any
  51637. * @param isBase64 defines whether the texture is encoded as a base64
  51638. * @param isBuffer defines whether the texture data are stored as a buffer
  51639. * @returns true if the loader can load the specified file
  51640. */
  51641. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51642. /**
  51643. * Transform the url before loading if required.
  51644. * @param rootUrl the url of the texture
  51645. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51646. * @returns the transformed texture
  51647. */
  51648. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51649. /**
  51650. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51651. * @param rootUrl the url of the texture
  51652. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51653. * @returns the fallback texture
  51654. */
  51655. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51656. /**
  51657. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51658. * @param data contains the texture data
  51659. * @param texture defines the BabylonJS internal texture
  51660. * @param createPolynomials will be true if polynomials have been requested
  51661. * @param onLoad defines the callback to trigger once the texture is ready
  51662. * @param onError defines the callback to trigger in case of error
  51663. */
  51664. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51665. /**
  51666. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51667. * @param data contains the texture data
  51668. * @param texture defines the BabylonJS internal texture
  51669. * @param callback defines the method to call once ready to upload
  51670. */
  51671. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51672. }
  51673. }
  51674. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51675. import { Nullable } from "babylonjs/types";
  51676. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51677. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51678. /**
  51679. * Implementation of the ENV Texture Loader.
  51680. * @hidden
  51681. */
  51682. export class _ENVTextureLoader implements IInternalTextureLoader {
  51683. /**
  51684. * Defines wether the loader supports cascade loading the different faces.
  51685. */
  51686. readonly supportCascades: boolean;
  51687. /**
  51688. * This returns if the loader support the current file information.
  51689. * @param extension defines the file extension of the file being loaded
  51690. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51691. * @param fallback defines the fallback internal texture if any
  51692. * @param isBase64 defines whether the texture is encoded as a base64
  51693. * @param isBuffer defines whether the texture data are stored as a buffer
  51694. * @returns true if the loader can load the specified file
  51695. */
  51696. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51697. /**
  51698. * Transform the url before loading if required.
  51699. * @param rootUrl the url of the texture
  51700. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51701. * @returns the transformed texture
  51702. */
  51703. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51704. /**
  51705. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51706. * @param rootUrl the url of the texture
  51707. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51708. * @returns the fallback texture
  51709. */
  51710. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51711. /**
  51712. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51713. * @param data contains the texture data
  51714. * @param texture defines the BabylonJS internal texture
  51715. * @param createPolynomials will be true if polynomials have been requested
  51716. * @param onLoad defines the callback to trigger once the texture is ready
  51717. * @param onError defines the callback to trigger in case of error
  51718. */
  51719. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51720. /**
  51721. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51722. * @param data contains the texture data
  51723. * @param texture defines the BabylonJS internal texture
  51724. * @param callback defines the method to call once ready to upload
  51725. */
  51726. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51727. }
  51728. }
  51729. declare module "babylonjs/Misc/khronosTextureContainer" {
  51730. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51731. /**
  51732. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51733. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51734. */
  51735. export class KhronosTextureContainer {
  51736. /** contents of the KTX container file */
  51737. arrayBuffer: any;
  51738. private static HEADER_LEN;
  51739. private static COMPRESSED_2D;
  51740. private static COMPRESSED_3D;
  51741. private static TEX_2D;
  51742. private static TEX_3D;
  51743. /**
  51744. * Gets the openGL type
  51745. */
  51746. glType: number;
  51747. /**
  51748. * Gets the openGL type size
  51749. */
  51750. glTypeSize: number;
  51751. /**
  51752. * Gets the openGL format
  51753. */
  51754. glFormat: number;
  51755. /**
  51756. * Gets the openGL internal format
  51757. */
  51758. glInternalFormat: number;
  51759. /**
  51760. * Gets the base internal format
  51761. */
  51762. glBaseInternalFormat: number;
  51763. /**
  51764. * Gets image width in pixel
  51765. */
  51766. pixelWidth: number;
  51767. /**
  51768. * Gets image height in pixel
  51769. */
  51770. pixelHeight: number;
  51771. /**
  51772. * Gets image depth in pixels
  51773. */
  51774. pixelDepth: number;
  51775. /**
  51776. * Gets the number of array elements
  51777. */
  51778. numberOfArrayElements: number;
  51779. /**
  51780. * Gets the number of faces
  51781. */
  51782. numberOfFaces: number;
  51783. /**
  51784. * Gets the number of mipmap levels
  51785. */
  51786. numberOfMipmapLevels: number;
  51787. /**
  51788. * Gets the bytes of key value data
  51789. */
  51790. bytesOfKeyValueData: number;
  51791. /**
  51792. * Gets the load type
  51793. */
  51794. loadType: number;
  51795. /**
  51796. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51797. */
  51798. isInvalid: boolean;
  51799. /**
  51800. * Creates a new KhronosTextureContainer
  51801. * @param arrayBuffer contents of the KTX container file
  51802. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51803. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51804. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51805. */
  51806. constructor(
  51807. /** contents of the KTX container file */
  51808. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51809. /**
  51810. * Uploads KTX content to a Babylon Texture.
  51811. * It is assumed that the texture has already been created & is currently bound
  51812. * @hidden
  51813. */
  51814. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51815. private _upload2DCompressedLevels;
  51816. }
  51817. }
  51818. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51819. import { Nullable } from "babylonjs/types";
  51820. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51821. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51822. /**
  51823. * Implementation of the KTX Texture Loader.
  51824. * @hidden
  51825. */
  51826. export class _KTXTextureLoader implements IInternalTextureLoader {
  51827. /**
  51828. * Defines wether the loader supports cascade loading the different faces.
  51829. */
  51830. readonly supportCascades: boolean;
  51831. /**
  51832. * This returns if the loader support the current file information.
  51833. * @param extension defines the file extension of the file being loaded
  51834. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51835. * @param fallback defines the fallback internal texture if any
  51836. * @param isBase64 defines whether the texture is encoded as a base64
  51837. * @param isBuffer defines whether the texture data are stored as a buffer
  51838. * @returns true if the loader can load the specified file
  51839. */
  51840. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51841. /**
  51842. * Transform the url before loading if required.
  51843. * @param rootUrl the url of the texture
  51844. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51845. * @returns the transformed texture
  51846. */
  51847. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51848. /**
  51849. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51850. * @param rootUrl the url of the texture
  51851. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51852. * @returns the fallback texture
  51853. */
  51854. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51855. /**
  51856. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51857. * @param data contains the texture data
  51858. * @param texture defines the BabylonJS internal texture
  51859. * @param createPolynomials will be true if polynomials have been requested
  51860. * @param onLoad defines the callback to trigger once the texture is ready
  51861. * @param onError defines the callback to trigger in case of error
  51862. */
  51863. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51864. /**
  51865. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51866. * @param data contains the texture data
  51867. * @param texture defines the BabylonJS internal texture
  51868. * @param callback defines the method to call once ready to upload
  51869. */
  51870. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51871. }
  51872. }
  51873. declare module "babylonjs/Helpers/sceneHelpers" {
  51874. import { Nullable } from "babylonjs/types";
  51875. import { Mesh } from "babylonjs/Meshes/mesh";
  51876. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51877. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51878. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51879. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51880. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51881. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51882. import "babylonjs/Meshes/Builders/boxBuilder";
  51883. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51884. /** @hidden */
  51885. export var _forceSceneHelpersToBundle: boolean;
  51886. module "babylonjs/scene" {
  51887. interface Scene {
  51888. /**
  51889. * Creates a default light for the scene.
  51890. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51891. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51892. */
  51893. createDefaultLight(replace?: boolean): void;
  51894. /**
  51895. * Creates a default camera for the scene.
  51896. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51897. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51898. * @param replace has default false, when true replaces the active camera in the scene
  51899. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51900. */
  51901. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51902. /**
  51903. * Creates a default camera and a default light.
  51904. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51905. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51906. * @param replace has the default false, when true replaces the active camera/light in the scene
  51907. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51908. */
  51909. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51910. /**
  51911. * Creates a new sky box
  51912. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51913. * @param environmentTexture defines the texture to use as environment texture
  51914. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51915. * @param scale defines the overall scale of the skybox
  51916. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51917. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51918. * @returns a new mesh holding the sky box
  51919. */
  51920. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51921. /**
  51922. * Creates a new environment
  51923. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51924. * @param options defines the options you can use to configure the environment
  51925. * @returns the new EnvironmentHelper
  51926. */
  51927. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51928. /**
  51929. * Creates a new VREXperienceHelper
  51930. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51931. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51932. * @returns a new VREXperienceHelper
  51933. */
  51934. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51935. /**
  51936. * Creates a new WebXRDefaultExperience
  51937. * @see http://doc.babylonjs.com/how_to/webxr
  51938. * @param options experience options
  51939. * @returns a promise for a new WebXRDefaultExperience
  51940. */
  51941. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51942. }
  51943. }
  51944. }
  51945. declare module "babylonjs/Helpers/videoDome" {
  51946. import { Scene } from "babylonjs/scene";
  51947. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51948. import { Mesh } from "babylonjs/Meshes/mesh";
  51949. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51950. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51951. import "babylonjs/Meshes/Builders/sphereBuilder";
  51952. /**
  51953. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51954. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51955. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51956. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51957. */
  51958. export class VideoDome extends TransformNode {
  51959. /**
  51960. * Define the video source as a Monoscopic panoramic 360 video.
  51961. */
  51962. static readonly MODE_MONOSCOPIC: number;
  51963. /**
  51964. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51965. */
  51966. static readonly MODE_TOPBOTTOM: number;
  51967. /**
  51968. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51969. */
  51970. static readonly MODE_SIDEBYSIDE: number;
  51971. private _halfDome;
  51972. private _useDirectMapping;
  51973. /**
  51974. * The video texture being displayed on the sphere
  51975. */
  51976. protected _videoTexture: VideoTexture;
  51977. /**
  51978. * Gets the video texture being displayed on the sphere
  51979. */
  51980. readonly videoTexture: VideoTexture;
  51981. /**
  51982. * The skybox material
  51983. */
  51984. protected _material: BackgroundMaterial;
  51985. /**
  51986. * The surface used for the skybox
  51987. */
  51988. protected _mesh: Mesh;
  51989. /**
  51990. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51991. */
  51992. private _halfDomeMask;
  51993. /**
  51994. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51995. * Also see the options.resolution property.
  51996. */
  51997. fovMultiplier: number;
  51998. private _videoMode;
  51999. /**
  52000. * Gets or set the current video mode for the video. It can be:
  52001. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  52002. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  52003. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  52004. */
  52005. videoMode: number;
  52006. /**
  52007. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  52008. *
  52009. */
  52010. /**
  52011. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  52012. */
  52013. halfDome: boolean;
  52014. /**
  52015. * Oberserver used in Stereoscopic VR Mode.
  52016. */
  52017. private _onBeforeCameraRenderObserver;
  52018. /**
  52019. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  52020. * @param name Element's name, child elements will append suffixes for their own names.
  52021. * @param urlsOrVideo defines the url(s) or the video element to use
  52022. * @param options An object containing optional or exposed sub element properties
  52023. */
  52024. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  52025. resolution?: number;
  52026. clickToPlay?: boolean;
  52027. autoPlay?: boolean;
  52028. loop?: boolean;
  52029. size?: number;
  52030. poster?: string;
  52031. faceForward?: boolean;
  52032. useDirectMapping?: boolean;
  52033. halfDomeMode?: boolean;
  52034. }, scene: Scene);
  52035. private _changeVideoMode;
  52036. /**
  52037. * Releases resources associated with this node.
  52038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  52039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  52040. */
  52041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  52042. }
  52043. }
  52044. declare module "babylonjs/Helpers/index" {
  52045. export * from "babylonjs/Helpers/environmentHelper";
  52046. export * from "babylonjs/Helpers/photoDome";
  52047. export * from "babylonjs/Helpers/sceneHelpers";
  52048. export * from "babylonjs/Helpers/videoDome";
  52049. }
  52050. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  52051. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  52052. import { IDisposable } from "babylonjs/scene";
  52053. import { Engine } from "babylonjs/Engines/engine";
  52054. /**
  52055. * This class can be used to get instrumentation data from a Babylon engine
  52056. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  52057. */
  52058. export class EngineInstrumentation implements IDisposable {
  52059. /**
  52060. * Define the instrumented engine.
  52061. */
  52062. engine: Engine;
  52063. private _captureGPUFrameTime;
  52064. private _gpuFrameTimeToken;
  52065. private _gpuFrameTime;
  52066. private _captureShaderCompilationTime;
  52067. private _shaderCompilationTime;
  52068. private _onBeginFrameObserver;
  52069. private _onEndFrameObserver;
  52070. private _onBeforeShaderCompilationObserver;
  52071. private _onAfterShaderCompilationObserver;
  52072. /**
  52073. * Gets the perf counter used for GPU frame time
  52074. */
  52075. readonly gpuFrameTimeCounter: PerfCounter;
  52076. /**
  52077. * Gets the GPU frame time capture status
  52078. */
  52079. /**
  52080. * Enable or disable the GPU frame time capture
  52081. */
  52082. captureGPUFrameTime: boolean;
  52083. /**
  52084. * Gets the perf counter used for shader compilation time
  52085. */
  52086. readonly shaderCompilationTimeCounter: PerfCounter;
  52087. /**
  52088. * Gets the shader compilation time capture status
  52089. */
  52090. /**
  52091. * Enable or disable the shader compilation time capture
  52092. */
  52093. captureShaderCompilationTime: boolean;
  52094. /**
  52095. * Instantiates a new engine instrumentation.
  52096. * This class can be used to get instrumentation data from a Babylon engine
  52097. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  52098. * @param engine Defines the engine to instrument
  52099. */
  52100. constructor(
  52101. /**
  52102. * Define the instrumented engine.
  52103. */
  52104. engine: Engine);
  52105. /**
  52106. * Dispose and release associated resources.
  52107. */
  52108. dispose(): void;
  52109. }
  52110. }
  52111. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  52112. import { Scene, IDisposable } from "babylonjs/scene";
  52113. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  52114. /**
  52115. * This class can be used to get instrumentation data from a Babylon engine
  52116. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52117. */
  52118. export class SceneInstrumentation implements IDisposable {
  52119. /**
  52120. * Defines the scene to instrument
  52121. */
  52122. scene: Scene;
  52123. private _captureActiveMeshesEvaluationTime;
  52124. private _activeMeshesEvaluationTime;
  52125. private _captureRenderTargetsRenderTime;
  52126. private _renderTargetsRenderTime;
  52127. private _captureFrameTime;
  52128. private _frameTime;
  52129. private _captureRenderTime;
  52130. private _renderTime;
  52131. private _captureInterFrameTime;
  52132. private _interFrameTime;
  52133. private _captureParticlesRenderTime;
  52134. private _particlesRenderTime;
  52135. private _captureSpritesRenderTime;
  52136. private _spritesRenderTime;
  52137. private _capturePhysicsTime;
  52138. private _physicsTime;
  52139. private _captureAnimationsTime;
  52140. private _animationsTime;
  52141. private _captureCameraRenderTime;
  52142. private _cameraRenderTime;
  52143. private _onBeforeActiveMeshesEvaluationObserver;
  52144. private _onAfterActiveMeshesEvaluationObserver;
  52145. private _onBeforeRenderTargetsRenderObserver;
  52146. private _onAfterRenderTargetsRenderObserver;
  52147. private _onAfterRenderObserver;
  52148. private _onBeforeDrawPhaseObserver;
  52149. private _onAfterDrawPhaseObserver;
  52150. private _onBeforeAnimationsObserver;
  52151. private _onBeforeParticlesRenderingObserver;
  52152. private _onAfterParticlesRenderingObserver;
  52153. private _onBeforeSpritesRenderingObserver;
  52154. private _onAfterSpritesRenderingObserver;
  52155. private _onBeforePhysicsObserver;
  52156. private _onAfterPhysicsObserver;
  52157. private _onAfterAnimationsObserver;
  52158. private _onBeforeCameraRenderObserver;
  52159. private _onAfterCameraRenderObserver;
  52160. /**
  52161. * Gets the perf counter used for active meshes evaluation time
  52162. */
  52163. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  52164. /**
  52165. * Gets the active meshes evaluation time capture status
  52166. */
  52167. /**
  52168. * Enable or disable the active meshes evaluation time capture
  52169. */
  52170. captureActiveMeshesEvaluationTime: boolean;
  52171. /**
  52172. * Gets the perf counter used for render targets render time
  52173. */
  52174. readonly renderTargetsRenderTimeCounter: PerfCounter;
  52175. /**
  52176. * Gets the render targets render time capture status
  52177. */
  52178. /**
  52179. * Enable or disable the render targets render time capture
  52180. */
  52181. captureRenderTargetsRenderTime: boolean;
  52182. /**
  52183. * Gets the perf counter used for particles render time
  52184. */
  52185. readonly particlesRenderTimeCounter: PerfCounter;
  52186. /**
  52187. * Gets the particles render time capture status
  52188. */
  52189. /**
  52190. * Enable or disable the particles render time capture
  52191. */
  52192. captureParticlesRenderTime: boolean;
  52193. /**
  52194. * Gets the perf counter used for sprites render time
  52195. */
  52196. readonly spritesRenderTimeCounter: PerfCounter;
  52197. /**
  52198. * Gets the sprites render time capture status
  52199. */
  52200. /**
  52201. * Enable or disable the sprites render time capture
  52202. */
  52203. captureSpritesRenderTime: boolean;
  52204. /**
  52205. * Gets the perf counter used for physics time
  52206. */
  52207. readonly physicsTimeCounter: PerfCounter;
  52208. /**
  52209. * Gets the physics time capture status
  52210. */
  52211. /**
  52212. * Enable or disable the physics time capture
  52213. */
  52214. capturePhysicsTime: boolean;
  52215. /**
  52216. * Gets the perf counter used for animations time
  52217. */
  52218. readonly animationsTimeCounter: PerfCounter;
  52219. /**
  52220. * Gets the animations time capture status
  52221. */
  52222. /**
  52223. * Enable or disable the animations time capture
  52224. */
  52225. captureAnimationsTime: boolean;
  52226. /**
  52227. * Gets the perf counter used for frame time capture
  52228. */
  52229. readonly frameTimeCounter: PerfCounter;
  52230. /**
  52231. * Gets the frame time capture status
  52232. */
  52233. /**
  52234. * Enable or disable the frame time capture
  52235. */
  52236. captureFrameTime: boolean;
  52237. /**
  52238. * Gets the perf counter used for inter-frames time capture
  52239. */
  52240. readonly interFrameTimeCounter: PerfCounter;
  52241. /**
  52242. * Gets the inter-frames time capture status
  52243. */
  52244. /**
  52245. * Enable or disable the inter-frames time capture
  52246. */
  52247. captureInterFrameTime: boolean;
  52248. /**
  52249. * Gets the perf counter used for render time capture
  52250. */
  52251. readonly renderTimeCounter: PerfCounter;
  52252. /**
  52253. * Gets the render time capture status
  52254. */
  52255. /**
  52256. * Enable or disable the render time capture
  52257. */
  52258. captureRenderTime: boolean;
  52259. /**
  52260. * Gets the perf counter used for camera render time capture
  52261. */
  52262. readonly cameraRenderTimeCounter: PerfCounter;
  52263. /**
  52264. * Gets the camera render time capture status
  52265. */
  52266. /**
  52267. * Enable or disable the camera render time capture
  52268. */
  52269. captureCameraRenderTime: boolean;
  52270. /**
  52271. * Gets the perf counter used for draw calls
  52272. */
  52273. readonly drawCallsCounter: PerfCounter;
  52274. /**
  52275. * Instantiates a new scene instrumentation.
  52276. * This class can be used to get instrumentation data from a Babylon engine
  52277. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52278. * @param scene Defines the scene to instrument
  52279. */
  52280. constructor(
  52281. /**
  52282. * Defines the scene to instrument
  52283. */
  52284. scene: Scene);
  52285. /**
  52286. * Dispose and release associated resources.
  52287. */
  52288. dispose(): void;
  52289. }
  52290. }
  52291. declare module "babylonjs/Instrumentation/index" {
  52292. export * from "babylonjs/Instrumentation/engineInstrumentation";
  52293. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  52294. export * from "babylonjs/Instrumentation/timeToken";
  52295. }
  52296. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  52297. /** @hidden */
  52298. export var glowMapGenerationPixelShader: {
  52299. name: string;
  52300. shader: string;
  52301. };
  52302. }
  52303. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  52304. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  52305. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  52306. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  52307. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  52308. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  52309. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  52310. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  52311. /** @hidden */
  52312. export var glowMapGenerationVertexShader: {
  52313. name: string;
  52314. shader: string;
  52315. };
  52316. }
  52317. declare module "babylonjs/Layers/effectLayer" {
  52318. import { Observable } from "babylonjs/Misc/observable";
  52319. import { Nullable } from "babylonjs/types";
  52320. import { Camera } from "babylonjs/Cameras/camera";
  52321. import { Scene } from "babylonjs/scene";
  52322. import { ISize } from "babylonjs/Maths/math.size";
  52323. import { Color4 } from "babylonjs/Maths/math.color";
  52324. import { Engine } from "babylonjs/Engines/engine";
  52325. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52326. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52327. import { Mesh } from "babylonjs/Meshes/mesh";
  52328. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  52329. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52330. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52331. import { Effect } from "babylonjs/Materials/effect";
  52332. import { Material } from "babylonjs/Materials/material";
  52333. import "babylonjs/Shaders/glowMapGeneration.fragment";
  52334. import "babylonjs/Shaders/glowMapGeneration.vertex";
  52335. /**
  52336. * Effect layer options. This helps customizing the behaviour
  52337. * of the effect layer.
  52338. */
  52339. export interface IEffectLayerOptions {
  52340. /**
  52341. * Multiplication factor apply to the canvas size to compute the render target size
  52342. * used to generated the objects (the smaller the faster).
  52343. */
  52344. mainTextureRatio: number;
  52345. /**
  52346. * Enforces a fixed size texture to ensure effect stability across devices.
  52347. */
  52348. mainTextureFixedSize?: number;
  52349. /**
  52350. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  52351. */
  52352. alphaBlendingMode: number;
  52353. /**
  52354. * The camera attached to the layer.
  52355. */
  52356. camera: Nullable<Camera>;
  52357. /**
  52358. * The rendering group to draw the layer in.
  52359. */
  52360. renderingGroupId: number;
  52361. }
  52362. /**
  52363. * The effect layer Helps adding post process effect blended with the main pass.
  52364. *
  52365. * This can be for instance use to generate glow or higlight effects on the scene.
  52366. *
  52367. * The effect layer class can not be used directly and is intented to inherited from to be
  52368. * customized per effects.
  52369. */
  52370. export abstract class EffectLayer {
  52371. private _vertexBuffers;
  52372. private _indexBuffer;
  52373. private _cachedDefines;
  52374. private _effectLayerMapGenerationEffect;
  52375. private _effectLayerOptions;
  52376. private _mergeEffect;
  52377. protected _scene: Scene;
  52378. protected _engine: Engine;
  52379. protected _maxSize: number;
  52380. protected _mainTextureDesiredSize: ISize;
  52381. protected _mainTexture: RenderTargetTexture;
  52382. protected _shouldRender: boolean;
  52383. protected _postProcesses: PostProcess[];
  52384. protected _textures: BaseTexture[];
  52385. protected _emissiveTextureAndColor: {
  52386. texture: Nullable<BaseTexture>;
  52387. color: Color4;
  52388. };
  52389. /**
  52390. * The name of the layer
  52391. */
  52392. name: string;
  52393. /**
  52394. * The clear color of the texture used to generate the glow map.
  52395. */
  52396. neutralColor: Color4;
  52397. /**
  52398. * Specifies wether the highlight layer is enabled or not.
  52399. */
  52400. isEnabled: boolean;
  52401. /**
  52402. * Gets the camera attached to the layer.
  52403. */
  52404. readonly camera: Nullable<Camera>;
  52405. /**
  52406. * Gets the rendering group id the layer should render in.
  52407. */
  52408. renderingGroupId: number;
  52409. /**
  52410. * An event triggered when the effect layer has been disposed.
  52411. */
  52412. onDisposeObservable: Observable<EffectLayer>;
  52413. /**
  52414. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  52415. */
  52416. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  52417. /**
  52418. * An event triggered when the generated texture is being merged in the scene.
  52419. */
  52420. onBeforeComposeObservable: Observable<EffectLayer>;
  52421. /**
  52422. * An event triggered when the mesh is rendered into the effect render target.
  52423. */
  52424. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  52425. /**
  52426. * An event triggered after the mesh has been rendered into the effect render target.
  52427. */
  52428. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  52429. /**
  52430. * An event triggered when the generated texture has been merged in the scene.
  52431. */
  52432. onAfterComposeObservable: Observable<EffectLayer>;
  52433. /**
  52434. * An event triggered when the efffect layer changes its size.
  52435. */
  52436. onSizeChangedObservable: Observable<EffectLayer>;
  52437. /** @hidden */
  52438. static _SceneComponentInitialization: (scene: Scene) => void;
  52439. /**
  52440. * Instantiates a new effect Layer and references it in the scene.
  52441. * @param name The name of the layer
  52442. * @param scene The scene to use the layer in
  52443. */
  52444. constructor(
  52445. /** The Friendly of the effect in the scene */
  52446. name: string, scene: Scene);
  52447. /**
  52448. * Get the effect name of the layer.
  52449. * @return The effect name
  52450. */
  52451. abstract getEffectName(): string;
  52452. /**
  52453. * Checks for the readiness of the element composing the layer.
  52454. * @param subMesh the mesh to check for
  52455. * @param useInstances specify wether or not to use instances to render the mesh
  52456. * @return true if ready otherwise, false
  52457. */
  52458. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52459. /**
  52460. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52461. * @returns true if the effect requires stencil during the main canvas render pass.
  52462. */
  52463. abstract needStencil(): boolean;
  52464. /**
  52465. * Create the merge effect. This is the shader use to blit the information back
  52466. * to the main canvas at the end of the scene rendering.
  52467. * @returns The effect containing the shader used to merge the effect on the main canvas
  52468. */
  52469. protected abstract _createMergeEffect(): Effect;
  52470. /**
  52471. * Creates the render target textures and post processes used in the effect layer.
  52472. */
  52473. protected abstract _createTextureAndPostProcesses(): void;
  52474. /**
  52475. * Implementation specific of rendering the generating effect on the main canvas.
  52476. * @param effect The effect used to render through
  52477. */
  52478. protected abstract _internalRender(effect: Effect): void;
  52479. /**
  52480. * Sets the required values for both the emissive texture and and the main color.
  52481. */
  52482. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52483. /**
  52484. * Free any resources and references associated to a mesh.
  52485. * Internal use
  52486. * @param mesh The mesh to free.
  52487. */
  52488. abstract _disposeMesh(mesh: Mesh): void;
  52489. /**
  52490. * Serializes this layer (Glow or Highlight for example)
  52491. * @returns a serialized layer object
  52492. */
  52493. abstract serialize?(): any;
  52494. /**
  52495. * Initializes the effect layer with the required options.
  52496. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  52497. */
  52498. protected _init(options: Partial<IEffectLayerOptions>): void;
  52499. /**
  52500. * Generates the index buffer of the full screen quad blending to the main canvas.
  52501. */
  52502. private _generateIndexBuffer;
  52503. /**
  52504. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  52505. */
  52506. private _generateVertexBuffer;
  52507. /**
  52508. * Sets the main texture desired size which is the closest power of two
  52509. * of the engine canvas size.
  52510. */
  52511. private _setMainTextureSize;
  52512. /**
  52513. * Creates the main texture for the effect layer.
  52514. */
  52515. protected _createMainTexture(): void;
  52516. /**
  52517. * Adds specific effects defines.
  52518. * @param defines The defines to add specifics to.
  52519. */
  52520. protected _addCustomEffectDefines(defines: string[]): void;
  52521. /**
  52522. * Checks for the readiness of the element composing the layer.
  52523. * @param subMesh the mesh to check for
  52524. * @param useInstances specify wether or not to use instances to render the mesh
  52525. * @param emissiveTexture the associated emissive texture used to generate the glow
  52526. * @return true if ready otherwise, false
  52527. */
  52528. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  52529. /**
  52530. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  52531. */
  52532. render(): void;
  52533. /**
  52534. * Determine if a given mesh will be used in the current effect.
  52535. * @param mesh mesh to test
  52536. * @returns true if the mesh will be used
  52537. */
  52538. hasMesh(mesh: AbstractMesh): boolean;
  52539. /**
  52540. * Returns true if the layer contains information to display, otherwise false.
  52541. * @returns true if the glow layer should be rendered
  52542. */
  52543. shouldRender(): boolean;
  52544. /**
  52545. * Returns true if the mesh should render, otherwise false.
  52546. * @param mesh The mesh to render
  52547. * @returns true if it should render otherwise false
  52548. */
  52549. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  52550. /**
  52551. * Returns true if the mesh can be rendered, otherwise false.
  52552. * @param mesh The mesh to render
  52553. * @param material The material used on the mesh
  52554. * @returns true if it can be rendered otherwise false
  52555. */
  52556. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52557. /**
  52558. * Returns true if the mesh should render, otherwise false.
  52559. * @param mesh The mesh to render
  52560. * @returns true if it should render otherwise false
  52561. */
  52562. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52563. /**
  52564. * Renders the submesh passed in parameter to the generation map.
  52565. */
  52566. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52567. /**
  52568. * Defines wether the current material of the mesh should be use to render the effect.
  52569. * @param mesh defines the current mesh to render
  52570. */
  52571. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52572. /**
  52573. * Rebuild the required buffers.
  52574. * @hidden Internal use only.
  52575. */
  52576. _rebuild(): void;
  52577. /**
  52578. * Dispose only the render target textures and post process.
  52579. */
  52580. private _disposeTextureAndPostProcesses;
  52581. /**
  52582. * Dispose the highlight layer and free resources.
  52583. */
  52584. dispose(): void;
  52585. /**
  52586. * Gets the class name of the effect layer
  52587. * @returns the string with the class name of the effect layer
  52588. */
  52589. getClassName(): string;
  52590. /**
  52591. * Creates an effect layer from parsed effect layer data
  52592. * @param parsedEffectLayer defines effect layer data
  52593. * @param scene defines the current scene
  52594. * @param rootUrl defines the root URL containing the effect layer information
  52595. * @returns a parsed effect Layer
  52596. */
  52597. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52598. }
  52599. }
  52600. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52601. import { Scene } from "babylonjs/scene";
  52602. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52603. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52604. import { AbstractScene } from "babylonjs/abstractScene";
  52605. module "babylonjs/abstractScene" {
  52606. interface AbstractScene {
  52607. /**
  52608. * The list of effect layers (highlights/glow) added to the scene
  52609. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52610. * @see http://doc.babylonjs.com/how_to/glow_layer
  52611. */
  52612. effectLayers: Array<EffectLayer>;
  52613. /**
  52614. * Removes the given effect layer from this scene.
  52615. * @param toRemove defines the effect layer to remove
  52616. * @returns the index of the removed effect layer
  52617. */
  52618. removeEffectLayer(toRemove: EffectLayer): number;
  52619. /**
  52620. * Adds the given effect layer to this scene
  52621. * @param newEffectLayer defines the effect layer to add
  52622. */
  52623. addEffectLayer(newEffectLayer: EffectLayer): void;
  52624. }
  52625. }
  52626. /**
  52627. * Defines the layer scene component responsible to manage any effect layers
  52628. * in a given scene.
  52629. */
  52630. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52631. /**
  52632. * The component name helpfull to identify the component in the list of scene components.
  52633. */
  52634. readonly name: string;
  52635. /**
  52636. * The scene the component belongs to.
  52637. */
  52638. scene: Scene;
  52639. private _engine;
  52640. private _renderEffects;
  52641. private _needStencil;
  52642. private _previousStencilState;
  52643. /**
  52644. * Creates a new instance of the component for the given scene
  52645. * @param scene Defines the scene to register the component in
  52646. */
  52647. constructor(scene: Scene);
  52648. /**
  52649. * Registers the component in a given scene
  52650. */
  52651. register(): void;
  52652. /**
  52653. * Rebuilds the elements related to this component in case of
  52654. * context lost for instance.
  52655. */
  52656. rebuild(): void;
  52657. /**
  52658. * Serializes the component data to the specified json object
  52659. * @param serializationObject The object to serialize to
  52660. */
  52661. serialize(serializationObject: any): void;
  52662. /**
  52663. * Adds all the elements from the container to the scene
  52664. * @param container the container holding the elements
  52665. */
  52666. addFromContainer(container: AbstractScene): void;
  52667. /**
  52668. * Removes all the elements in the container from the scene
  52669. * @param container contains the elements to remove
  52670. * @param dispose if the removed element should be disposed (default: false)
  52671. */
  52672. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52673. /**
  52674. * Disposes the component and the associated ressources.
  52675. */
  52676. dispose(): void;
  52677. private _isReadyForMesh;
  52678. private _renderMainTexture;
  52679. private _setStencil;
  52680. private _setStencilBack;
  52681. private _draw;
  52682. private _drawCamera;
  52683. private _drawRenderingGroup;
  52684. }
  52685. }
  52686. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52687. /** @hidden */
  52688. export var glowMapMergePixelShader: {
  52689. name: string;
  52690. shader: string;
  52691. };
  52692. }
  52693. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52694. /** @hidden */
  52695. export var glowMapMergeVertexShader: {
  52696. name: string;
  52697. shader: string;
  52698. };
  52699. }
  52700. declare module "babylonjs/Layers/glowLayer" {
  52701. import { Nullable } from "babylonjs/types";
  52702. import { Camera } from "babylonjs/Cameras/camera";
  52703. import { Scene } from "babylonjs/scene";
  52704. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52705. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52706. import { Mesh } from "babylonjs/Meshes/mesh";
  52707. import { Texture } from "babylonjs/Materials/Textures/texture";
  52708. import { Effect } from "babylonjs/Materials/effect";
  52709. import { Material } from "babylonjs/Materials/material";
  52710. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52711. import { Color4 } from "babylonjs/Maths/math.color";
  52712. import "babylonjs/Shaders/glowMapMerge.fragment";
  52713. import "babylonjs/Shaders/glowMapMerge.vertex";
  52714. import "babylonjs/Layers/effectLayerSceneComponent";
  52715. module "babylonjs/abstractScene" {
  52716. interface AbstractScene {
  52717. /**
  52718. * Return a the first highlight layer of the scene with a given name.
  52719. * @param name The name of the highlight layer to look for.
  52720. * @return The highlight layer if found otherwise null.
  52721. */
  52722. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52723. }
  52724. }
  52725. /**
  52726. * Glow layer options. This helps customizing the behaviour
  52727. * of the glow layer.
  52728. */
  52729. export interface IGlowLayerOptions {
  52730. /**
  52731. * Multiplication factor apply to the canvas size to compute the render target size
  52732. * used to generated the glowing objects (the smaller the faster).
  52733. */
  52734. mainTextureRatio: number;
  52735. /**
  52736. * Enforces a fixed size texture to ensure resize independant blur.
  52737. */
  52738. mainTextureFixedSize?: number;
  52739. /**
  52740. * How big is the kernel of the blur texture.
  52741. */
  52742. blurKernelSize: number;
  52743. /**
  52744. * The camera attached to the layer.
  52745. */
  52746. camera: Nullable<Camera>;
  52747. /**
  52748. * Enable MSAA by chosing the number of samples.
  52749. */
  52750. mainTextureSamples?: number;
  52751. /**
  52752. * The rendering group to draw the layer in.
  52753. */
  52754. renderingGroupId: number;
  52755. }
  52756. /**
  52757. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52758. *
  52759. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52760. *
  52761. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52762. */
  52763. export class GlowLayer extends EffectLayer {
  52764. /**
  52765. * Effect Name of the layer.
  52766. */
  52767. static readonly EffectName: string;
  52768. /**
  52769. * The default blur kernel size used for the glow.
  52770. */
  52771. static DefaultBlurKernelSize: number;
  52772. /**
  52773. * The default texture size ratio used for the glow.
  52774. */
  52775. static DefaultTextureRatio: number;
  52776. /**
  52777. * Sets the kernel size of the blur.
  52778. */
  52779. /**
  52780. * Gets the kernel size of the blur.
  52781. */
  52782. blurKernelSize: number;
  52783. /**
  52784. * Sets the glow intensity.
  52785. */
  52786. /**
  52787. * Gets the glow intensity.
  52788. */
  52789. intensity: number;
  52790. private _options;
  52791. private _intensity;
  52792. private _horizontalBlurPostprocess1;
  52793. private _verticalBlurPostprocess1;
  52794. private _horizontalBlurPostprocess2;
  52795. private _verticalBlurPostprocess2;
  52796. private _blurTexture1;
  52797. private _blurTexture2;
  52798. private _postProcesses1;
  52799. private _postProcesses2;
  52800. private _includedOnlyMeshes;
  52801. private _excludedMeshes;
  52802. private _meshesUsingTheirOwnMaterials;
  52803. /**
  52804. * Callback used to let the user override the color selection on a per mesh basis
  52805. */
  52806. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52807. /**
  52808. * Callback used to let the user override the texture selection on a per mesh basis
  52809. */
  52810. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52811. /**
  52812. * Instantiates a new glow Layer and references it to the scene.
  52813. * @param name The name of the layer
  52814. * @param scene The scene to use the layer in
  52815. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52816. */
  52817. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52818. /**
  52819. * Get the effect name of the layer.
  52820. * @return The effect name
  52821. */
  52822. getEffectName(): string;
  52823. /**
  52824. * Create the merge effect. This is the shader use to blit the information back
  52825. * to the main canvas at the end of the scene rendering.
  52826. */
  52827. protected _createMergeEffect(): Effect;
  52828. /**
  52829. * Creates the render target textures and post processes used in the glow layer.
  52830. */
  52831. protected _createTextureAndPostProcesses(): void;
  52832. /**
  52833. * Checks for the readiness of the element composing the layer.
  52834. * @param subMesh the mesh to check for
  52835. * @param useInstances specify wether or not to use instances to render the mesh
  52836. * @param emissiveTexture the associated emissive texture used to generate the glow
  52837. * @return true if ready otherwise, false
  52838. */
  52839. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52840. /**
  52841. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52842. */
  52843. needStencil(): boolean;
  52844. /**
  52845. * Returns true if the mesh can be rendered, otherwise false.
  52846. * @param mesh The mesh to render
  52847. * @param material The material used on the mesh
  52848. * @returns true if it can be rendered otherwise false
  52849. */
  52850. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52851. /**
  52852. * Implementation specific of rendering the generating effect on the main canvas.
  52853. * @param effect The effect used to render through
  52854. */
  52855. protected _internalRender(effect: Effect): void;
  52856. /**
  52857. * Sets the required values for both the emissive texture and and the main color.
  52858. */
  52859. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52860. /**
  52861. * Returns true if the mesh should render, otherwise false.
  52862. * @param mesh The mesh to render
  52863. * @returns true if it should render otherwise false
  52864. */
  52865. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52866. /**
  52867. * Adds specific effects defines.
  52868. * @param defines The defines to add specifics to.
  52869. */
  52870. protected _addCustomEffectDefines(defines: string[]): void;
  52871. /**
  52872. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52873. * @param mesh The mesh to exclude from the glow layer
  52874. */
  52875. addExcludedMesh(mesh: Mesh): void;
  52876. /**
  52877. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52878. * @param mesh The mesh to remove
  52879. */
  52880. removeExcludedMesh(mesh: Mesh): void;
  52881. /**
  52882. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52883. * @param mesh The mesh to include in the glow layer
  52884. */
  52885. addIncludedOnlyMesh(mesh: Mesh): void;
  52886. /**
  52887. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52888. * @param mesh The mesh to remove
  52889. */
  52890. removeIncludedOnlyMesh(mesh: Mesh): void;
  52891. /**
  52892. * Determine if a given mesh will be used in the glow layer
  52893. * @param mesh The mesh to test
  52894. * @returns true if the mesh will be highlighted by the current glow layer
  52895. */
  52896. hasMesh(mesh: AbstractMesh): boolean;
  52897. /**
  52898. * Defines wether the current material of the mesh should be use to render the effect.
  52899. * @param mesh defines the current mesh to render
  52900. */
  52901. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52902. /**
  52903. * Add a mesh to be rendered through its own material and not with emissive only.
  52904. * @param mesh The mesh for which we need to use its material
  52905. */
  52906. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52907. /**
  52908. * Remove a mesh from being rendered through its own material and not with emissive only.
  52909. * @param mesh The mesh for which we need to not use its material
  52910. */
  52911. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52912. /**
  52913. * Free any resources and references associated to a mesh.
  52914. * Internal use
  52915. * @param mesh The mesh to free.
  52916. * @hidden
  52917. */
  52918. _disposeMesh(mesh: Mesh): void;
  52919. /**
  52920. * Gets the class name of the effect layer
  52921. * @returns the string with the class name of the effect layer
  52922. */
  52923. getClassName(): string;
  52924. /**
  52925. * Serializes this glow layer
  52926. * @returns a serialized glow layer object
  52927. */
  52928. serialize(): any;
  52929. /**
  52930. * Creates a Glow Layer from parsed glow layer data
  52931. * @param parsedGlowLayer defines glow layer data
  52932. * @param scene defines the current scene
  52933. * @param rootUrl defines the root URL containing the glow layer information
  52934. * @returns a parsed Glow Layer
  52935. */
  52936. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52937. }
  52938. }
  52939. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52940. /** @hidden */
  52941. export var glowBlurPostProcessPixelShader: {
  52942. name: string;
  52943. shader: string;
  52944. };
  52945. }
  52946. declare module "babylonjs/Layers/highlightLayer" {
  52947. import { Observable } from "babylonjs/Misc/observable";
  52948. import { Nullable } from "babylonjs/types";
  52949. import { Camera } from "babylonjs/Cameras/camera";
  52950. import { Scene } from "babylonjs/scene";
  52951. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52952. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52953. import { Mesh } from "babylonjs/Meshes/mesh";
  52954. import { Effect } from "babylonjs/Materials/effect";
  52955. import { Material } from "babylonjs/Materials/material";
  52956. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52957. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52958. import "babylonjs/Shaders/glowMapMerge.fragment";
  52959. import "babylonjs/Shaders/glowMapMerge.vertex";
  52960. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52961. module "babylonjs/abstractScene" {
  52962. interface AbstractScene {
  52963. /**
  52964. * Return a the first highlight layer of the scene with a given name.
  52965. * @param name The name of the highlight layer to look for.
  52966. * @return The highlight layer if found otherwise null.
  52967. */
  52968. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52969. }
  52970. }
  52971. /**
  52972. * Highlight layer options. This helps customizing the behaviour
  52973. * of the highlight layer.
  52974. */
  52975. export interface IHighlightLayerOptions {
  52976. /**
  52977. * Multiplication factor apply to the canvas size to compute the render target size
  52978. * used to generated the glowing objects (the smaller the faster).
  52979. */
  52980. mainTextureRatio: number;
  52981. /**
  52982. * Enforces a fixed size texture to ensure resize independant blur.
  52983. */
  52984. mainTextureFixedSize?: number;
  52985. /**
  52986. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52987. * of the picture to blur (the smaller the faster).
  52988. */
  52989. blurTextureSizeRatio: number;
  52990. /**
  52991. * How big in texel of the blur texture is the vertical blur.
  52992. */
  52993. blurVerticalSize: number;
  52994. /**
  52995. * How big in texel of the blur texture is the horizontal blur.
  52996. */
  52997. blurHorizontalSize: number;
  52998. /**
  52999. * Alpha blending mode used to apply the blur. Default is combine.
  53000. */
  53001. alphaBlendingMode: number;
  53002. /**
  53003. * The camera attached to the layer.
  53004. */
  53005. camera: Nullable<Camera>;
  53006. /**
  53007. * Should we display highlight as a solid stroke?
  53008. */
  53009. isStroke?: boolean;
  53010. /**
  53011. * The rendering group to draw the layer in.
  53012. */
  53013. renderingGroupId: number;
  53014. }
  53015. /**
  53016. * The highlight layer Helps adding a glow effect around a mesh.
  53017. *
  53018. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  53019. * glowy meshes to your scene.
  53020. *
  53021. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  53022. */
  53023. export class HighlightLayer extends EffectLayer {
  53024. name: string;
  53025. /**
  53026. * Effect Name of the highlight layer.
  53027. */
  53028. static readonly EffectName: string;
  53029. /**
  53030. * The neutral color used during the preparation of the glow effect.
  53031. * This is black by default as the blend operation is a blend operation.
  53032. */
  53033. static NeutralColor: Color4;
  53034. /**
  53035. * Stencil value used for glowing meshes.
  53036. */
  53037. static GlowingMeshStencilReference: number;
  53038. /**
  53039. * Stencil value used for the other meshes in the scene.
  53040. */
  53041. static NormalMeshStencilReference: number;
  53042. /**
  53043. * Specifies whether or not the inner glow is ACTIVE in the layer.
  53044. */
  53045. innerGlow: boolean;
  53046. /**
  53047. * Specifies whether or not the outer glow is ACTIVE in the layer.
  53048. */
  53049. outerGlow: boolean;
  53050. /**
  53051. * Specifies the horizontal size of the blur.
  53052. */
  53053. /**
  53054. * Gets the horizontal size of the blur.
  53055. */
  53056. blurHorizontalSize: number;
  53057. /**
  53058. * Specifies the vertical size of the blur.
  53059. */
  53060. /**
  53061. * Gets the vertical size of the blur.
  53062. */
  53063. blurVerticalSize: number;
  53064. /**
  53065. * An event triggered when the highlight layer is being blurred.
  53066. */
  53067. onBeforeBlurObservable: Observable<HighlightLayer>;
  53068. /**
  53069. * An event triggered when the highlight layer has been blurred.
  53070. */
  53071. onAfterBlurObservable: Observable<HighlightLayer>;
  53072. private _instanceGlowingMeshStencilReference;
  53073. private _options;
  53074. private _downSamplePostprocess;
  53075. private _horizontalBlurPostprocess;
  53076. private _verticalBlurPostprocess;
  53077. private _blurTexture;
  53078. private _meshes;
  53079. private _excludedMeshes;
  53080. /**
  53081. * Instantiates a new highlight Layer and references it to the scene..
  53082. * @param name The name of the layer
  53083. * @param scene The scene to use the layer in
  53084. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  53085. */
  53086. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  53087. /**
  53088. * Get the effect name of the layer.
  53089. * @return The effect name
  53090. */
  53091. getEffectName(): string;
  53092. /**
  53093. * Create the merge effect. This is the shader use to blit the information back
  53094. * to the main canvas at the end of the scene rendering.
  53095. */
  53096. protected _createMergeEffect(): Effect;
  53097. /**
  53098. * Creates the render target textures and post processes used in the highlight layer.
  53099. */
  53100. protected _createTextureAndPostProcesses(): void;
  53101. /**
  53102. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  53103. */
  53104. needStencil(): boolean;
  53105. /**
  53106. * Checks for the readiness of the element composing the layer.
  53107. * @param subMesh the mesh to check for
  53108. * @param useInstances specify wether or not to use instances to render the mesh
  53109. * @param emissiveTexture the associated emissive texture used to generate the glow
  53110. * @return true if ready otherwise, false
  53111. */
  53112. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  53113. /**
  53114. * Implementation specific of rendering the generating effect on the main canvas.
  53115. * @param effect The effect used to render through
  53116. */
  53117. protected _internalRender(effect: Effect): void;
  53118. /**
  53119. * Returns true if the layer contains information to display, otherwise false.
  53120. */
  53121. shouldRender(): boolean;
  53122. /**
  53123. * Returns true if the mesh should render, otherwise false.
  53124. * @param mesh The mesh to render
  53125. * @returns true if it should render otherwise false
  53126. */
  53127. protected _shouldRenderMesh(mesh: Mesh): boolean;
  53128. /**
  53129. * Sets the required values for both the emissive texture and and the main color.
  53130. */
  53131. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  53132. /**
  53133. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  53134. * @param mesh The mesh to exclude from the highlight layer
  53135. */
  53136. addExcludedMesh(mesh: Mesh): void;
  53137. /**
  53138. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  53139. * @param mesh The mesh to highlight
  53140. */
  53141. removeExcludedMesh(mesh: Mesh): void;
  53142. /**
  53143. * Determine if a given mesh will be highlighted by the current HighlightLayer
  53144. * @param mesh mesh to test
  53145. * @returns true if the mesh will be highlighted by the current HighlightLayer
  53146. */
  53147. hasMesh(mesh: AbstractMesh): boolean;
  53148. /**
  53149. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  53150. * @param mesh The mesh to highlight
  53151. * @param color The color of the highlight
  53152. * @param glowEmissiveOnly Extract the glow from the emissive texture
  53153. */
  53154. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  53155. /**
  53156. * Remove a mesh from the highlight layer in order to make it stop glowing.
  53157. * @param mesh The mesh to highlight
  53158. */
  53159. removeMesh(mesh: Mesh): void;
  53160. /**
  53161. * Force the stencil to the normal expected value for none glowing parts
  53162. */
  53163. private _defaultStencilReference;
  53164. /**
  53165. * Free any resources and references associated to a mesh.
  53166. * Internal use
  53167. * @param mesh The mesh to free.
  53168. * @hidden
  53169. */
  53170. _disposeMesh(mesh: Mesh): void;
  53171. /**
  53172. * Dispose the highlight layer and free resources.
  53173. */
  53174. dispose(): void;
  53175. /**
  53176. * Gets the class name of the effect layer
  53177. * @returns the string with the class name of the effect layer
  53178. */
  53179. getClassName(): string;
  53180. /**
  53181. * Serializes this Highlight layer
  53182. * @returns a serialized Highlight layer object
  53183. */
  53184. serialize(): any;
  53185. /**
  53186. * Creates a Highlight layer from parsed Highlight layer data
  53187. * @param parsedHightlightLayer defines the Highlight layer data
  53188. * @param scene defines the current scene
  53189. * @param rootUrl defines the root URL containing the Highlight layer information
  53190. * @returns a parsed Highlight layer
  53191. */
  53192. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  53193. }
  53194. }
  53195. declare module "babylonjs/Layers/layerSceneComponent" {
  53196. import { Scene } from "babylonjs/scene";
  53197. import { ISceneComponent } from "babylonjs/sceneComponent";
  53198. import { Layer } from "babylonjs/Layers/layer";
  53199. import { AbstractScene } from "babylonjs/abstractScene";
  53200. module "babylonjs/abstractScene" {
  53201. interface AbstractScene {
  53202. /**
  53203. * The list of layers (background and foreground) of the scene
  53204. */
  53205. layers: Array<Layer>;
  53206. }
  53207. }
  53208. /**
  53209. * Defines the layer scene component responsible to manage any layers
  53210. * in a given scene.
  53211. */
  53212. export class LayerSceneComponent implements ISceneComponent {
  53213. /**
  53214. * The component name helpfull to identify the component in the list of scene components.
  53215. */
  53216. readonly name: string;
  53217. /**
  53218. * The scene the component belongs to.
  53219. */
  53220. scene: Scene;
  53221. private _engine;
  53222. /**
  53223. * Creates a new instance of the component for the given scene
  53224. * @param scene Defines the scene to register the component in
  53225. */
  53226. constructor(scene: Scene);
  53227. /**
  53228. * Registers the component in a given scene
  53229. */
  53230. register(): void;
  53231. /**
  53232. * Rebuilds the elements related to this component in case of
  53233. * context lost for instance.
  53234. */
  53235. rebuild(): void;
  53236. /**
  53237. * Disposes the component and the associated ressources.
  53238. */
  53239. dispose(): void;
  53240. private _draw;
  53241. private _drawCameraPredicate;
  53242. private _drawCameraBackground;
  53243. private _drawCameraForeground;
  53244. private _drawRenderTargetPredicate;
  53245. private _drawRenderTargetBackground;
  53246. private _drawRenderTargetForeground;
  53247. /**
  53248. * Adds all the elements from the container to the scene
  53249. * @param container the container holding the elements
  53250. */
  53251. addFromContainer(container: AbstractScene): void;
  53252. /**
  53253. * Removes all the elements in the container from the scene
  53254. * @param container contains the elements to remove
  53255. * @param dispose if the removed element should be disposed (default: false)
  53256. */
  53257. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53258. }
  53259. }
  53260. declare module "babylonjs/Shaders/layer.fragment" {
  53261. /** @hidden */
  53262. export var layerPixelShader: {
  53263. name: string;
  53264. shader: string;
  53265. };
  53266. }
  53267. declare module "babylonjs/Shaders/layer.vertex" {
  53268. /** @hidden */
  53269. export var layerVertexShader: {
  53270. name: string;
  53271. shader: string;
  53272. };
  53273. }
  53274. declare module "babylonjs/Layers/layer" {
  53275. import { Observable } from "babylonjs/Misc/observable";
  53276. import { Nullable } from "babylonjs/types";
  53277. import { Scene } from "babylonjs/scene";
  53278. import { Vector2 } from "babylonjs/Maths/math.vector";
  53279. import { Color4 } from "babylonjs/Maths/math.color";
  53280. import { Texture } from "babylonjs/Materials/Textures/texture";
  53281. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53282. import "babylonjs/Shaders/layer.fragment";
  53283. import "babylonjs/Shaders/layer.vertex";
  53284. /**
  53285. * This represents a full screen 2d layer.
  53286. * This can be useful to display a picture in the background of your scene for instance.
  53287. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53288. */
  53289. export class Layer {
  53290. /**
  53291. * Define the name of the layer.
  53292. */
  53293. name: string;
  53294. /**
  53295. * Define the texture the layer should display.
  53296. */
  53297. texture: Nullable<Texture>;
  53298. /**
  53299. * Is the layer in background or foreground.
  53300. */
  53301. isBackground: boolean;
  53302. /**
  53303. * Define the color of the layer (instead of texture).
  53304. */
  53305. color: Color4;
  53306. /**
  53307. * Define the scale of the layer in order to zoom in out of the texture.
  53308. */
  53309. scale: Vector2;
  53310. /**
  53311. * Define an offset for the layer in order to shift the texture.
  53312. */
  53313. offset: Vector2;
  53314. /**
  53315. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  53316. */
  53317. alphaBlendingMode: number;
  53318. /**
  53319. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  53320. * Alpha test will not mix with the background color in case of transparency.
  53321. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  53322. */
  53323. alphaTest: boolean;
  53324. /**
  53325. * Define a mask to restrict the layer to only some of the scene cameras.
  53326. */
  53327. layerMask: number;
  53328. /**
  53329. * Define the list of render target the layer is visible into.
  53330. */
  53331. renderTargetTextures: RenderTargetTexture[];
  53332. /**
  53333. * Define if the layer is only used in renderTarget or if it also
  53334. * renders in the main frame buffer of the canvas.
  53335. */
  53336. renderOnlyInRenderTargetTextures: boolean;
  53337. private _scene;
  53338. private _vertexBuffers;
  53339. private _indexBuffer;
  53340. private _effect;
  53341. private _alphaTestEffect;
  53342. /**
  53343. * An event triggered when the layer is disposed.
  53344. */
  53345. onDisposeObservable: Observable<Layer>;
  53346. private _onDisposeObserver;
  53347. /**
  53348. * Back compatibility with callback before the onDisposeObservable existed.
  53349. * The set callback will be triggered when the layer has been disposed.
  53350. */
  53351. onDispose: () => void;
  53352. /**
  53353. * An event triggered before rendering the scene
  53354. */
  53355. onBeforeRenderObservable: Observable<Layer>;
  53356. private _onBeforeRenderObserver;
  53357. /**
  53358. * Back compatibility with callback before the onBeforeRenderObservable existed.
  53359. * The set callback will be triggered just before rendering the layer.
  53360. */
  53361. onBeforeRender: () => void;
  53362. /**
  53363. * An event triggered after rendering the scene
  53364. */
  53365. onAfterRenderObservable: Observable<Layer>;
  53366. private _onAfterRenderObserver;
  53367. /**
  53368. * Back compatibility with callback before the onAfterRenderObservable existed.
  53369. * The set callback will be triggered just after rendering the layer.
  53370. */
  53371. onAfterRender: () => void;
  53372. /**
  53373. * Instantiates a new layer.
  53374. * This represents a full screen 2d layer.
  53375. * This can be useful to display a picture in the background of your scene for instance.
  53376. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53377. * @param name Define the name of the layer in the scene
  53378. * @param imgUrl Define the url of the texture to display in the layer
  53379. * @param scene Define the scene the layer belongs to
  53380. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  53381. * @param color Defines a color for the layer
  53382. */
  53383. constructor(
  53384. /**
  53385. * Define the name of the layer.
  53386. */
  53387. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  53388. private _createIndexBuffer;
  53389. /** @hidden */
  53390. _rebuild(): void;
  53391. /**
  53392. * Renders the layer in the scene.
  53393. */
  53394. render(): void;
  53395. /**
  53396. * Disposes and releases the associated ressources.
  53397. */
  53398. dispose(): void;
  53399. }
  53400. }
  53401. declare module "babylonjs/Layers/index" {
  53402. export * from "babylonjs/Layers/effectLayer";
  53403. export * from "babylonjs/Layers/effectLayerSceneComponent";
  53404. export * from "babylonjs/Layers/glowLayer";
  53405. export * from "babylonjs/Layers/highlightLayer";
  53406. export * from "babylonjs/Layers/layer";
  53407. export * from "babylonjs/Layers/layerSceneComponent";
  53408. }
  53409. declare module "babylonjs/Shaders/lensFlare.fragment" {
  53410. /** @hidden */
  53411. export var lensFlarePixelShader: {
  53412. name: string;
  53413. shader: string;
  53414. };
  53415. }
  53416. declare module "babylonjs/Shaders/lensFlare.vertex" {
  53417. /** @hidden */
  53418. export var lensFlareVertexShader: {
  53419. name: string;
  53420. shader: string;
  53421. };
  53422. }
  53423. declare module "babylonjs/LensFlares/lensFlareSystem" {
  53424. import { Scene } from "babylonjs/scene";
  53425. import { Vector3 } from "babylonjs/Maths/math.vector";
  53426. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53427. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  53428. import "babylonjs/Shaders/lensFlare.fragment";
  53429. import "babylonjs/Shaders/lensFlare.vertex";
  53430. import { Viewport } from "babylonjs/Maths/math.viewport";
  53431. /**
  53432. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53433. * It is usually composed of several `lensFlare`.
  53434. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53435. */
  53436. export class LensFlareSystem {
  53437. /**
  53438. * Define the name of the lens flare system
  53439. */
  53440. name: string;
  53441. /**
  53442. * List of lens flares used in this system.
  53443. */
  53444. lensFlares: LensFlare[];
  53445. /**
  53446. * Define a limit from the border the lens flare can be visible.
  53447. */
  53448. borderLimit: number;
  53449. /**
  53450. * Define a viewport border we do not want to see the lens flare in.
  53451. */
  53452. viewportBorder: number;
  53453. /**
  53454. * Define a predicate which could limit the list of meshes able to occlude the effect.
  53455. */
  53456. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  53457. /**
  53458. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  53459. */
  53460. layerMask: number;
  53461. /**
  53462. * Define the id of the lens flare system in the scene.
  53463. * (equal to name by default)
  53464. */
  53465. id: string;
  53466. private _scene;
  53467. private _emitter;
  53468. private _vertexBuffers;
  53469. private _indexBuffer;
  53470. private _effect;
  53471. private _positionX;
  53472. private _positionY;
  53473. private _isEnabled;
  53474. /** @hidden */
  53475. static _SceneComponentInitialization: (scene: Scene) => void;
  53476. /**
  53477. * Instantiates a lens flare system.
  53478. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53479. * It is usually composed of several `lensFlare`.
  53480. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53481. * @param name Define the name of the lens flare system in the scene
  53482. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  53483. * @param scene Define the scene the lens flare system belongs to
  53484. */
  53485. constructor(
  53486. /**
  53487. * Define the name of the lens flare system
  53488. */
  53489. name: string, emitter: any, scene: Scene);
  53490. /**
  53491. * Define if the lens flare system is enabled.
  53492. */
  53493. isEnabled: boolean;
  53494. /**
  53495. * Get the scene the effects belongs to.
  53496. * @returns the scene holding the lens flare system
  53497. */
  53498. getScene(): Scene;
  53499. /**
  53500. * Get the emitter of the lens flare system.
  53501. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53502. * @returns the emitter of the lens flare system
  53503. */
  53504. getEmitter(): any;
  53505. /**
  53506. * Set the emitter of the lens flare system.
  53507. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53508. * @param newEmitter Define the new emitter of the system
  53509. */
  53510. setEmitter(newEmitter: any): void;
  53511. /**
  53512. * Get the lens flare system emitter position.
  53513. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  53514. * @returns the position
  53515. */
  53516. getEmitterPosition(): Vector3;
  53517. /**
  53518. * @hidden
  53519. */
  53520. computeEffectivePosition(globalViewport: Viewport): boolean;
  53521. /** @hidden */
  53522. _isVisible(): boolean;
  53523. /**
  53524. * @hidden
  53525. */
  53526. render(): boolean;
  53527. /**
  53528. * Dispose and release the lens flare with its associated resources.
  53529. */
  53530. dispose(): void;
  53531. /**
  53532. * Parse a lens flare system from a JSON repressentation
  53533. * @param parsedLensFlareSystem Define the JSON to parse
  53534. * @param scene Define the scene the parsed system should be instantiated in
  53535. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  53536. * @returns the parsed system
  53537. */
  53538. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  53539. /**
  53540. * Serialize the current Lens Flare System into a JSON representation.
  53541. * @returns the serialized JSON
  53542. */
  53543. serialize(): any;
  53544. }
  53545. }
  53546. declare module "babylonjs/LensFlares/lensFlare" {
  53547. import { Nullable } from "babylonjs/types";
  53548. import { Color3 } from "babylonjs/Maths/math.color";
  53549. import { Texture } from "babylonjs/Materials/Textures/texture";
  53550. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53551. /**
  53552. * This represents one of the lens effect in a `lensFlareSystem`.
  53553. * It controls one of the indiviual texture used in the effect.
  53554. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53555. */
  53556. export class LensFlare {
  53557. /**
  53558. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53559. */
  53560. size: number;
  53561. /**
  53562. * 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.
  53563. */
  53564. position: number;
  53565. /**
  53566. * Define the lens color.
  53567. */
  53568. color: Color3;
  53569. /**
  53570. * Define the lens texture.
  53571. */
  53572. texture: Nullable<Texture>;
  53573. /**
  53574. * Define the alpha mode to render this particular lens.
  53575. */
  53576. alphaMode: number;
  53577. private _system;
  53578. /**
  53579. * Creates a new Lens Flare.
  53580. * This represents one of the lens effect in a `lensFlareSystem`.
  53581. * It controls one of the indiviual texture used in the effect.
  53582. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53583. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53584. * @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.
  53585. * @param color Define the lens color
  53586. * @param imgUrl Define the lens texture url
  53587. * @param system Define the `lensFlareSystem` this flare is part of
  53588. * @returns The newly created Lens Flare
  53589. */
  53590. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53591. /**
  53592. * Instantiates a new Lens Flare.
  53593. * This represents one of the lens effect in a `lensFlareSystem`.
  53594. * It controls one of the indiviual texture used in the effect.
  53595. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53596. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53597. * @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.
  53598. * @param color Define the lens color
  53599. * @param imgUrl Define the lens texture url
  53600. * @param system Define the `lensFlareSystem` this flare is part of
  53601. */
  53602. constructor(
  53603. /**
  53604. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53605. */
  53606. size: number,
  53607. /**
  53608. * 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.
  53609. */
  53610. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53611. /**
  53612. * Dispose and release the lens flare with its associated resources.
  53613. */
  53614. dispose(): void;
  53615. }
  53616. }
  53617. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53618. import { Nullable } from "babylonjs/types";
  53619. import { Scene } from "babylonjs/scene";
  53620. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53621. import { AbstractScene } from "babylonjs/abstractScene";
  53622. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53623. module "babylonjs/abstractScene" {
  53624. interface AbstractScene {
  53625. /**
  53626. * The list of lens flare system added to the scene
  53627. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53628. */
  53629. lensFlareSystems: Array<LensFlareSystem>;
  53630. /**
  53631. * Removes the given lens flare system from this scene.
  53632. * @param toRemove The lens flare system to remove
  53633. * @returns The index of the removed lens flare system
  53634. */
  53635. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53636. /**
  53637. * Adds the given lens flare system to this scene
  53638. * @param newLensFlareSystem The lens flare system to add
  53639. */
  53640. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53641. /**
  53642. * Gets a lens flare system using its name
  53643. * @param name defines the name to look for
  53644. * @returns the lens flare system or null if not found
  53645. */
  53646. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53647. /**
  53648. * Gets a lens flare system using its id
  53649. * @param id defines the id to look for
  53650. * @returns the lens flare system or null if not found
  53651. */
  53652. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53653. }
  53654. }
  53655. /**
  53656. * Defines the lens flare scene component responsible to manage any lens flares
  53657. * in a given scene.
  53658. */
  53659. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53660. /**
  53661. * The component name helpfull to identify the component in the list of scene components.
  53662. */
  53663. readonly name: string;
  53664. /**
  53665. * The scene the component belongs to.
  53666. */
  53667. scene: Scene;
  53668. /**
  53669. * Creates a new instance of the component for the given scene
  53670. * @param scene Defines the scene to register the component in
  53671. */
  53672. constructor(scene: Scene);
  53673. /**
  53674. * Registers the component in a given scene
  53675. */
  53676. register(): void;
  53677. /**
  53678. * Rebuilds the elements related to this component in case of
  53679. * context lost for instance.
  53680. */
  53681. rebuild(): void;
  53682. /**
  53683. * Adds all the elements from the container to the scene
  53684. * @param container the container holding the elements
  53685. */
  53686. addFromContainer(container: AbstractScene): void;
  53687. /**
  53688. * Removes all the elements in the container from the scene
  53689. * @param container contains the elements to remove
  53690. * @param dispose if the removed element should be disposed (default: false)
  53691. */
  53692. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53693. /**
  53694. * Serializes the component data to the specified json object
  53695. * @param serializationObject The object to serialize to
  53696. */
  53697. serialize(serializationObject: any): void;
  53698. /**
  53699. * Disposes the component and the associated ressources.
  53700. */
  53701. dispose(): void;
  53702. private _draw;
  53703. }
  53704. }
  53705. declare module "babylonjs/LensFlares/index" {
  53706. export * from "babylonjs/LensFlares/lensFlare";
  53707. export * from "babylonjs/LensFlares/lensFlareSystem";
  53708. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53709. }
  53710. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53711. import { Scene } from "babylonjs/scene";
  53712. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53713. import { AbstractScene } from "babylonjs/abstractScene";
  53714. /**
  53715. * Defines the shadow generator component responsible to manage any shadow generators
  53716. * in a given scene.
  53717. */
  53718. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53719. /**
  53720. * The component name helpfull to identify the component in the list of scene components.
  53721. */
  53722. readonly name: string;
  53723. /**
  53724. * The scene the component belongs to.
  53725. */
  53726. scene: Scene;
  53727. /**
  53728. * Creates a new instance of the component for the given scene
  53729. * @param scene Defines the scene to register the component in
  53730. */
  53731. constructor(scene: Scene);
  53732. /**
  53733. * Registers the component in a given scene
  53734. */
  53735. register(): void;
  53736. /**
  53737. * Rebuilds the elements related to this component in case of
  53738. * context lost for instance.
  53739. */
  53740. rebuild(): void;
  53741. /**
  53742. * Serializes the component data to the specified json object
  53743. * @param serializationObject The object to serialize to
  53744. */
  53745. serialize(serializationObject: any): void;
  53746. /**
  53747. * Adds all the elements from the container to the scene
  53748. * @param container the container holding the elements
  53749. */
  53750. addFromContainer(container: AbstractScene): void;
  53751. /**
  53752. * Removes all the elements in the container from the scene
  53753. * @param container contains the elements to remove
  53754. * @param dispose if the removed element should be disposed (default: false)
  53755. */
  53756. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53757. /**
  53758. * Rebuilds the elements related to this component in case of
  53759. * context lost for instance.
  53760. */
  53761. dispose(): void;
  53762. private _gatherRenderTargets;
  53763. }
  53764. }
  53765. declare module "babylonjs/Lights/Shadows/index" {
  53766. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53767. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53768. }
  53769. declare module "babylonjs/Lights/pointLight" {
  53770. import { Scene } from "babylonjs/scene";
  53771. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53772. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53773. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53774. import { Effect } from "babylonjs/Materials/effect";
  53775. /**
  53776. * A point light is a light defined by an unique point in world space.
  53777. * The light is emitted in every direction from this point.
  53778. * A good example of a point light is a standard light bulb.
  53779. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53780. */
  53781. export class PointLight extends ShadowLight {
  53782. private _shadowAngle;
  53783. /**
  53784. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53785. * This specifies what angle the shadow will use to be created.
  53786. *
  53787. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53788. */
  53789. /**
  53790. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53791. * This specifies what angle the shadow will use to be created.
  53792. *
  53793. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53794. */
  53795. shadowAngle: number;
  53796. /**
  53797. * Gets the direction if it has been set.
  53798. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53799. */
  53800. /**
  53801. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53802. */
  53803. direction: Vector3;
  53804. /**
  53805. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53806. * A PointLight emits the light in every direction.
  53807. * It can cast shadows.
  53808. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53809. * ```javascript
  53810. * var pointLight = new PointLight("pl", camera.position, scene);
  53811. * ```
  53812. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53813. * @param name The light friendly name
  53814. * @param position The position of the point light in the scene
  53815. * @param scene The scene the lights belongs to
  53816. */
  53817. constructor(name: string, position: Vector3, scene: Scene);
  53818. /**
  53819. * Returns the string "PointLight"
  53820. * @returns the class name
  53821. */
  53822. getClassName(): string;
  53823. /**
  53824. * Returns the integer 0.
  53825. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53826. */
  53827. getTypeID(): number;
  53828. /**
  53829. * Specifies wether or not the shadowmap should be a cube texture.
  53830. * @returns true if the shadowmap needs to be a cube texture.
  53831. */
  53832. needCube(): boolean;
  53833. /**
  53834. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53835. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53836. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53837. */
  53838. getShadowDirection(faceIndex?: number): Vector3;
  53839. /**
  53840. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53841. * - fov = PI / 2
  53842. * - aspect ratio : 1.0
  53843. * - z-near and far equal to the active camera minZ and maxZ.
  53844. * Returns the PointLight.
  53845. */
  53846. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53847. protected _buildUniformLayout(): void;
  53848. /**
  53849. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53850. * @param effect The effect to update
  53851. * @param lightIndex The index of the light in the effect to update
  53852. * @returns The point light
  53853. */
  53854. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53855. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53856. /**
  53857. * Prepares the list of defines specific to the light type.
  53858. * @param defines the list of defines
  53859. * @param lightIndex defines the index of the light for the effect
  53860. */
  53861. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53862. }
  53863. }
  53864. declare module "babylonjs/Lights/index" {
  53865. export * from "babylonjs/Lights/light";
  53866. export * from "babylonjs/Lights/shadowLight";
  53867. export * from "babylonjs/Lights/Shadows/index";
  53868. export * from "babylonjs/Lights/directionalLight";
  53869. export * from "babylonjs/Lights/hemisphericLight";
  53870. export * from "babylonjs/Lights/pointLight";
  53871. export * from "babylonjs/Lights/spotLight";
  53872. }
  53873. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53874. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53875. /**
  53876. * Header information of HDR texture files.
  53877. */
  53878. export interface HDRInfo {
  53879. /**
  53880. * The height of the texture in pixels.
  53881. */
  53882. height: number;
  53883. /**
  53884. * The width of the texture in pixels.
  53885. */
  53886. width: number;
  53887. /**
  53888. * The index of the beginning of the data in the binary file.
  53889. */
  53890. dataPosition: number;
  53891. }
  53892. /**
  53893. * This groups tools to convert HDR texture to native colors array.
  53894. */
  53895. export class HDRTools {
  53896. private static Ldexp;
  53897. private static Rgbe2float;
  53898. private static readStringLine;
  53899. /**
  53900. * Reads header information from an RGBE texture stored in a native array.
  53901. * More information on this format are available here:
  53902. * https://en.wikipedia.org/wiki/RGBE_image_format
  53903. *
  53904. * @param uint8array The binary file stored in native array.
  53905. * @return The header information.
  53906. */
  53907. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53908. /**
  53909. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53910. * This RGBE texture needs to store the information as a panorama.
  53911. *
  53912. * More information on this format are available here:
  53913. * https://en.wikipedia.org/wiki/RGBE_image_format
  53914. *
  53915. * @param buffer The binary file stored in an array buffer.
  53916. * @param size The expected size of the extracted cubemap.
  53917. * @return The Cube Map information.
  53918. */
  53919. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53920. /**
  53921. * Returns the pixels data extracted from an RGBE texture.
  53922. * This pixels will be stored left to right up to down in the R G B order in one array.
  53923. *
  53924. * More information on this format are available here:
  53925. * https://en.wikipedia.org/wiki/RGBE_image_format
  53926. *
  53927. * @param uint8array The binary file stored in an array buffer.
  53928. * @param hdrInfo The header information of the file.
  53929. * @return The pixels data in RGB right to left up to down order.
  53930. */
  53931. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53932. private static RGBE_ReadPixels_RLE;
  53933. }
  53934. }
  53935. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53936. import { Nullable } from "babylonjs/types";
  53937. import { Scene } from "babylonjs/scene";
  53938. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53939. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53940. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53941. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53942. /**
  53943. * This represents a texture coming from an HDR input.
  53944. *
  53945. * The only supported format is currently panorama picture stored in RGBE format.
  53946. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53947. */
  53948. export class HDRCubeTexture extends BaseTexture {
  53949. private static _facesMapping;
  53950. private _generateHarmonics;
  53951. private _noMipmap;
  53952. private _textureMatrix;
  53953. private _size;
  53954. private _onLoad;
  53955. private _onError;
  53956. /**
  53957. * The texture URL.
  53958. */
  53959. url: string;
  53960. /**
  53961. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53962. */
  53963. coordinatesMode: number;
  53964. protected _isBlocking: boolean;
  53965. /**
  53966. * Sets wether or not the texture is blocking during loading.
  53967. */
  53968. /**
  53969. * Gets wether or not the texture is blocking during loading.
  53970. */
  53971. isBlocking: boolean;
  53972. protected _rotationY: number;
  53973. /**
  53974. * Sets texture matrix rotation angle around Y axis in radians.
  53975. */
  53976. /**
  53977. * Gets texture matrix rotation angle around Y axis radians.
  53978. */
  53979. rotationY: number;
  53980. /**
  53981. * Gets or sets the center of the bounding box associated with the cube texture
  53982. * It must define where the camera used to render the texture was set
  53983. */
  53984. boundingBoxPosition: Vector3;
  53985. private _boundingBoxSize;
  53986. /**
  53987. * Gets or sets the size of the bounding box associated with the cube texture
  53988. * When defined, the cubemap will switch to local mode
  53989. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53990. * @example https://www.babylonjs-playground.com/#RNASML
  53991. */
  53992. boundingBoxSize: Vector3;
  53993. /**
  53994. * Instantiates an HDRTexture from the following parameters.
  53995. *
  53996. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53997. * @param scene The scene the texture will be used in
  53998. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53999. * @param noMipmap Forces to not generate the mipmap if true
  54000. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  54001. * @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)
  54002. * @param reserved Reserved flag for internal use.
  54003. */
  54004. 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>);
  54005. /**
  54006. * Get the current class name of the texture useful for serialization or dynamic coding.
  54007. * @returns "HDRCubeTexture"
  54008. */
  54009. getClassName(): string;
  54010. /**
  54011. * Occurs when the file is raw .hdr file.
  54012. */
  54013. private loadTexture;
  54014. clone(): HDRCubeTexture;
  54015. delayLoad(): void;
  54016. /**
  54017. * Get the texture reflection matrix used to rotate/transform the reflection.
  54018. * @returns the reflection matrix
  54019. */
  54020. getReflectionTextureMatrix(): Matrix;
  54021. /**
  54022. * Set the texture reflection matrix used to rotate/transform the reflection.
  54023. * @param value Define the reflection matrix to set
  54024. */
  54025. setReflectionTextureMatrix(value: Matrix): void;
  54026. /**
  54027. * Parses a JSON representation of an HDR Texture in order to create the texture
  54028. * @param parsedTexture Define the JSON representation
  54029. * @param scene Define the scene the texture should be created in
  54030. * @param rootUrl Define the root url in case we need to load relative dependencies
  54031. * @returns the newly created texture after parsing
  54032. */
  54033. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  54034. serialize(): any;
  54035. }
  54036. }
  54037. declare module "babylonjs/Physics/physicsEngine" {
  54038. import { Nullable } from "babylonjs/types";
  54039. import { Vector3 } from "babylonjs/Maths/math.vector";
  54040. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  54041. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  54042. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  54043. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54044. /**
  54045. * Class used to control physics engine
  54046. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  54047. */
  54048. export class PhysicsEngine implements IPhysicsEngine {
  54049. private _physicsPlugin;
  54050. /**
  54051. * Global value used to control the smallest number supported by the simulation
  54052. */
  54053. static Epsilon: number;
  54054. private _impostors;
  54055. private _joints;
  54056. /**
  54057. * Gets the gravity vector used by the simulation
  54058. */
  54059. gravity: Vector3;
  54060. /**
  54061. * Factory used to create the default physics plugin.
  54062. * @returns The default physics plugin
  54063. */
  54064. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  54065. /**
  54066. * Creates a new Physics Engine
  54067. * @param gravity defines the gravity vector used by the simulation
  54068. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  54069. */
  54070. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  54071. /**
  54072. * Sets the gravity vector used by the simulation
  54073. * @param gravity defines the gravity vector to use
  54074. */
  54075. setGravity(gravity: Vector3): void;
  54076. /**
  54077. * Set the time step of the physics engine.
  54078. * Default is 1/60.
  54079. * To slow it down, enter 1/600 for example.
  54080. * To speed it up, 1/30
  54081. * @param newTimeStep defines the new timestep to apply to this world.
  54082. */
  54083. setTimeStep(newTimeStep?: number): void;
  54084. /**
  54085. * Get the time step of the physics engine.
  54086. * @returns the current time step
  54087. */
  54088. getTimeStep(): number;
  54089. /**
  54090. * Release all resources
  54091. */
  54092. dispose(): void;
  54093. /**
  54094. * Gets the name of the current physics plugin
  54095. * @returns the name of the plugin
  54096. */
  54097. getPhysicsPluginName(): string;
  54098. /**
  54099. * Adding a new impostor for the impostor tracking.
  54100. * This will be done by the impostor itself.
  54101. * @param impostor the impostor to add
  54102. */
  54103. addImpostor(impostor: PhysicsImpostor): void;
  54104. /**
  54105. * Remove an impostor from the engine.
  54106. * This impostor and its mesh will not longer be updated by the physics engine.
  54107. * @param impostor the impostor to remove
  54108. */
  54109. removeImpostor(impostor: PhysicsImpostor): void;
  54110. /**
  54111. * Add a joint to the physics engine
  54112. * @param mainImpostor defines the main impostor to which the joint is added.
  54113. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  54114. * @param joint defines the joint that will connect both impostors.
  54115. */
  54116. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  54117. /**
  54118. * Removes a joint from the simulation
  54119. * @param mainImpostor defines the impostor used with the joint
  54120. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  54121. * @param joint defines the joint to remove
  54122. */
  54123. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  54124. /**
  54125. * Called by the scene. No need to call it.
  54126. * @param delta defines the timespam between frames
  54127. */
  54128. _step(delta: number): void;
  54129. /**
  54130. * Gets the current plugin used to run the simulation
  54131. * @returns current plugin
  54132. */
  54133. getPhysicsPlugin(): IPhysicsEnginePlugin;
  54134. /**
  54135. * Gets the list of physic impostors
  54136. * @returns an array of PhysicsImpostor
  54137. */
  54138. getImpostors(): Array<PhysicsImpostor>;
  54139. /**
  54140. * Gets the impostor for a physics enabled object
  54141. * @param object defines the object impersonated by the impostor
  54142. * @returns the PhysicsImpostor or null if not found
  54143. */
  54144. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  54145. /**
  54146. * Gets the impostor for a physics body object
  54147. * @param body defines physics body used by the impostor
  54148. * @returns the PhysicsImpostor or null if not found
  54149. */
  54150. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  54151. /**
  54152. * Does a raycast in the physics world
  54153. * @param from when should the ray start?
  54154. * @param to when should the ray end?
  54155. * @returns PhysicsRaycastResult
  54156. */
  54157. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54158. }
  54159. }
  54160. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  54161. import { Nullable } from "babylonjs/types";
  54162. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54163. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54164. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54165. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54166. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54167. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54168. /** @hidden */
  54169. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  54170. private _useDeltaForWorldStep;
  54171. world: any;
  54172. name: string;
  54173. private _physicsMaterials;
  54174. private _fixedTimeStep;
  54175. private _cannonRaycastResult;
  54176. private _raycastResult;
  54177. private _physicsBodysToRemoveAfterStep;
  54178. BJSCANNON: any;
  54179. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  54180. setGravity(gravity: Vector3): void;
  54181. setTimeStep(timeStep: number): void;
  54182. getTimeStep(): number;
  54183. executeStep(delta: number): void;
  54184. private _removeMarkedPhysicsBodiesFromWorld;
  54185. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54186. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54187. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54188. private _processChildMeshes;
  54189. removePhysicsBody(impostor: PhysicsImpostor): void;
  54190. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54191. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54192. private _addMaterial;
  54193. private _checkWithEpsilon;
  54194. private _createShape;
  54195. private _createHeightmap;
  54196. private _minus90X;
  54197. private _plus90X;
  54198. private _tmpPosition;
  54199. private _tmpDeltaPosition;
  54200. private _tmpUnityRotation;
  54201. private _updatePhysicsBodyTransformation;
  54202. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54203. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54204. isSupported(): boolean;
  54205. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54206. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54207. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54208. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54209. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54210. getBodyMass(impostor: PhysicsImpostor): number;
  54211. getBodyFriction(impostor: PhysicsImpostor): number;
  54212. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54213. getBodyRestitution(impostor: PhysicsImpostor): number;
  54214. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54215. sleepBody(impostor: PhysicsImpostor): void;
  54216. wakeUpBody(impostor: PhysicsImpostor): void;
  54217. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  54218. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54219. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54220. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54221. getRadius(impostor: PhysicsImpostor): number;
  54222. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54223. dispose(): void;
  54224. private _extendNamespace;
  54225. /**
  54226. * Does a raycast in the physics world
  54227. * @param from when should the ray start?
  54228. * @param to when should the ray end?
  54229. * @returns PhysicsRaycastResult
  54230. */
  54231. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54232. }
  54233. }
  54234. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  54235. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54236. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54237. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54238. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54239. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54240. import { Nullable } from "babylonjs/types";
  54241. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54242. /** @hidden */
  54243. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  54244. world: any;
  54245. name: string;
  54246. BJSOIMO: any;
  54247. private _raycastResult;
  54248. constructor(iterations?: number, oimoInjection?: any);
  54249. setGravity(gravity: Vector3): void;
  54250. setTimeStep(timeStep: number): void;
  54251. getTimeStep(): number;
  54252. private _tmpImpostorsArray;
  54253. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54254. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54255. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54256. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54257. private _tmpPositionVector;
  54258. removePhysicsBody(impostor: PhysicsImpostor): void;
  54259. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54260. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54261. isSupported(): boolean;
  54262. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54263. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54264. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54265. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54266. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54267. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54268. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54269. getBodyMass(impostor: PhysicsImpostor): number;
  54270. getBodyFriction(impostor: PhysicsImpostor): number;
  54271. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54272. getBodyRestitution(impostor: PhysicsImpostor): number;
  54273. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54274. sleepBody(impostor: PhysicsImpostor): void;
  54275. wakeUpBody(impostor: PhysicsImpostor): void;
  54276. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54277. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  54278. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  54279. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54280. getRadius(impostor: PhysicsImpostor): number;
  54281. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54282. dispose(): void;
  54283. /**
  54284. * Does a raycast in the physics world
  54285. * @param from when should the ray start?
  54286. * @param to when should the ray end?
  54287. * @returns PhysicsRaycastResult
  54288. */
  54289. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54290. }
  54291. }
  54292. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  54293. import { Nullable } from "babylonjs/types";
  54294. import { Scene } from "babylonjs/scene";
  54295. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  54296. import { Color4 } from "babylonjs/Maths/math.color";
  54297. import { Mesh } from "babylonjs/Meshes/mesh";
  54298. /**
  54299. * Class containing static functions to help procedurally build meshes
  54300. */
  54301. export class RibbonBuilder {
  54302. /**
  54303. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  54304. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  54305. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  54306. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  54307. * * 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
  54308. * * 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
  54309. * * 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
  54310. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54311. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  54312. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54313. * * 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
  54314. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  54315. * * 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
  54316. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  54317. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54318. * @param name defines the name of the mesh
  54319. * @param options defines the options used to create the mesh
  54320. * @param scene defines the hosting scene
  54321. * @returns the ribbon mesh
  54322. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  54323. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54324. */
  54325. static CreateRibbon(name: string, options: {
  54326. pathArray: Vector3[][];
  54327. closeArray?: boolean;
  54328. closePath?: boolean;
  54329. offset?: number;
  54330. updatable?: boolean;
  54331. sideOrientation?: number;
  54332. frontUVs?: Vector4;
  54333. backUVs?: Vector4;
  54334. instance?: Mesh;
  54335. invertUV?: boolean;
  54336. uvs?: Vector2[];
  54337. colors?: Color4[];
  54338. }, scene?: Nullable<Scene>): Mesh;
  54339. }
  54340. }
  54341. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  54342. import { Nullable } from "babylonjs/types";
  54343. import { Scene } from "babylonjs/scene";
  54344. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  54345. import { Mesh } from "babylonjs/Meshes/mesh";
  54346. /**
  54347. * Class containing static functions to help procedurally build meshes
  54348. */
  54349. export class ShapeBuilder {
  54350. /**
  54351. * 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.
  54352. * * 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.
  54353. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54354. * * 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.
  54355. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  54356. * * 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
  54357. * * 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
  54358. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  54359. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54360. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  54361. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  54362. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  54363. * @param name defines the name of the mesh
  54364. * @param options defines the options used to create the mesh
  54365. * @param scene defines the hosting scene
  54366. * @returns the extruded shape mesh
  54367. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54368. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54369. */
  54370. static ExtrudeShape(name: string, options: {
  54371. shape: Vector3[];
  54372. path: Vector3[];
  54373. scale?: number;
  54374. rotation?: number;
  54375. cap?: number;
  54376. updatable?: boolean;
  54377. sideOrientation?: number;
  54378. frontUVs?: Vector4;
  54379. backUVs?: Vector4;
  54380. instance?: Mesh;
  54381. invertUV?: boolean;
  54382. }, scene?: Nullable<Scene>): Mesh;
  54383. /**
  54384. * Creates an custom extruded shape mesh.
  54385. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  54386. * * 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.
  54387. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54388. * * 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
  54389. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  54390. * * 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
  54391. * * It must returns a float value that will be the scale value applied to the shape on each path point
  54392. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  54393. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  54394. * * 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
  54395. * * 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
  54396. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  54397. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54398. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  54399. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54400. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54401. * @param name defines the name of the mesh
  54402. * @param options defines the options used to create the mesh
  54403. * @param scene defines the hosting scene
  54404. * @returns the custom extruded shape mesh
  54405. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  54406. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54407. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54408. */
  54409. static ExtrudeShapeCustom(name: string, options: {
  54410. shape: Vector3[];
  54411. path: Vector3[];
  54412. scaleFunction?: any;
  54413. rotationFunction?: any;
  54414. ribbonCloseArray?: boolean;
  54415. ribbonClosePath?: boolean;
  54416. cap?: number;
  54417. updatable?: boolean;
  54418. sideOrientation?: number;
  54419. frontUVs?: Vector4;
  54420. backUVs?: Vector4;
  54421. instance?: Mesh;
  54422. invertUV?: boolean;
  54423. }, scene?: Nullable<Scene>): Mesh;
  54424. private static _ExtrudeShapeGeneric;
  54425. }
  54426. }
  54427. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  54428. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  54429. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54430. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54431. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54432. import { Nullable } from "babylonjs/types";
  54433. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54434. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54435. /**
  54436. * AmmoJS Physics plugin
  54437. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  54438. * @see https://github.com/kripken/ammo.js/
  54439. */
  54440. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  54441. private _useDeltaForWorldStep;
  54442. /**
  54443. * Reference to the Ammo library
  54444. */
  54445. bjsAMMO: any;
  54446. /**
  54447. * Created ammoJS world which physics bodies are added to
  54448. */
  54449. world: any;
  54450. /**
  54451. * Name of the plugin
  54452. */
  54453. name: string;
  54454. private _timeStep;
  54455. private _fixedTimeStep;
  54456. private _maxSteps;
  54457. private _tmpQuaternion;
  54458. private _tmpAmmoTransform;
  54459. private _tmpAmmoQuaternion;
  54460. private _tmpAmmoConcreteContactResultCallback;
  54461. private _collisionConfiguration;
  54462. private _dispatcher;
  54463. private _overlappingPairCache;
  54464. private _solver;
  54465. private _softBodySolver;
  54466. private _tmpAmmoVectorA;
  54467. private _tmpAmmoVectorB;
  54468. private _tmpAmmoVectorC;
  54469. private _tmpAmmoVectorD;
  54470. private _tmpContactCallbackResult;
  54471. private _tmpAmmoVectorRCA;
  54472. private _tmpAmmoVectorRCB;
  54473. private _raycastResult;
  54474. private static readonly DISABLE_COLLISION_FLAG;
  54475. private static readonly KINEMATIC_FLAG;
  54476. private static readonly DISABLE_DEACTIVATION_FLAG;
  54477. /**
  54478. * Initializes the ammoJS plugin
  54479. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  54480. * @param ammoInjection can be used to inject your own ammo reference
  54481. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  54482. */
  54483. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  54484. /**
  54485. * Sets the gravity of the physics world (m/(s^2))
  54486. * @param gravity Gravity to set
  54487. */
  54488. setGravity(gravity: Vector3): void;
  54489. /**
  54490. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  54491. * @param timeStep timestep to use in seconds
  54492. */
  54493. setTimeStep(timeStep: number): void;
  54494. /**
  54495. * 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)
  54496. * @param fixedTimeStep fixedTimeStep to use in seconds
  54497. */
  54498. setFixedTimeStep(fixedTimeStep: number): void;
  54499. /**
  54500. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  54501. * @param maxSteps the maximum number of steps by the physics engine per frame
  54502. */
  54503. setMaxSteps(maxSteps: number): void;
  54504. /**
  54505. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  54506. * @returns the current timestep in seconds
  54507. */
  54508. getTimeStep(): number;
  54509. private _isImpostorInContact;
  54510. private _isImpostorPairInContact;
  54511. private _stepSimulation;
  54512. /**
  54513. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  54514. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  54515. * After the step the babylon meshes are set to the position of the physics imposters
  54516. * @param delta amount of time to step forward
  54517. * @param impostors array of imposters to update before/after the step
  54518. */
  54519. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54520. /**
  54521. * Update babylon mesh to match physics world object
  54522. * @param impostor imposter to match
  54523. */
  54524. private _afterSoftStep;
  54525. /**
  54526. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54527. * @param impostor imposter to match
  54528. */
  54529. private _ropeStep;
  54530. /**
  54531. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54532. * @param impostor imposter to match
  54533. */
  54534. private _softbodyOrClothStep;
  54535. private _tmpVector;
  54536. private _tmpMatrix;
  54537. /**
  54538. * Applies an impulse on the imposter
  54539. * @param impostor imposter to apply impulse to
  54540. * @param force amount of force to be applied to the imposter
  54541. * @param contactPoint the location to apply the impulse on the imposter
  54542. */
  54543. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54544. /**
  54545. * Applies a force on the imposter
  54546. * @param impostor imposter to apply force
  54547. * @param force amount of force to be applied to the imposter
  54548. * @param contactPoint the location to apply the force on the imposter
  54549. */
  54550. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54551. /**
  54552. * Creates a physics body using the plugin
  54553. * @param impostor the imposter to create the physics body on
  54554. */
  54555. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54556. /**
  54557. * Removes the physics body from the imposter and disposes of the body's memory
  54558. * @param impostor imposter to remove the physics body from
  54559. */
  54560. removePhysicsBody(impostor: PhysicsImpostor): void;
  54561. /**
  54562. * Generates a joint
  54563. * @param impostorJoint the imposter joint to create the joint with
  54564. */
  54565. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54566. /**
  54567. * Removes a joint
  54568. * @param impostorJoint the imposter joint to remove the joint from
  54569. */
  54570. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54571. private _addMeshVerts;
  54572. /**
  54573. * Initialise the soft body vertices to match its object's (mesh) vertices
  54574. * Softbody vertices (nodes) are in world space and to match this
  54575. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54576. * @param impostor to create the softbody for
  54577. */
  54578. private _softVertexData;
  54579. /**
  54580. * Create an impostor's soft body
  54581. * @param impostor to create the softbody for
  54582. */
  54583. private _createSoftbody;
  54584. /**
  54585. * Create cloth for an impostor
  54586. * @param impostor to create the softbody for
  54587. */
  54588. private _createCloth;
  54589. /**
  54590. * Create rope for an impostor
  54591. * @param impostor to create the softbody for
  54592. */
  54593. private _createRope;
  54594. private _addHullVerts;
  54595. private _createShape;
  54596. /**
  54597. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54598. * @param impostor imposter containing the physics body and babylon object
  54599. */
  54600. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54601. /**
  54602. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54603. * @param impostor imposter containing the physics body and babylon object
  54604. * @param newPosition new position
  54605. * @param newRotation new rotation
  54606. */
  54607. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54608. /**
  54609. * If this plugin is supported
  54610. * @returns true if its supported
  54611. */
  54612. isSupported(): boolean;
  54613. /**
  54614. * Sets the linear velocity of the physics body
  54615. * @param impostor imposter to set the velocity on
  54616. * @param velocity velocity to set
  54617. */
  54618. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54619. /**
  54620. * Sets the angular velocity of the physics body
  54621. * @param impostor imposter to set the velocity on
  54622. * @param velocity velocity to set
  54623. */
  54624. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54625. /**
  54626. * gets the linear velocity
  54627. * @param impostor imposter to get linear velocity from
  54628. * @returns linear velocity
  54629. */
  54630. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54631. /**
  54632. * gets the angular velocity
  54633. * @param impostor imposter to get angular velocity from
  54634. * @returns angular velocity
  54635. */
  54636. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54637. /**
  54638. * Sets the mass of physics body
  54639. * @param impostor imposter to set the mass on
  54640. * @param mass mass to set
  54641. */
  54642. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54643. /**
  54644. * Gets the mass of the physics body
  54645. * @param impostor imposter to get the mass from
  54646. * @returns mass
  54647. */
  54648. getBodyMass(impostor: PhysicsImpostor): number;
  54649. /**
  54650. * Gets friction of the impostor
  54651. * @param impostor impostor to get friction from
  54652. * @returns friction value
  54653. */
  54654. getBodyFriction(impostor: PhysicsImpostor): number;
  54655. /**
  54656. * Sets friction of the impostor
  54657. * @param impostor impostor to set friction on
  54658. * @param friction friction value
  54659. */
  54660. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54661. /**
  54662. * Gets restitution of the impostor
  54663. * @param impostor impostor to get restitution from
  54664. * @returns restitution value
  54665. */
  54666. getBodyRestitution(impostor: PhysicsImpostor): number;
  54667. /**
  54668. * Sets resitution of the impostor
  54669. * @param impostor impostor to set resitution on
  54670. * @param restitution resitution value
  54671. */
  54672. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54673. /**
  54674. * Gets pressure inside the impostor
  54675. * @param impostor impostor to get pressure from
  54676. * @returns pressure value
  54677. */
  54678. getBodyPressure(impostor: PhysicsImpostor): number;
  54679. /**
  54680. * Sets pressure inside a soft body impostor
  54681. * Cloth and rope must remain 0 pressure
  54682. * @param impostor impostor to set pressure on
  54683. * @param pressure pressure value
  54684. */
  54685. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54686. /**
  54687. * Gets stiffness of the impostor
  54688. * @param impostor impostor to get stiffness from
  54689. * @returns pressure value
  54690. */
  54691. getBodyStiffness(impostor: PhysicsImpostor): number;
  54692. /**
  54693. * Sets stiffness of the impostor
  54694. * @param impostor impostor to set stiffness on
  54695. * @param stiffness stiffness value from 0 to 1
  54696. */
  54697. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54698. /**
  54699. * Gets velocityIterations of the impostor
  54700. * @param impostor impostor to get velocity iterations from
  54701. * @returns velocityIterations value
  54702. */
  54703. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54704. /**
  54705. * Sets velocityIterations of the impostor
  54706. * @param impostor impostor to set velocity iterations on
  54707. * @param velocityIterations velocityIterations value
  54708. */
  54709. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54710. /**
  54711. * Gets positionIterations of the impostor
  54712. * @param impostor impostor to get position iterations from
  54713. * @returns positionIterations value
  54714. */
  54715. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54716. /**
  54717. * Sets positionIterations of the impostor
  54718. * @param impostor impostor to set position on
  54719. * @param positionIterations positionIterations value
  54720. */
  54721. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54722. /**
  54723. * Append an anchor to a cloth object
  54724. * @param impostor is the cloth impostor to add anchor to
  54725. * @param otherImpostor is the rigid impostor to anchor to
  54726. * @param width ratio across width from 0 to 1
  54727. * @param height ratio up height from 0 to 1
  54728. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54729. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54730. */
  54731. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54732. /**
  54733. * Append an hook to a rope object
  54734. * @param impostor is the rope impostor to add hook to
  54735. * @param otherImpostor is the rigid impostor to hook to
  54736. * @param length ratio along the rope from 0 to 1
  54737. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54738. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54739. */
  54740. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54741. /**
  54742. * Sleeps the physics body and stops it from being active
  54743. * @param impostor impostor to sleep
  54744. */
  54745. sleepBody(impostor: PhysicsImpostor): void;
  54746. /**
  54747. * Activates the physics body
  54748. * @param impostor impostor to activate
  54749. */
  54750. wakeUpBody(impostor: PhysicsImpostor): void;
  54751. /**
  54752. * Updates the distance parameters of the joint
  54753. * @param joint joint to update
  54754. * @param maxDistance maximum distance of the joint
  54755. * @param minDistance minimum distance of the joint
  54756. */
  54757. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54758. /**
  54759. * Sets a motor on the joint
  54760. * @param joint joint to set motor on
  54761. * @param speed speed of the motor
  54762. * @param maxForce maximum force of the motor
  54763. * @param motorIndex index of the motor
  54764. */
  54765. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54766. /**
  54767. * Sets the motors limit
  54768. * @param joint joint to set limit on
  54769. * @param upperLimit upper limit
  54770. * @param lowerLimit lower limit
  54771. */
  54772. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54773. /**
  54774. * Syncs the position and rotation of a mesh with the impostor
  54775. * @param mesh mesh to sync
  54776. * @param impostor impostor to update the mesh with
  54777. */
  54778. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54779. /**
  54780. * Gets the radius of the impostor
  54781. * @param impostor impostor to get radius from
  54782. * @returns the radius
  54783. */
  54784. getRadius(impostor: PhysicsImpostor): number;
  54785. /**
  54786. * Gets the box size of the impostor
  54787. * @param impostor impostor to get box size from
  54788. * @param result the resulting box size
  54789. */
  54790. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54791. /**
  54792. * Disposes of the impostor
  54793. */
  54794. dispose(): void;
  54795. /**
  54796. * Does a raycast in the physics world
  54797. * @param from when should the ray start?
  54798. * @param to when should the ray end?
  54799. * @returns PhysicsRaycastResult
  54800. */
  54801. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54802. }
  54803. }
  54804. declare module "babylonjs/Probes/reflectionProbe" {
  54805. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54806. import { Vector3 } from "babylonjs/Maths/math.vector";
  54807. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54808. import { Nullable } from "babylonjs/types";
  54809. import { Scene } from "babylonjs/scene";
  54810. module "babylonjs/abstractScene" {
  54811. interface AbstractScene {
  54812. /**
  54813. * The list of reflection probes added to the scene
  54814. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54815. */
  54816. reflectionProbes: Array<ReflectionProbe>;
  54817. /**
  54818. * Removes the given reflection probe from this scene.
  54819. * @param toRemove The reflection probe to remove
  54820. * @returns The index of the removed reflection probe
  54821. */
  54822. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54823. /**
  54824. * Adds the given reflection probe to this scene.
  54825. * @param newReflectionProbe The reflection probe to add
  54826. */
  54827. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54828. }
  54829. }
  54830. /**
  54831. * Class used to generate realtime reflection / refraction cube textures
  54832. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54833. */
  54834. export class ReflectionProbe {
  54835. /** defines the name of the probe */
  54836. name: string;
  54837. private _scene;
  54838. private _renderTargetTexture;
  54839. private _projectionMatrix;
  54840. private _viewMatrix;
  54841. private _target;
  54842. private _add;
  54843. private _attachedMesh;
  54844. private _invertYAxis;
  54845. /** Gets or sets probe position (center of the cube map) */
  54846. position: Vector3;
  54847. /**
  54848. * Creates a new reflection probe
  54849. * @param name defines the name of the probe
  54850. * @param size defines the texture resolution (for each face)
  54851. * @param scene defines the hosting scene
  54852. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54853. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54854. */
  54855. constructor(
  54856. /** defines the name of the probe */
  54857. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54858. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54859. samples: number;
  54860. /** Gets or sets the refresh rate to use (on every frame by default) */
  54861. refreshRate: number;
  54862. /**
  54863. * Gets the hosting scene
  54864. * @returns a Scene
  54865. */
  54866. getScene(): Scene;
  54867. /** Gets the internal CubeTexture used to render to */
  54868. readonly cubeTexture: RenderTargetTexture;
  54869. /** Gets the list of meshes to render */
  54870. readonly renderList: Nullable<AbstractMesh[]>;
  54871. /**
  54872. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54873. * @param mesh defines the mesh to attach to
  54874. */
  54875. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54876. /**
  54877. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54878. * @param renderingGroupId The rendering group id corresponding to its index
  54879. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54880. */
  54881. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54882. /**
  54883. * Clean all associated resources
  54884. */
  54885. dispose(): void;
  54886. /**
  54887. * Converts the reflection probe information to a readable string for debug purpose.
  54888. * @param fullDetails Supports for multiple levels of logging within scene loading
  54889. * @returns the human readable reflection probe info
  54890. */
  54891. toString(fullDetails?: boolean): string;
  54892. /**
  54893. * Get the class name of the relfection probe.
  54894. * @returns "ReflectionProbe"
  54895. */
  54896. getClassName(): string;
  54897. /**
  54898. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54899. * @returns The JSON representation of the texture
  54900. */
  54901. serialize(): any;
  54902. /**
  54903. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54904. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54905. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54906. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54907. * @returns The parsed reflection probe if successful
  54908. */
  54909. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54910. }
  54911. }
  54912. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54913. /** @hidden */
  54914. export var _BabylonLoaderRegistered: boolean;
  54915. /**
  54916. * Helps setting up some configuration for the babylon file loader.
  54917. */
  54918. export class BabylonFileLoaderConfiguration {
  54919. /**
  54920. * The loader does not allow injecting custom physix engine into the plugins.
  54921. * Unfortunately in ES6, we need to manually inject them into the plugin.
  54922. * So you could set this variable to your engine import to make it work.
  54923. */
  54924. static LoaderInjectedPhysicsEngine: any;
  54925. }
  54926. }
  54927. declare module "babylonjs/Loading/Plugins/index" {
  54928. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54929. }
  54930. declare module "babylonjs/Loading/index" {
  54931. export * from "babylonjs/Loading/loadingScreen";
  54932. export * from "babylonjs/Loading/Plugins/index";
  54933. export * from "babylonjs/Loading/sceneLoader";
  54934. export * from "babylonjs/Loading/sceneLoaderFlags";
  54935. }
  54936. declare module "babylonjs/Materials/Background/index" {
  54937. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54938. }
  54939. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54940. import { Scene } from "babylonjs/scene";
  54941. import { Color3 } from "babylonjs/Maths/math.color";
  54942. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54943. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54944. /**
  54945. * The Physically based simple base material of BJS.
  54946. *
  54947. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54948. * It is used as the base class for both the specGloss and metalRough conventions.
  54949. */
  54950. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54951. /**
  54952. * Number of Simultaneous lights allowed on the material.
  54953. */
  54954. maxSimultaneousLights: number;
  54955. /**
  54956. * If sets to true, disables all the lights affecting the material.
  54957. */
  54958. disableLighting: boolean;
  54959. /**
  54960. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54961. */
  54962. environmentTexture: BaseTexture;
  54963. /**
  54964. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54965. */
  54966. invertNormalMapX: boolean;
  54967. /**
  54968. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54969. */
  54970. invertNormalMapY: boolean;
  54971. /**
  54972. * Normal map used in the model.
  54973. */
  54974. normalTexture: BaseTexture;
  54975. /**
  54976. * Emissivie color used to self-illuminate the model.
  54977. */
  54978. emissiveColor: Color3;
  54979. /**
  54980. * Emissivie texture used to self-illuminate the model.
  54981. */
  54982. emissiveTexture: BaseTexture;
  54983. /**
  54984. * Occlusion Channel Strenght.
  54985. */
  54986. occlusionStrength: number;
  54987. /**
  54988. * Occlusion Texture of the material (adding extra occlusion effects).
  54989. */
  54990. occlusionTexture: BaseTexture;
  54991. /**
  54992. * Defines the alpha limits in alpha test mode.
  54993. */
  54994. alphaCutOff: number;
  54995. /**
  54996. * Gets the current double sided mode.
  54997. */
  54998. /**
  54999. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  55000. */
  55001. doubleSided: boolean;
  55002. /**
  55003. * Stores the pre-calculated light information of a mesh in a texture.
  55004. */
  55005. lightmapTexture: BaseTexture;
  55006. /**
  55007. * If true, the light map contains occlusion information instead of lighting info.
  55008. */
  55009. useLightmapAsShadowmap: boolean;
  55010. /**
  55011. * Instantiates a new PBRMaterial instance.
  55012. *
  55013. * @param name The material name
  55014. * @param scene The scene the material will be use in.
  55015. */
  55016. constructor(name: string, scene: Scene);
  55017. getClassName(): string;
  55018. }
  55019. }
  55020. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  55021. import { Scene } from "babylonjs/scene";
  55022. import { Color3 } from "babylonjs/Maths/math.color";
  55023. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55024. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55025. /**
  55026. * The PBR material of BJS following the metal roughness convention.
  55027. *
  55028. * This fits to the PBR convention in the GLTF definition:
  55029. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  55030. */
  55031. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  55032. /**
  55033. * The base color has two different interpretations depending on the value of metalness.
  55034. * When the material is a metal, the base color is the specific measured reflectance value
  55035. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  55036. * of the material.
  55037. */
  55038. baseColor: Color3;
  55039. /**
  55040. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  55041. * well as opacity information in the alpha channel.
  55042. */
  55043. baseTexture: BaseTexture;
  55044. /**
  55045. * Specifies the metallic scalar value of the material.
  55046. * Can also be used to scale the metalness values of the metallic texture.
  55047. */
  55048. metallic: number;
  55049. /**
  55050. * Specifies the roughness scalar value of the material.
  55051. * Can also be used to scale the roughness values of the metallic texture.
  55052. */
  55053. roughness: number;
  55054. /**
  55055. * Texture containing both the metallic value in the B channel and the
  55056. * roughness value in the G channel to keep better precision.
  55057. */
  55058. metallicRoughnessTexture: BaseTexture;
  55059. /**
  55060. * Instantiates a new PBRMetalRoughnessMaterial instance.
  55061. *
  55062. * @param name The material name
  55063. * @param scene The scene the material will be use in.
  55064. */
  55065. constructor(name: string, scene: Scene);
  55066. /**
  55067. * Return the currrent class name of the material.
  55068. */
  55069. getClassName(): string;
  55070. /**
  55071. * Makes a duplicate of the current material.
  55072. * @param name - name to use for the new material.
  55073. */
  55074. clone(name: string): PBRMetallicRoughnessMaterial;
  55075. /**
  55076. * Serialize the material to a parsable JSON object.
  55077. */
  55078. serialize(): any;
  55079. /**
  55080. * Parses a JSON object correponding to the serialize function.
  55081. */
  55082. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  55083. }
  55084. }
  55085. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  55086. import { Scene } from "babylonjs/scene";
  55087. import { Color3 } from "babylonjs/Maths/math.color";
  55088. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55089. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55090. /**
  55091. * The PBR material of BJS following the specular glossiness convention.
  55092. *
  55093. * This fits to the PBR convention in the GLTF definition:
  55094. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  55095. */
  55096. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  55097. /**
  55098. * Specifies the diffuse color of the material.
  55099. */
  55100. diffuseColor: Color3;
  55101. /**
  55102. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  55103. * channel.
  55104. */
  55105. diffuseTexture: BaseTexture;
  55106. /**
  55107. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  55108. */
  55109. specularColor: Color3;
  55110. /**
  55111. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  55112. */
  55113. glossiness: number;
  55114. /**
  55115. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  55116. */
  55117. specularGlossinessTexture: BaseTexture;
  55118. /**
  55119. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  55120. *
  55121. * @param name The material name
  55122. * @param scene The scene the material will be use in.
  55123. */
  55124. constructor(name: string, scene: Scene);
  55125. /**
  55126. * Return the currrent class name of the material.
  55127. */
  55128. getClassName(): string;
  55129. /**
  55130. * Makes a duplicate of the current material.
  55131. * @param name - name to use for the new material.
  55132. */
  55133. clone(name: string): PBRSpecularGlossinessMaterial;
  55134. /**
  55135. * Serialize the material to a parsable JSON object.
  55136. */
  55137. serialize(): any;
  55138. /**
  55139. * Parses a JSON object correponding to the serialize function.
  55140. */
  55141. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  55142. }
  55143. }
  55144. declare module "babylonjs/Materials/PBR/index" {
  55145. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  55146. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55147. export * from "babylonjs/Materials/PBR/pbrMaterial";
  55148. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  55149. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  55150. }
  55151. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  55152. import { Nullable } from "babylonjs/types";
  55153. import { Scene } from "babylonjs/scene";
  55154. import { Matrix } from "babylonjs/Maths/math.vector";
  55155. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55156. /**
  55157. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  55158. * It can help converting any input color in a desired output one. This can then be used to create effects
  55159. * from sepia, black and white to sixties or futuristic rendering...
  55160. *
  55161. * The only supported format is currently 3dl.
  55162. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  55163. */
  55164. export class ColorGradingTexture extends BaseTexture {
  55165. /**
  55166. * The current texture matrix. (will always be identity in color grading texture)
  55167. */
  55168. private _textureMatrix;
  55169. /**
  55170. * The texture URL.
  55171. */
  55172. url: string;
  55173. /**
  55174. * Empty line regex stored for GC.
  55175. */
  55176. private static _noneEmptyLineRegex;
  55177. private _engine;
  55178. /**
  55179. * Instantiates a ColorGradingTexture from the following parameters.
  55180. *
  55181. * @param url The location of the color gradind data (currently only supporting 3dl)
  55182. * @param scene The scene the texture will be used in
  55183. */
  55184. constructor(url: string, scene: Scene);
  55185. /**
  55186. * Returns the texture matrix used in most of the material.
  55187. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  55188. */
  55189. getTextureMatrix(): Matrix;
  55190. /**
  55191. * Occurs when the file being loaded is a .3dl LUT file.
  55192. */
  55193. private load3dlTexture;
  55194. /**
  55195. * Starts the loading process of the texture.
  55196. */
  55197. private loadTexture;
  55198. /**
  55199. * Clones the color gradind texture.
  55200. */
  55201. clone(): ColorGradingTexture;
  55202. /**
  55203. * Called during delayed load for textures.
  55204. */
  55205. delayLoad(): void;
  55206. /**
  55207. * Parses a color grading texture serialized by Babylon.
  55208. * @param parsedTexture The texture information being parsedTexture
  55209. * @param scene The scene to load the texture in
  55210. * @param rootUrl The root url of the data assets to load
  55211. * @return A color gradind texture
  55212. */
  55213. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  55214. /**
  55215. * Serializes the LUT texture to json format.
  55216. */
  55217. serialize(): any;
  55218. }
  55219. }
  55220. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  55221. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55222. import { Scene } from "babylonjs/scene";
  55223. import { Nullable } from "babylonjs/types";
  55224. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55225. /**
  55226. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  55227. */
  55228. export class EquiRectangularCubeTexture extends BaseTexture {
  55229. /** The six faces of the cube. */
  55230. private static _FacesMapping;
  55231. private _noMipmap;
  55232. private _onLoad;
  55233. private _onError;
  55234. /** The size of the cubemap. */
  55235. private _size;
  55236. /** The buffer of the image. */
  55237. private _buffer;
  55238. /** The width of the input image. */
  55239. private _width;
  55240. /** The height of the input image. */
  55241. private _height;
  55242. /** The URL to the image. */
  55243. url: string;
  55244. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  55245. coordinatesMode: number;
  55246. /**
  55247. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  55248. * @param url The location of the image
  55249. * @param scene The scene the texture will be used in
  55250. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  55251. * @param noMipmap Forces to not generate the mipmap if true
  55252. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  55253. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  55254. * @param onLoad — defines a callback called when texture is loaded
  55255. * @param onError — defines a callback called if there is an error
  55256. */
  55257. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  55258. /**
  55259. * Load the image data, by putting the image on a canvas and extracting its buffer.
  55260. */
  55261. private loadImage;
  55262. /**
  55263. * Convert the image buffer into a cubemap and create a CubeTexture.
  55264. */
  55265. private loadTexture;
  55266. /**
  55267. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  55268. * @param buffer The ArrayBuffer that should be converted.
  55269. * @returns The buffer as Float32Array.
  55270. */
  55271. private getFloat32ArrayFromArrayBuffer;
  55272. /**
  55273. * Get the current class name of the texture useful for serialization or dynamic coding.
  55274. * @returns "EquiRectangularCubeTexture"
  55275. */
  55276. getClassName(): string;
  55277. /**
  55278. * Create a clone of the current EquiRectangularCubeTexture and return it.
  55279. * @returns A clone of the current EquiRectangularCubeTexture.
  55280. */
  55281. clone(): EquiRectangularCubeTexture;
  55282. }
  55283. }
  55284. declare module "babylonjs/Misc/tga" {
  55285. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55286. /**
  55287. * Based on jsTGALoader - Javascript loader for TGA file
  55288. * By Vincent Thibault
  55289. * @see http://blog.robrowser.com/javascript-tga-loader.html
  55290. */
  55291. export class TGATools {
  55292. private static _TYPE_INDEXED;
  55293. private static _TYPE_RGB;
  55294. private static _TYPE_GREY;
  55295. private static _TYPE_RLE_INDEXED;
  55296. private static _TYPE_RLE_RGB;
  55297. private static _TYPE_RLE_GREY;
  55298. private static _ORIGIN_MASK;
  55299. private static _ORIGIN_SHIFT;
  55300. private static _ORIGIN_BL;
  55301. private static _ORIGIN_BR;
  55302. private static _ORIGIN_UL;
  55303. private static _ORIGIN_UR;
  55304. /**
  55305. * Gets the header of a TGA file
  55306. * @param data defines the TGA data
  55307. * @returns the header
  55308. */
  55309. static GetTGAHeader(data: Uint8Array): any;
  55310. /**
  55311. * Uploads TGA content to a Babylon Texture
  55312. * @hidden
  55313. */
  55314. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  55315. /** @hidden */
  55316. 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;
  55317. /** @hidden */
  55318. 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;
  55319. /** @hidden */
  55320. 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;
  55321. /** @hidden */
  55322. 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;
  55323. /** @hidden */
  55324. 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;
  55325. /** @hidden */
  55326. 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;
  55327. }
  55328. }
  55329. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  55330. import { Nullable } from "babylonjs/types";
  55331. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55332. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55333. /**
  55334. * Implementation of the TGA Texture Loader.
  55335. * @hidden
  55336. */
  55337. export class _TGATextureLoader implements IInternalTextureLoader {
  55338. /**
  55339. * Defines wether the loader supports cascade loading the different faces.
  55340. */
  55341. readonly supportCascades: boolean;
  55342. /**
  55343. * This returns if the loader support the current file information.
  55344. * @param extension defines the file extension of the file being loaded
  55345. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55346. * @param fallback defines the fallback internal texture if any
  55347. * @param isBase64 defines whether the texture is encoded as a base64
  55348. * @param isBuffer defines whether the texture data are stored as a buffer
  55349. * @returns true if the loader can load the specified file
  55350. */
  55351. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55352. /**
  55353. * Transform the url before loading if required.
  55354. * @param rootUrl the url of the texture
  55355. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55356. * @returns the transformed texture
  55357. */
  55358. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55359. /**
  55360. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55361. * @param rootUrl the url of the texture
  55362. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55363. * @returns the fallback texture
  55364. */
  55365. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55366. /**
  55367. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  55368. * @param data contains the texture data
  55369. * @param texture defines the BabylonJS internal texture
  55370. * @param createPolynomials will be true if polynomials have been requested
  55371. * @param onLoad defines the callback to trigger once the texture is ready
  55372. * @param onError defines the callback to trigger in case of error
  55373. */
  55374. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55375. /**
  55376. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55377. * @param data contains the texture data
  55378. * @param texture defines the BabylonJS internal texture
  55379. * @param callback defines the method to call once ready to upload
  55380. */
  55381. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55382. }
  55383. }
  55384. declare module "babylonjs/Misc/basis" {
  55385. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55386. /**
  55387. * Info about the .basis files
  55388. */
  55389. class BasisFileInfo {
  55390. /**
  55391. * If the file has alpha
  55392. */
  55393. hasAlpha: boolean;
  55394. /**
  55395. * Info about each image of the basis file
  55396. */
  55397. images: Array<{
  55398. levels: Array<{
  55399. width: number;
  55400. height: number;
  55401. transcodedPixels: ArrayBufferView;
  55402. }>;
  55403. }>;
  55404. }
  55405. /**
  55406. * Result of transcoding a basis file
  55407. */
  55408. class TranscodeResult {
  55409. /**
  55410. * Info about the .basis file
  55411. */
  55412. fileInfo: BasisFileInfo;
  55413. /**
  55414. * Format to use when loading the file
  55415. */
  55416. format: number;
  55417. }
  55418. /**
  55419. * Configuration options for the Basis transcoder
  55420. */
  55421. export class BasisTranscodeConfiguration {
  55422. /**
  55423. * Supported compression formats used to determine the supported output format of the transcoder
  55424. */
  55425. supportedCompressionFormats?: {
  55426. /**
  55427. * etc1 compression format
  55428. */
  55429. etc1?: boolean;
  55430. /**
  55431. * s3tc compression format
  55432. */
  55433. s3tc?: boolean;
  55434. /**
  55435. * pvrtc compression format
  55436. */
  55437. pvrtc?: boolean;
  55438. /**
  55439. * etc2 compression format
  55440. */
  55441. etc2?: boolean;
  55442. };
  55443. /**
  55444. * If mipmap levels should be loaded for transcoded images (Default: true)
  55445. */
  55446. loadMipmapLevels?: boolean;
  55447. /**
  55448. * Index of a single image to load (Default: all images)
  55449. */
  55450. loadSingleImage?: number;
  55451. }
  55452. /**
  55453. * Used to load .Basis files
  55454. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  55455. */
  55456. export class BasisTools {
  55457. private static _IgnoreSupportedFormats;
  55458. /**
  55459. * URL to use when loading the basis transcoder
  55460. */
  55461. static JSModuleURL: string;
  55462. /**
  55463. * URL to use when loading the wasm module for the transcoder
  55464. */
  55465. static WasmModuleURL: string;
  55466. /**
  55467. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  55468. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  55469. * @returns internal format corresponding to the Basis format
  55470. */
  55471. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  55472. private static _WorkerPromise;
  55473. private static _Worker;
  55474. private static _actionId;
  55475. private static _CreateWorkerAsync;
  55476. /**
  55477. * Transcodes a loaded image file to compressed pixel data
  55478. * @param imageData image data to transcode
  55479. * @param config configuration options for the transcoding
  55480. * @returns a promise resulting in the transcoded image
  55481. */
  55482. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  55483. /**
  55484. * Loads a texture from the transcode result
  55485. * @param texture texture load to
  55486. * @param transcodeResult the result of transcoding the basis file to load from
  55487. */
  55488. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  55489. }
  55490. }
  55491. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  55492. import { Nullable } from "babylonjs/types";
  55493. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55494. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55495. /**
  55496. * Loader for .basis file format
  55497. */
  55498. export class _BasisTextureLoader implements IInternalTextureLoader {
  55499. /**
  55500. * Defines whether the loader supports cascade loading the different faces.
  55501. */
  55502. readonly supportCascades: boolean;
  55503. /**
  55504. * This returns if the loader support the current file information.
  55505. * @param extension defines the file extension of the file being loaded
  55506. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55507. * @param fallback defines the fallback internal texture if any
  55508. * @param isBase64 defines whether the texture is encoded as a base64
  55509. * @param isBuffer defines whether the texture data are stored as a buffer
  55510. * @returns true if the loader can load the specified file
  55511. */
  55512. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55513. /**
  55514. * Transform the url before loading if required.
  55515. * @param rootUrl the url of the texture
  55516. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55517. * @returns the transformed texture
  55518. */
  55519. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55520. /**
  55521. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55522. * @param rootUrl the url of the texture
  55523. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55524. * @returns the fallback texture
  55525. */
  55526. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55527. /**
  55528. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  55529. * @param data contains the texture data
  55530. * @param texture defines the BabylonJS internal texture
  55531. * @param createPolynomials will be true if polynomials have been requested
  55532. * @param onLoad defines the callback to trigger once the texture is ready
  55533. * @param onError defines the callback to trigger in case of error
  55534. */
  55535. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55536. /**
  55537. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55538. * @param data contains the texture data
  55539. * @param texture defines the BabylonJS internal texture
  55540. * @param callback defines the method to call once ready to upload
  55541. */
  55542. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55543. }
  55544. }
  55545. declare module "babylonjs/Materials/Textures/Loaders/index" {
  55546. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  55547. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  55548. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  55549. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  55550. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  55551. }
  55552. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  55553. import { Scene } from "babylonjs/scene";
  55554. import { Texture } from "babylonjs/Materials/Textures/texture";
  55555. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55556. /**
  55557. * 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.
  55558. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55559. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55560. */
  55561. export class CustomProceduralTexture extends ProceduralTexture {
  55562. private _animate;
  55563. private _time;
  55564. private _config;
  55565. private _texturePath;
  55566. /**
  55567. * Instantiates a new Custom Procedural Texture.
  55568. * 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.
  55569. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55570. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55571. * @param name Define the name of the texture
  55572. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55573. * @param size Define the size of the texture to create
  55574. * @param scene Define the scene the texture belongs to
  55575. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55576. * @param generateMipMaps Define if the texture should creates mip maps or not
  55577. */
  55578. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55579. private _loadJson;
  55580. /**
  55581. * Is the texture ready to be used ? (rendered at least once)
  55582. * @returns true if ready, otherwise, false.
  55583. */
  55584. isReady(): boolean;
  55585. /**
  55586. * Render the texture to its associated render target.
  55587. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55588. */
  55589. render(useCameraPostProcess?: boolean): void;
  55590. /**
  55591. * Update the list of dependant textures samplers in the shader.
  55592. */
  55593. updateTextures(): void;
  55594. /**
  55595. * Update the uniform values of the procedural texture in the shader.
  55596. */
  55597. updateShaderUniforms(): void;
  55598. /**
  55599. * Define if the texture animates or not.
  55600. */
  55601. animate: boolean;
  55602. }
  55603. }
  55604. declare module "babylonjs/Shaders/noise.fragment" {
  55605. /** @hidden */
  55606. export var noisePixelShader: {
  55607. name: string;
  55608. shader: string;
  55609. };
  55610. }
  55611. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55612. import { Nullable } from "babylonjs/types";
  55613. import { Scene } from "babylonjs/scene";
  55614. import { Texture } from "babylonjs/Materials/Textures/texture";
  55615. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55616. import "babylonjs/Shaders/noise.fragment";
  55617. /**
  55618. * Class used to generate noise procedural textures
  55619. */
  55620. export class NoiseProceduralTexture extends ProceduralTexture {
  55621. private _time;
  55622. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55623. brightness: number;
  55624. /** Defines the number of octaves to process */
  55625. octaves: number;
  55626. /** Defines the level of persistence (0.8 by default) */
  55627. persistence: number;
  55628. /** Gets or sets animation speed factor (default is 1) */
  55629. animationSpeedFactor: number;
  55630. /**
  55631. * Creates a new NoiseProceduralTexture
  55632. * @param name defines the name fo the texture
  55633. * @param size defines the size of the texture (default is 256)
  55634. * @param scene defines the hosting scene
  55635. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55636. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55637. */
  55638. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55639. private _updateShaderUniforms;
  55640. protected _getDefines(): string;
  55641. /** Generate the current state of the procedural texture */
  55642. render(useCameraPostProcess?: boolean): void;
  55643. /**
  55644. * Serializes this noise procedural texture
  55645. * @returns a serialized noise procedural texture object
  55646. */
  55647. serialize(): any;
  55648. /**
  55649. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55650. * @param parsedTexture defines parsed texture data
  55651. * @param scene defines the current scene
  55652. * @param rootUrl defines the root URL containing noise procedural texture information
  55653. * @returns a parsed NoiseProceduralTexture
  55654. */
  55655. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55656. }
  55657. }
  55658. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55659. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55660. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55661. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55662. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55663. }
  55664. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55665. import { Nullable } from "babylonjs/types";
  55666. import { Scene } from "babylonjs/scene";
  55667. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55668. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55669. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55670. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55671. /**
  55672. * Raw cube texture where the raw buffers are passed in
  55673. */
  55674. export class RawCubeTexture extends CubeTexture {
  55675. /**
  55676. * Creates a cube texture where the raw buffers are passed in.
  55677. * @param scene defines the scene the texture is attached to
  55678. * @param data defines the array of data to use to create each face
  55679. * @param size defines the size of the textures
  55680. * @param format defines the format of the data
  55681. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55682. * @param generateMipMaps defines if the engine should generate the mip levels
  55683. * @param invertY defines if data must be stored with Y axis inverted
  55684. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55685. * @param compression defines the compression used (null by default)
  55686. */
  55687. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55688. /**
  55689. * Updates the raw cube texture.
  55690. * @param data defines the data to store
  55691. * @param format defines the data format
  55692. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55693. * @param invertY defines if data must be stored with Y axis inverted
  55694. * @param compression defines the compression used (null by default)
  55695. * @param level defines which level of the texture to update
  55696. */
  55697. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55698. /**
  55699. * Updates a raw cube texture with RGBD encoded data.
  55700. * @param data defines the array of data [mipmap][face] to use to create each face
  55701. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55702. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55703. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55704. * @returns a promsie that resolves when the operation is complete
  55705. */
  55706. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55707. /**
  55708. * Clones the raw cube texture.
  55709. * @return a new cube texture
  55710. */
  55711. clone(): CubeTexture;
  55712. /** @hidden */
  55713. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55714. }
  55715. }
  55716. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55717. import { Scene } from "babylonjs/scene";
  55718. import { Texture } from "babylonjs/Materials/Textures/texture";
  55719. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55720. /**
  55721. * Class used to store 3D textures containing user data
  55722. */
  55723. export class RawTexture3D extends Texture {
  55724. /** Gets or sets the texture format to use */
  55725. format: number;
  55726. private _engine;
  55727. /**
  55728. * Create a new RawTexture3D
  55729. * @param data defines the data of the texture
  55730. * @param width defines the width of the texture
  55731. * @param height defines the height of the texture
  55732. * @param depth defines the depth of the texture
  55733. * @param format defines the texture format to use
  55734. * @param scene defines the hosting scene
  55735. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55736. * @param invertY defines if texture must be stored with Y axis inverted
  55737. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55738. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55739. */
  55740. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55741. /** Gets or sets the texture format to use */
  55742. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55743. /**
  55744. * Update the texture with new data
  55745. * @param data defines the data to store in the texture
  55746. */
  55747. update(data: ArrayBufferView): void;
  55748. }
  55749. }
  55750. declare module "babylonjs/Materials/Textures/rawTexture2DArray" {
  55751. import { Scene } from "babylonjs/scene";
  55752. import { Texture } from "babylonjs/Materials/Textures/texture";
  55753. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55754. /**
  55755. * Class used to store 2D array textures containing user data
  55756. */
  55757. export class RawTexture2DArray extends Texture {
  55758. /** Gets or sets the texture format to use */
  55759. format: number;
  55760. private _engine;
  55761. /**
  55762. * Create a new RawTexture2DArray
  55763. * @param data defines the data of the texture
  55764. * @param width defines the width of the texture
  55765. * @param height defines the height of the texture
  55766. * @param depth defines the number of layers of the texture
  55767. * @param format defines the texture format to use
  55768. * @param scene defines the hosting scene
  55769. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55770. * @param invertY defines if texture must be stored with Y axis inverted
  55771. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55772. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55773. */
  55774. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55775. /** Gets or sets the texture format to use */
  55776. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55777. /**
  55778. * Update the texture with new data
  55779. * @param data defines the data to store in the texture
  55780. */
  55781. update(data: ArrayBufferView): void;
  55782. }
  55783. }
  55784. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55785. import { Scene } from "babylonjs/scene";
  55786. import { Plane } from "babylonjs/Maths/math.plane";
  55787. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55788. /**
  55789. * Creates a refraction texture used by refraction channel of the standard material.
  55790. * It is like a mirror but to see through a material.
  55791. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55792. */
  55793. export class RefractionTexture extends RenderTargetTexture {
  55794. /**
  55795. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55796. * 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.
  55797. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55798. */
  55799. refractionPlane: Plane;
  55800. /**
  55801. * Define how deep under the surface we should see.
  55802. */
  55803. depth: number;
  55804. /**
  55805. * Creates a refraction texture used by refraction channel of the standard material.
  55806. * It is like a mirror but to see through a material.
  55807. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55808. * @param name Define the texture name
  55809. * @param size Define the size of the underlying texture
  55810. * @param scene Define the scene the refraction belongs to
  55811. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55812. */
  55813. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55814. /**
  55815. * Clone the refraction texture.
  55816. * @returns the cloned texture
  55817. */
  55818. clone(): RefractionTexture;
  55819. /**
  55820. * Serialize the texture to a JSON representation you could use in Parse later on
  55821. * @returns the serialized JSON representation
  55822. */
  55823. serialize(): any;
  55824. }
  55825. }
  55826. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55827. import { Nullable } from "babylonjs/types";
  55828. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55829. import { Matrix } from "babylonjs/Maths/math.vector";
  55830. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55831. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55832. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55833. import { Scene } from "babylonjs/scene";
  55834. /**
  55835. * Defines the options related to the creation of an HtmlElementTexture
  55836. */
  55837. export interface IHtmlElementTextureOptions {
  55838. /**
  55839. * Defines wether mip maps should be created or not.
  55840. */
  55841. generateMipMaps?: boolean;
  55842. /**
  55843. * Defines the sampling mode of the texture.
  55844. */
  55845. samplingMode?: number;
  55846. /**
  55847. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55848. */
  55849. engine: Nullable<ThinEngine>;
  55850. /**
  55851. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55852. */
  55853. scene: Nullable<Scene>;
  55854. }
  55855. /**
  55856. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55857. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55858. * is automatically managed.
  55859. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55860. * in your application.
  55861. *
  55862. * As the update is not automatic, you need to call them manually.
  55863. */
  55864. export class HtmlElementTexture extends BaseTexture {
  55865. /**
  55866. * The texture URL.
  55867. */
  55868. element: HTMLVideoElement | HTMLCanvasElement;
  55869. private static readonly DefaultOptions;
  55870. private _textureMatrix;
  55871. private _engine;
  55872. private _isVideo;
  55873. private _generateMipMaps;
  55874. private _samplingMode;
  55875. /**
  55876. * Instantiates a HtmlElementTexture from the following parameters.
  55877. *
  55878. * @param name Defines the name of the texture
  55879. * @param element Defines the video or canvas the texture is filled with
  55880. * @param options Defines the other none mandatory texture creation options
  55881. */
  55882. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55883. private _createInternalTexture;
  55884. /**
  55885. * Returns the texture matrix used in most of the material.
  55886. */
  55887. getTextureMatrix(): Matrix;
  55888. /**
  55889. * Updates the content of the texture.
  55890. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55891. */
  55892. update(invertY?: Nullable<boolean>): void;
  55893. }
  55894. }
  55895. declare module "babylonjs/Materials/Textures/index" {
  55896. export * from "babylonjs/Materials/Textures/baseTexture";
  55897. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55898. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55899. export * from "babylonjs/Materials/Textures/cubeTexture";
  55900. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55901. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55902. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55903. export * from "babylonjs/Materials/Textures/internalTexture";
  55904. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55905. export * from "babylonjs/Materials/Textures/Loaders/index";
  55906. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55907. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55908. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55909. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55910. export * from "babylonjs/Materials/Textures/rawTexture";
  55911. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55912. export * from "babylonjs/Materials/Textures/rawTexture2DArray";
  55913. export * from "babylonjs/Materials/Textures/refractionTexture";
  55914. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55915. export * from "babylonjs/Materials/Textures/texture";
  55916. export * from "babylonjs/Materials/Textures/videoTexture";
  55917. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55918. }
  55919. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55920. /**
  55921. * Enum used to define the target of a block
  55922. */
  55923. export enum NodeMaterialBlockTargets {
  55924. /** Vertex shader */
  55925. Vertex = 1,
  55926. /** Fragment shader */
  55927. Fragment = 2,
  55928. /** Neutral */
  55929. Neutral = 4,
  55930. /** Vertex and Fragment */
  55931. VertexAndFragment = 3
  55932. }
  55933. }
  55934. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55935. /**
  55936. * Defines the kind of connection point for node based material
  55937. */
  55938. export enum NodeMaterialBlockConnectionPointTypes {
  55939. /** Float */
  55940. Float = 1,
  55941. /** Int */
  55942. Int = 2,
  55943. /** Vector2 */
  55944. Vector2 = 4,
  55945. /** Vector3 */
  55946. Vector3 = 8,
  55947. /** Vector4 */
  55948. Vector4 = 16,
  55949. /** Color3 */
  55950. Color3 = 32,
  55951. /** Color4 */
  55952. Color4 = 64,
  55953. /** Matrix */
  55954. Matrix = 128,
  55955. /** Detect type based on connection */
  55956. AutoDetect = 1024,
  55957. /** Output type that will be defined by input type */
  55958. BasedOnInput = 2048
  55959. }
  55960. }
  55961. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55962. /**
  55963. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55964. */
  55965. export enum NodeMaterialBlockConnectionPointMode {
  55966. /** Value is an uniform */
  55967. Uniform = 0,
  55968. /** Value is a mesh attribute */
  55969. Attribute = 1,
  55970. /** Value is a varying between vertex and fragment shaders */
  55971. Varying = 2,
  55972. /** Mode is undefined */
  55973. Undefined = 3
  55974. }
  55975. }
  55976. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55977. /**
  55978. * Enum used to define system values e.g. values automatically provided by the system
  55979. */
  55980. export enum NodeMaterialSystemValues {
  55981. /** World */
  55982. World = 1,
  55983. /** View */
  55984. View = 2,
  55985. /** Projection */
  55986. Projection = 3,
  55987. /** ViewProjection */
  55988. ViewProjection = 4,
  55989. /** WorldView */
  55990. WorldView = 5,
  55991. /** WorldViewProjection */
  55992. WorldViewProjection = 6,
  55993. /** CameraPosition */
  55994. CameraPosition = 7,
  55995. /** Fog Color */
  55996. FogColor = 8,
  55997. /** Delta time */
  55998. DeltaTime = 9
  55999. }
  56000. }
  56001. declare module "babylonjs/Materials/Node/Enums/index" {
  56002. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56003. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56004. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  56005. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  56006. }
  56007. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  56008. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56009. /**
  56010. * Root class for all node material optimizers
  56011. */
  56012. export class NodeMaterialOptimizer {
  56013. /**
  56014. * Function used to optimize a NodeMaterial graph
  56015. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  56016. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  56017. */
  56018. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  56019. }
  56020. }
  56021. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  56022. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56023. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56024. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56025. import { Scene } from "babylonjs/scene";
  56026. /**
  56027. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  56028. */
  56029. export class TransformBlock extends NodeMaterialBlock {
  56030. /**
  56031. * Defines the value to use to complement W value to transform it to a Vector4
  56032. */
  56033. complementW: number;
  56034. /**
  56035. * Defines the value to use to complement z value to transform it to a Vector4
  56036. */
  56037. complementZ: number;
  56038. /**
  56039. * Creates a new TransformBlock
  56040. * @param name defines the block name
  56041. */
  56042. constructor(name: string);
  56043. /**
  56044. * Gets the current class name
  56045. * @returns the class name
  56046. */
  56047. getClassName(): string;
  56048. /**
  56049. * Gets the vector input
  56050. */
  56051. readonly vector: NodeMaterialConnectionPoint;
  56052. /**
  56053. * Gets the output component
  56054. */
  56055. readonly output: NodeMaterialConnectionPoint;
  56056. /**
  56057. * Gets the matrix transform input
  56058. */
  56059. readonly transform: NodeMaterialConnectionPoint;
  56060. protected _buildBlock(state: NodeMaterialBuildState): this;
  56061. serialize(): any;
  56062. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56063. protected _dumpPropertiesCode(): string;
  56064. }
  56065. }
  56066. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  56067. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56068. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56069. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56070. /**
  56071. * Block used to output the vertex position
  56072. */
  56073. export class VertexOutputBlock extends NodeMaterialBlock {
  56074. /**
  56075. * Creates a new VertexOutputBlock
  56076. * @param name defines the block name
  56077. */
  56078. constructor(name: string);
  56079. /**
  56080. * Gets the current class name
  56081. * @returns the class name
  56082. */
  56083. getClassName(): string;
  56084. /**
  56085. * Gets the vector input component
  56086. */
  56087. readonly vector: NodeMaterialConnectionPoint;
  56088. protected _buildBlock(state: NodeMaterialBuildState): this;
  56089. }
  56090. }
  56091. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  56092. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56093. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56094. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56095. /**
  56096. * Block used to output the final color
  56097. */
  56098. export class FragmentOutputBlock extends NodeMaterialBlock {
  56099. /**
  56100. * Create a new FragmentOutputBlock
  56101. * @param name defines the block name
  56102. */
  56103. constructor(name: string);
  56104. /**
  56105. * Gets the current class name
  56106. * @returns the class name
  56107. */
  56108. getClassName(): string;
  56109. /**
  56110. * Gets the rgba input component
  56111. */
  56112. readonly rgba: NodeMaterialConnectionPoint;
  56113. /**
  56114. * Gets the rgb input component
  56115. */
  56116. readonly rgb: NodeMaterialConnectionPoint;
  56117. /**
  56118. * Gets the a input component
  56119. */
  56120. readonly a: NodeMaterialConnectionPoint;
  56121. protected _buildBlock(state: NodeMaterialBuildState): this;
  56122. }
  56123. }
  56124. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  56125. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56126. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56127. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56128. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56129. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56130. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56131. import { Effect } from "babylonjs/Materials/effect";
  56132. import { Mesh } from "babylonjs/Meshes/mesh";
  56133. import { Nullable } from "babylonjs/types";
  56134. import { Scene } from "babylonjs/scene";
  56135. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  56136. /**
  56137. * Block used to read a reflection texture from a sampler
  56138. */
  56139. export class ReflectionTextureBlock extends NodeMaterialBlock {
  56140. private _define3DName;
  56141. private _defineCubicName;
  56142. private _defineExplicitName;
  56143. private _defineProjectionName;
  56144. private _defineLocalCubicName;
  56145. private _defineSphericalName;
  56146. private _definePlanarName;
  56147. private _defineEquirectangularName;
  56148. private _defineMirroredEquirectangularFixedName;
  56149. private _defineEquirectangularFixedName;
  56150. private _defineSkyboxName;
  56151. private _cubeSamplerName;
  56152. private _2DSamplerName;
  56153. private _positionUVWName;
  56154. private _directionWName;
  56155. private _reflectionCoordsName;
  56156. private _reflection2DCoordsName;
  56157. private _reflectionColorName;
  56158. private _reflectionMatrixName;
  56159. /**
  56160. * Gets or sets the texture associated with the node
  56161. */
  56162. texture: Nullable<BaseTexture>;
  56163. /**
  56164. * Create a new TextureBlock
  56165. * @param name defines the block name
  56166. */
  56167. constructor(name: string);
  56168. /**
  56169. * Gets the current class name
  56170. * @returns the class name
  56171. */
  56172. getClassName(): string;
  56173. /**
  56174. * Gets the world position input component
  56175. */
  56176. readonly position: NodeMaterialConnectionPoint;
  56177. /**
  56178. * Gets the world position input component
  56179. */
  56180. readonly worldPosition: NodeMaterialConnectionPoint;
  56181. /**
  56182. * Gets the world normal input component
  56183. */
  56184. readonly worldNormal: NodeMaterialConnectionPoint;
  56185. /**
  56186. * Gets the world input component
  56187. */
  56188. readonly world: NodeMaterialConnectionPoint;
  56189. /**
  56190. * Gets the camera (or eye) position component
  56191. */
  56192. readonly cameraPosition: NodeMaterialConnectionPoint;
  56193. /**
  56194. * Gets the view input component
  56195. */
  56196. readonly view: NodeMaterialConnectionPoint;
  56197. /**
  56198. * Gets the rgb output component
  56199. */
  56200. readonly rgb: NodeMaterialConnectionPoint;
  56201. /**
  56202. * Gets the r output component
  56203. */
  56204. readonly r: NodeMaterialConnectionPoint;
  56205. /**
  56206. * Gets the g output component
  56207. */
  56208. readonly g: NodeMaterialConnectionPoint;
  56209. /**
  56210. * Gets the b output component
  56211. */
  56212. readonly b: NodeMaterialConnectionPoint;
  56213. autoConfigure(material: NodeMaterial): void;
  56214. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56215. isReady(): boolean;
  56216. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56217. private _injectVertexCode;
  56218. private _writeOutput;
  56219. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56220. protected _dumpPropertiesCode(): string;
  56221. serialize(): any;
  56222. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56223. }
  56224. }
  56225. declare module "babylonjs/Materials/Node/nodeMaterial" {
  56226. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56227. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  56228. import { Scene } from "babylonjs/scene";
  56229. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56230. import { Matrix } from "babylonjs/Maths/math.vector";
  56231. import { Mesh } from "babylonjs/Meshes/mesh";
  56232. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56233. import { Observable } from "babylonjs/Misc/observable";
  56234. import { SubMesh } from "babylonjs/Meshes/subMesh";
  56235. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  56236. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56237. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  56238. import { Nullable } from "babylonjs/types";
  56239. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56240. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56241. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56242. /**
  56243. * Interface used to configure the node material editor
  56244. */
  56245. export interface INodeMaterialEditorOptions {
  56246. /** Define the URl to load node editor script */
  56247. editorURL?: string;
  56248. }
  56249. /** @hidden */
  56250. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  56251. /** BONES */
  56252. NUM_BONE_INFLUENCERS: number;
  56253. BonesPerMesh: number;
  56254. BONETEXTURE: boolean;
  56255. /** MORPH TARGETS */
  56256. MORPHTARGETS: boolean;
  56257. MORPHTARGETS_NORMAL: boolean;
  56258. MORPHTARGETS_TANGENT: boolean;
  56259. MORPHTARGETS_UV: boolean;
  56260. NUM_MORPH_INFLUENCERS: number;
  56261. /** IMAGE PROCESSING */
  56262. IMAGEPROCESSING: boolean;
  56263. VIGNETTE: boolean;
  56264. VIGNETTEBLENDMODEMULTIPLY: boolean;
  56265. VIGNETTEBLENDMODEOPAQUE: boolean;
  56266. TONEMAPPING: boolean;
  56267. TONEMAPPING_ACES: boolean;
  56268. CONTRAST: boolean;
  56269. EXPOSURE: boolean;
  56270. COLORCURVES: boolean;
  56271. COLORGRADING: boolean;
  56272. COLORGRADING3D: boolean;
  56273. SAMPLER3DGREENDEPTH: boolean;
  56274. SAMPLER3DBGRMAP: boolean;
  56275. IMAGEPROCESSINGPOSTPROCESS: boolean;
  56276. /** MISC. */
  56277. BUMPDIRECTUV: number;
  56278. constructor();
  56279. setValue(name: string, value: boolean): void;
  56280. }
  56281. /**
  56282. * Class used to configure NodeMaterial
  56283. */
  56284. export interface INodeMaterialOptions {
  56285. /**
  56286. * Defines if blocks should emit comments
  56287. */
  56288. emitComments: boolean;
  56289. }
  56290. /**
  56291. * Class used to create a node based material built by assembling shader blocks
  56292. */
  56293. export class NodeMaterial extends PushMaterial {
  56294. private static _BuildIdGenerator;
  56295. private _options;
  56296. private _vertexCompilationState;
  56297. private _fragmentCompilationState;
  56298. private _sharedData;
  56299. private _buildId;
  56300. private _buildWasSuccessful;
  56301. private _cachedWorldViewMatrix;
  56302. private _cachedWorldViewProjectionMatrix;
  56303. private _optimizers;
  56304. private _animationFrame;
  56305. /** Define the URl to load node editor script */
  56306. static EditorURL: string;
  56307. private BJSNODEMATERIALEDITOR;
  56308. /** Get the inspector from bundle or global */
  56309. private _getGlobalNodeMaterialEditor;
  56310. /**
  56311. * Gets or sets data used by visual editor
  56312. * @see https://nme.babylonjs.com
  56313. */
  56314. editorData: any;
  56315. /**
  56316. * 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)
  56317. */
  56318. ignoreAlpha: boolean;
  56319. /**
  56320. * Defines the maximum number of lights that can be used in the material
  56321. */
  56322. maxSimultaneousLights: number;
  56323. /**
  56324. * Observable raised when the material is built
  56325. */
  56326. onBuildObservable: Observable<NodeMaterial>;
  56327. /**
  56328. * Gets or sets the root nodes of the material vertex shader
  56329. */
  56330. _vertexOutputNodes: NodeMaterialBlock[];
  56331. /**
  56332. * Gets or sets the root nodes of the material fragment (pixel) shader
  56333. */
  56334. _fragmentOutputNodes: NodeMaterialBlock[];
  56335. /** Gets or sets options to control the node material overall behavior */
  56336. options: INodeMaterialOptions;
  56337. /**
  56338. * Default configuration related to image processing available in the standard Material.
  56339. */
  56340. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  56341. /**
  56342. * Gets the image processing configuration used either in this material.
  56343. */
  56344. /**
  56345. * Sets the Default image processing configuration used either in the this material.
  56346. *
  56347. * If sets to null, the scene one is in use.
  56348. */
  56349. imageProcessingConfiguration: ImageProcessingConfiguration;
  56350. /**
  56351. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  56352. */
  56353. attachedBlocks: NodeMaterialBlock[];
  56354. /**
  56355. * Create a new node based material
  56356. * @param name defines the material name
  56357. * @param scene defines the hosting scene
  56358. * @param options defines creation option
  56359. */
  56360. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  56361. /**
  56362. * Gets the current class name of the material e.g. "NodeMaterial"
  56363. * @returns the class name
  56364. */
  56365. getClassName(): string;
  56366. /**
  56367. * Keep track of the image processing observer to allow dispose and replace.
  56368. */
  56369. private _imageProcessingObserver;
  56370. /**
  56371. * Attaches a new image processing configuration to the Standard Material.
  56372. * @param configuration
  56373. */
  56374. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  56375. /**
  56376. * Get a block by its name
  56377. * @param name defines the name of the block to retrieve
  56378. * @returns the required block or null if not found
  56379. */
  56380. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  56381. /**
  56382. * Get a block by its name
  56383. * @param predicate defines the predicate used to find the good candidate
  56384. * @returns the required block or null if not found
  56385. */
  56386. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  56387. /**
  56388. * Get an input block by its name
  56389. * @param predicate defines the predicate used to find the good candidate
  56390. * @returns the required input block or null if not found
  56391. */
  56392. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  56393. /**
  56394. * Gets the list of input blocks attached to this material
  56395. * @returns an array of InputBlocks
  56396. */
  56397. getInputBlocks(): InputBlock[];
  56398. /**
  56399. * Adds a new optimizer to the list of optimizers
  56400. * @param optimizer defines the optimizers to add
  56401. * @returns the current material
  56402. */
  56403. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56404. /**
  56405. * Remove an optimizer from the list of optimizers
  56406. * @param optimizer defines the optimizers to remove
  56407. * @returns the current material
  56408. */
  56409. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56410. /**
  56411. * Add a new block to the list of output nodes
  56412. * @param node defines the node to add
  56413. * @returns the current material
  56414. */
  56415. addOutputNode(node: NodeMaterialBlock): this;
  56416. /**
  56417. * Remove a block from the list of root nodes
  56418. * @param node defines the node to remove
  56419. * @returns the current material
  56420. */
  56421. removeOutputNode(node: NodeMaterialBlock): this;
  56422. private _addVertexOutputNode;
  56423. private _removeVertexOutputNode;
  56424. private _addFragmentOutputNode;
  56425. private _removeFragmentOutputNode;
  56426. /**
  56427. * Specifies if the material will require alpha blending
  56428. * @returns a boolean specifying if alpha blending is needed
  56429. */
  56430. needAlphaBlending(): boolean;
  56431. /**
  56432. * Specifies if this material should be rendered in alpha test mode
  56433. * @returns a boolean specifying if an alpha test is needed.
  56434. */
  56435. needAlphaTesting(): boolean;
  56436. private _initializeBlock;
  56437. private _resetDualBlocks;
  56438. /**
  56439. * Build the material and generates the inner effect
  56440. * @param verbose defines if the build should log activity
  56441. */
  56442. build(verbose?: boolean): void;
  56443. /**
  56444. * Runs an otpimization phase to try to improve the shader code
  56445. */
  56446. optimize(): void;
  56447. private _prepareDefinesForAttributes;
  56448. /**
  56449. * Get if the submesh is ready to be used and all its information available.
  56450. * Child classes can use it to update shaders
  56451. * @param mesh defines the mesh to check
  56452. * @param subMesh defines which submesh to check
  56453. * @param useInstances specifies that instances should be used
  56454. * @returns a boolean indicating that the submesh is ready or not
  56455. */
  56456. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  56457. /**
  56458. * Get a string representing the shaders built by the current node graph
  56459. */
  56460. readonly compiledShaders: string;
  56461. /**
  56462. * Binds the world matrix to the material
  56463. * @param world defines the world transformation matrix
  56464. */
  56465. bindOnlyWorldMatrix(world: Matrix): void;
  56466. /**
  56467. * Binds the submesh to this material by preparing the effect and shader to draw
  56468. * @param world defines the world transformation matrix
  56469. * @param mesh defines the mesh containing the submesh
  56470. * @param subMesh defines the submesh to bind the material to
  56471. */
  56472. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  56473. /**
  56474. * Gets the active textures from the material
  56475. * @returns an array of textures
  56476. */
  56477. getActiveTextures(): BaseTexture[];
  56478. /**
  56479. * Gets the list of texture blocks
  56480. * @returns an array of texture blocks
  56481. */
  56482. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  56483. /**
  56484. * Specifies if the material uses a texture
  56485. * @param texture defines the texture to check against the material
  56486. * @returns a boolean specifying if the material uses the texture
  56487. */
  56488. hasTexture(texture: BaseTexture): boolean;
  56489. /**
  56490. * Disposes the material
  56491. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  56492. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  56493. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  56494. */
  56495. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  56496. /** Creates the node editor window. */
  56497. private _createNodeEditor;
  56498. /**
  56499. * Launch the node material editor
  56500. * @param config Define the configuration of the editor
  56501. * @return a promise fulfilled when the node editor is visible
  56502. */
  56503. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  56504. /**
  56505. * Clear the current material
  56506. */
  56507. clear(): void;
  56508. /**
  56509. * Clear the current material and set it to a default state
  56510. */
  56511. setToDefault(): void;
  56512. /**
  56513. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  56514. * @param url defines the url to load from
  56515. * @returns a promise that will fullfil when the material is fully loaded
  56516. */
  56517. loadAsync(url: string): Promise<void>;
  56518. private _gatherBlocks;
  56519. /**
  56520. * Generate a string containing the code declaration required to create an equivalent of this material
  56521. * @returns a string
  56522. */
  56523. generateCode(): string;
  56524. /**
  56525. * Serializes this material in a JSON representation
  56526. * @returns the serialized material object
  56527. */
  56528. serialize(): any;
  56529. private _restoreConnections;
  56530. /**
  56531. * Clear the current graph and load a new one from a serialization object
  56532. * @param source defines the JSON representation of the material
  56533. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56534. */
  56535. loadFromSerialization(source: any, rootUrl?: string): void;
  56536. /**
  56537. * Creates a node material from parsed material data
  56538. * @param source defines the JSON representation of the material
  56539. * @param scene defines the hosting scene
  56540. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56541. * @returns a new node material
  56542. */
  56543. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  56544. /**
  56545. * Creates a new node material set to default basic configuration
  56546. * @param name defines the name of the material
  56547. * @param scene defines the hosting scene
  56548. * @returns a new NodeMaterial
  56549. */
  56550. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  56551. }
  56552. }
  56553. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  56554. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56555. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56556. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56557. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56558. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56559. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56560. import { Effect } from "babylonjs/Materials/effect";
  56561. import { Mesh } from "babylonjs/Meshes/mesh";
  56562. import { Nullable } from "babylonjs/types";
  56563. import { Texture } from "babylonjs/Materials/Textures/texture";
  56564. import { Scene } from "babylonjs/scene";
  56565. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56566. /**
  56567. * Block used to read a texture from a sampler
  56568. */
  56569. export class TextureBlock extends NodeMaterialBlock {
  56570. private _defineName;
  56571. private _linearDefineName;
  56572. private _tempTextureRead;
  56573. private _samplerName;
  56574. private _transformedUVName;
  56575. private _textureTransformName;
  56576. private _textureInfoName;
  56577. private _mainUVName;
  56578. private _mainUVDefineName;
  56579. /**
  56580. * Gets or sets the texture associated with the node
  56581. */
  56582. texture: Nullable<Texture>;
  56583. /**
  56584. * Create a new TextureBlock
  56585. * @param name defines the block name
  56586. */
  56587. constructor(name: string);
  56588. /**
  56589. * Gets the current class name
  56590. * @returns the class name
  56591. */
  56592. getClassName(): string;
  56593. /**
  56594. * Gets the uv input component
  56595. */
  56596. readonly uv: NodeMaterialConnectionPoint;
  56597. /**
  56598. * Gets the rgba output component
  56599. */
  56600. readonly rgba: NodeMaterialConnectionPoint;
  56601. /**
  56602. * Gets the rgb output component
  56603. */
  56604. readonly rgb: NodeMaterialConnectionPoint;
  56605. /**
  56606. * Gets the r output component
  56607. */
  56608. readonly r: NodeMaterialConnectionPoint;
  56609. /**
  56610. * Gets the g output component
  56611. */
  56612. readonly g: NodeMaterialConnectionPoint;
  56613. /**
  56614. * Gets the b output component
  56615. */
  56616. readonly b: NodeMaterialConnectionPoint;
  56617. /**
  56618. * Gets the a output component
  56619. */
  56620. readonly a: NodeMaterialConnectionPoint;
  56621. readonly target: NodeMaterialBlockTargets;
  56622. autoConfigure(material: NodeMaterial): void;
  56623. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56624. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56625. private _getTextureBase;
  56626. isReady(): boolean;
  56627. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56628. private readonly _isMixed;
  56629. private _injectVertexCode;
  56630. private _writeTextureRead;
  56631. private _writeOutput;
  56632. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56633. protected _dumpPropertiesCode(): string;
  56634. serialize(): any;
  56635. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56636. }
  56637. }
  56638. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56639. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56640. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56641. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56642. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56643. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56644. import { Scene } from "babylonjs/scene";
  56645. /**
  56646. * Class used to store shared data between 2 NodeMaterialBuildState
  56647. */
  56648. export class NodeMaterialBuildStateSharedData {
  56649. /**
  56650. * Gets the list of emitted varyings
  56651. */
  56652. temps: string[];
  56653. /**
  56654. * Gets the list of emitted varyings
  56655. */
  56656. varyings: string[];
  56657. /**
  56658. * Gets the varying declaration string
  56659. */
  56660. varyingDeclaration: string;
  56661. /**
  56662. * Input blocks
  56663. */
  56664. inputBlocks: InputBlock[];
  56665. /**
  56666. * Input blocks
  56667. */
  56668. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56669. /**
  56670. * Bindable blocks (Blocks that need to set data to the effect)
  56671. */
  56672. bindableBlocks: NodeMaterialBlock[];
  56673. /**
  56674. * List of blocks that can provide a compilation fallback
  56675. */
  56676. blocksWithFallbacks: NodeMaterialBlock[];
  56677. /**
  56678. * List of blocks that can provide a define update
  56679. */
  56680. blocksWithDefines: NodeMaterialBlock[];
  56681. /**
  56682. * List of blocks that can provide a repeatable content
  56683. */
  56684. repeatableContentBlocks: NodeMaterialBlock[];
  56685. /**
  56686. * List of blocks that can provide a dynamic list of uniforms
  56687. */
  56688. dynamicUniformBlocks: NodeMaterialBlock[];
  56689. /**
  56690. * List of blocks that can block the isReady function for the material
  56691. */
  56692. blockingBlocks: NodeMaterialBlock[];
  56693. /**
  56694. * Gets the list of animated inputs
  56695. */
  56696. animatedInputs: InputBlock[];
  56697. /**
  56698. * Build Id used to avoid multiple recompilations
  56699. */
  56700. buildId: number;
  56701. /** List of emitted variables */
  56702. variableNames: {
  56703. [key: string]: number;
  56704. };
  56705. /** List of emitted defines */
  56706. defineNames: {
  56707. [key: string]: number;
  56708. };
  56709. /** Should emit comments? */
  56710. emitComments: boolean;
  56711. /** Emit build activity */
  56712. verbose: boolean;
  56713. /** Gets or sets the hosting scene */
  56714. scene: Scene;
  56715. /**
  56716. * Gets the compilation hints emitted at compilation time
  56717. */
  56718. hints: {
  56719. needWorldViewMatrix: boolean;
  56720. needWorldViewProjectionMatrix: boolean;
  56721. needAlphaBlending: boolean;
  56722. needAlphaTesting: boolean;
  56723. };
  56724. /**
  56725. * List of compilation checks
  56726. */
  56727. checks: {
  56728. emitVertex: boolean;
  56729. emitFragment: boolean;
  56730. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56731. };
  56732. /** Creates a new shared data */
  56733. constructor();
  56734. /**
  56735. * Emits console errors and exceptions if there is a failing check
  56736. */
  56737. emitErrors(): void;
  56738. }
  56739. }
  56740. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56741. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56742. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56743. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56744. /**
  56745. * Class used to store node based material build state
  56746. */
  56747. export class NodeMaterialBuildState {
  56748. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56749. supportUniformBuffers: boolean;
  56750. /**
  56751. * Gets the list of emitted attributes
  56752. */
  56753. attributes: string[];
  56754. /**
  56755. * Gets the list of emitted uniforms
  56756. */
  56757. uniforms: string[];
  56758. /**
  56759. * Gets the list of emitted constants
  56760. */
  56761. constants: string[];
  56762. /**
  56763. * Gets the list of emitted samplers
  56764. */
  56765. samplers: string[];
  56766. /**
  56767. * Gets the list of emitted functions
  56768. */
  56769. functions: {
  56770. [key: string]: string;
  56771. };
  56772. /**
  56773. * Gets the list of emitted extensions
  56774. */
  56775. extensions: {
  56776. [key: string]: string;
  56777. };
  56778. /**
  56779. * Gets the target of the compilation state
  56780. */
  56781. target: NodeMaterialBlockTargets;
  56782. /**
  56783. * Gets the list of emitted counters
  56784. */
  56785. counters: {
  56786. [key: string]: number;
  56787. };
  56788. /**
  56789. * Shared data between multiple NodeMaterialBuildState instances
  56790. */
  56791. sharedData: NodeMaterialBuildStateSharedData;
  56792. /** @hidden */
  56793. _vertexState: NodeMaterialBuildState;
  56794. /** @hidden */
  56795. _attributeDeclaration: string;
  56796. /** @hidden */
  56797. _uniformDeclaration: string;
  56798. /** @hidden */
  56799. _constantDeclaration: string;
  56800. /** @hidden */
  56801. _samplerDeclaration: string;
  56802. /** @hidden */
  56803. _varyingTransfer: string;
  56804. private _repeatableContentAnchorIndex;
  56805. /** @hidden */
  56806. _builtCompilationString: string;
  56807. /**
  56808. * Gets the emitted compilation strings
  56809. */
  56810. compilationString: string;
  56811. /**
  56812. * Finalize the compilation strings
  56813. * @param state defines the current compilation state
  56814. */
  56815. finalize(state: NodeMaterialBuildState): void;
  56816. /** @hidden */
  56817. readonly _repeatableContentAnchor: string;
  56818. /** @hidden */
  56819. _getFreeVariableName(prefix: string): string;
  56820. /** @hidden */
  56821. _getFreeDefineName(prefix: string): string;
  56822. /** @hidden */
  56823. _excludeVariableName(name: string): void;
  56824. /** @hidden */
  56825. _emit2DSampler(name: string): void;
  56826. /** @hidden */
  56827. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56828. /** @hidden */
  56829. _emitExtension(name: string, extension: string): void;
  56830. /** @hidden */
  56831. _emitFunction(name: string, code: string, comments: string): void;
  56832. /** @hidden */
  56833. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56834. replaceStrings?: {
  56835. search: RegExp;
  56836. replace: string;
  56837. }[];
  56838. repeatKey?: string;
  56839. }): string;
  56840. /** @hidden */
  56841. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56842. repeatKey?: string;
  56843. removeAttributes?: boolean;
  56844. removeUniforms?: boolean;
  56845. removeVaryings?: boolean;
  56846. removeIfDef?: boolean;
  56847. replaceStrings?: {
  56848. search: RegExp;
  56849. replace: string;
  56850. }[];
  56851. }, storeKey?: string): void;
  56852. /** @hidden */
  56853. _registerTempVariable(name: string): boolean;
  56854. /** @hidden */
  56855. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56856. /** @hidden */
  56857. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56858. /** @hidden */
  56859. _emitFloat(value: number): string;
  56860. }
  56861. }
  56862. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56863. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56864. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56865. import { Nullable } from "babylonjs/types";
  56866. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56867. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56868. import { Effect } from "babylonjs/Materials/effect";
  56869. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56870. import { Mesh } from "babylonjs/Meshes/mesh";
  56871. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56872. import { Scene } from "babylonjs/scene";
  56873. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56874. /**
  56875. * Defines a block that can be used inside a node based material
  56876. */
  56877. export class NodeMaterialBlock {
  56878. private _buildId;
  56879. private _buildTarget;
  56880. private _target;
  56881. private _isFinalMerger;
  56882. private _isInput;
  56883. protected _isUnique: boolean;
  56884. /** @hidden */
  56885. _codeVariableName: string;
  56886. /** @hidden */
  56887. _inputs: NodeMaterialConnectionPoint[];
  56888. /** @hidden */
  56889. _outputs: NodeMaterialConnectionPoint[];
  56890. /** @hidden */
  56891. _preparationId: number;
  56892. /**
  56893. * Gets or sets the name of the block
  56894. */
  56895. name: string;
  56896. /**
  56897. * Gets or sets the unique id of the node
  56898. */
  56899. uniqueId: number;
  56900. /**
  56901. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  56902. */
  56903. readonly isUnique: boolean;
  56904. /**
  56905. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56906. */
  56907. readonly isFinalMerger: boolean;
  56908. /**
  56909. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56910. */
  56911. readonly isInput: boolean;
  56912. /**
  56913. * Gets or sets the build Id
  56914. */
  56915. buildId: number;
  56916. /**
  56917. * Gets or sets the target of the block
  56918. */
  56919. target: NodeMaterialBlockTargets;
  56920. /**
  56921. * Gets the list of input points
  56922. */
  56923. readonly inputs: NodeMaterialConnectionPoint[];
  56924. /** Gets the list of output points */
  56925. readonly outputs: NodeMaterialConnectionPoint[];
  56926. /**
  56927. * Find an input by its name
  56928. * @param name defines the name of the input to look for
  56929. * @returns the input or null if not found
  56930. */
  56931. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56932. /**
  56933. * Find an output by its name
  56934. * @param name defines the name of the outputto look for
  56935. * @returns the output or null if not found
  56936. */
  56937. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56938. /**
  56939. * Creates a new NodeMaterialBlock
  56940. * @param name defines the block name
  56941. * @param target defines the target of that block (Vertex by default)
  56942. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56943. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56944. */
  56945. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56946. /**
  56947. * Initialize the block and prepare the context for build
  56948. * @param state defines the state that will be used for the build
  56949. */
  56950. initialize(state: NodeMaterialBuildState): void;
  56951. /**
  56952. * Bind data to effect. Will only be called for blocks with isBindable === true
  56953. * @param effect defines the effect to bind data to
  56954. * @param nodeMaterial defines the hosting NodeMaterial
  56955. * @param mesh defines the mesh that will be rendered
  56956. */
  56957. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56958. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56959. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56960. protected _writeFloat(value: number): string;
  56961. /**
  56962. * Gets the current class name e.g. "NodeMaterialBlock"
  56963. * @returns the class name
  56964. */
  56965. getClassName(): string;
  56966. /**
  56967. * Register a new input. Must be called inside a block constructor
  56968. * @param name defines the connection point name
  56969. * @param type defines the connection point type
  56970. * @param isOptional defines a boolean indicating that this input can be omitted
  56971. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56972. * @returns the current block
  56973. */
  56974. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56975. /**
  56976. * Register a new output. Must be called inside a block constructor
  56977. * @param name defines the connection point name
  56978. * @param type defines the connection point type
  56979. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56980. * @returns the current block
  56981. */
  56982. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56983. /**
  56984. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56985. * @param forOutput defines an optional connection point to check compatibility with
  56986. * @returns the first available input or null
  56987. */
  56988. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56989. /**
  56990. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56991. * @param forBlock defines an optional block to check compatibility with
  56992. * @returns the first available input or null
  56993. */
  56994. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56995. /**
  56996. * Gets the sibling of the given output
  56997. * @param current defines the current output
  56998. * @returns the next output in the list or null
  56999. */
  57000. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  57001. /**
  57002. * Connect current block with another block
  57003. * @param other defines the block to connect with
  57004. * @param options define the various options to help pick the right connections
  57005. * @returns the current block
  57006. */
  57007. connectTo(other: NodeMaterialBlock, options?: {
  57008. input?: string;
  57009. output?: string;
  57010. outputSwizzle?: string;
  57011. }): this | undefined;
  57012. protected _buildBlock(state: NodeMaterialBuildState): void;
  57013. /**
  57014. * Add uniforms, samplers and uniform buffers at compilation time
  57015. * @param state defines the state to update
  57016. * @param nodeMaterial defines the node material requesting the update
  57017. * @param defines defines the material defines to update
  57018. * @param uniformBuffers defines the list of uniform buffer names
  57019. */
  57020. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57021. /**
  57022. * Add potential fallbacks if shader compilation fails
  57023. * @param mesh defines the mesh to be rendered
  57024. * @param fallbacks defines the current prioritized list of fallbacks
  57025. */
  57026. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  57027. /**
  57028. * Initialize defines for shader compilation
  57029. * @param mesh defines the mesh to be rendered
  57030. * @param nodeMaterial defines the node material requesting the update
  57031. * @param defines defines the material defines to update
  57032. * @param useInstances specifies that instances should be used
  57033. */
  57034. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57035. /**
  57036. * Update defines for shader compilation
  57037. * @param mesh defines the mesh to be rendered
  57038. * @param nodeMaterial defines the node material requesting the update
  57039. * @param defines defines the material defines to update
  57040. * @param useInstances specifies that instances should be used
  57041. */
  57042. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57043. /**
  57044. * Lets the block try to connect some inputs automatically
  57045. * @param material defines the hosting NodeMaterial
  57046. */
  57047. autoConfigure(material: NodeMaterial): void;
  57048. /**
  57049. * Function called when a block is declared as repeatable content generator
  57050. * @param vertexShaderState defines the current compilation state for the vertex shader
  57051. * @param fragmentShaderState defines the current compilation state for the fragment shader
  57052. * @param mesh defines the mesh to be rendered
  57053. * @param defines defines the material defines to update
  57054. */
  57055. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57056. /**
  57057. * Checks if the block is ready
  57058. * @param mesh defines the mesh to be rendered
  57059. * @param nodeMaterial defines the node material requesting the update
  57060. * @param defines defines the material defines to update
  57061. * @param useInstances specifies that instances should be used
  57062. * @returns true if the block is ready
  57063. */
  57064. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  57065. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  57066. private _processBuild;
  57067. /**
  57068. * Compile the current node and generate the shader code
  57069. * @param state defines the current compilation state (uniforms, samplers, current string)
  57070. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  57071. * @returns true if already built
  57072. */
  57073. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  57074. protected _inputRename(name: string): string;
  57075. protected _outputRename(name: string): string;
  57076. protected _dumpPropertiesCode(): string;
  57077. /** @hidden */
  57078. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  57079. /** @hidden */
  57080. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  57081. /**
  57082. * Clone the current block to a new identical block
  57083. * @param scene defines the hosting scene
  57084. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  57085. * @returns a copy of the current block
  57086. */
  57087. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  57088. /**
  57089. * Serializes this block in a JSON representation
  57090. * @returns the serialized block object
  57091. */
  57092. serialize(): any;
  57093. /** @hidden */
  57094. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57095. /**
  57096. * Release resources
  57097. */
  57098. dispose(): void;
  57099. }
  57100. }
  57101. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  57102. /**
  57103. * Enum defining the type of animations supported by InputBlock
  57104. */
  57105. export enum AnimatedInputBlockTypes {
  57106. /** No animation */
  57107. None = 0,
  57108. /** Time based animation. Will only work for floats */
  57109. Time = 1
  57110. }
  57111. }
  57112. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  57113. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57114. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  57115. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  57116. import { Nullable } from "babylonjs/types";
  57117. import { Effect } from "babylonjs/Materials/effect";
  57118. import { Matrix } from "babylonjs/Maths/math.vector";
  57119. import { Scene } from "babylonjs/scene";
  57120. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57121. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57122. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  57123. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57124. /**
  57125. * Block used to expose an input value
  57126. */
  57127. export class InputBlock extends NodeMaterialBlock {
  57128. private _mode;
  57129. private _associatedVariableName;
  57130. private _storedValue;
  57131. private _valueCallback;
  57132. private _type;
  57133. private _animationType;
  57134. /** Gets or set a value used to limit the range of float values */
  57135. min: number;
  57136. /** Gets or set a value used to limit the range of float values */
  57137. max: number;
  57138. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  57139. matrixMode: number;
  57140. /** @hidden */
  57141. _systemValue: Nullable<NodeMaterialSystemValues>;
  57142. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  57143. visibleInInspector: boolean;
  57144. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  57145. isConstant: boolean;
  57146. /**
  57147. * Gets or sets the connection point type (default is float)
  57148. */
  57149. readonly type: NodeMaterialBlockConnectionPointTypes;
  57150. /**
  57151. * Creates a new InputBlock
  57152. * @param name defines the block name
  57153. * @param target defines the target of that block (Vertex by default)
  57154. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  57155. */
  57156. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  57157. /**
  57158. * Gets the output component
  57159. */
  57160. readonly output: NodeMaterialConnectionPoint;
  57161. /**
  57162. * Set the source of this connection point to a vertex attribute
  57163. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  57164. * @returns the current connection point
  57165. */
  57166. setAsAttribute(attributeName?: string): InputBlock;
  57167. /**
  57168. * Set the source of this connection point to a system value
  57169. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  57170. * @returns the current connection point
  57171. */
  57172. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  57173. /**
  57174. * Gets or sets the value of that point.
  57175. * Please note that this value will be ignored if valueCallback is defined
  57176. */
  57177. value: any;
  57178. /**
  57179. * Gets or sets a callback used to get the value of that point.
  57180. * Please note that setting this value will force the connection point to ignore the value property
  57181. */
  57182. valueCallback: () => any;
  57183. /**
  57184. * Gets or sets the associated variable name in the shader
  57185. */
  57186. associatedVariableName: string;
  57187. /** Gets or sets the type of animation applied to the input */
  57188. animationType: AnimatedInputBlockTypes;
  57189. /**
  57190. * Gets a boolean indicating that this connection point not defined yet
  57191. */
  57192. readonly isUndefined: boolean;
  57193. /**
  57194. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  57195. * In this case the connection point name must be the name of the uniform to use.
  57196. * Can only be set on inputs
  57197. */
  57198. isUniform: boolean;
  57199. /**
  57200. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  57201. * In this case the connection point name must be the name of the attribute to use
  57202. * Can only be set on inputs
  57203. */
  57204. isAttribute: boolean;
  57205. /**
  57206. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  57207. * Can only be set on exit points
  57208. */
  57209. isVarying: boolean;
  57210. /**
  57211. * Gets a boolean indicating that the current connection point is a system value
  57212. */
  57213. readonly isSystemValue: boolean;
  57214. /**
  57215. * Gets or sets the current well known value or null if not defined as a system value
  57216. */
  57217. systemValue: Nullable<NodeMaterialSystemValues>;
  57218. /**
  57219. * Gets the current class name
  57220. * @returns the class name
  57221. */
  57222. getClassName(): string;
  57223. /**
  57224. * Animate the input if animationType !== None
  57225. * @param scene defines the rendering scene
  57226. */
  57227. animate(scene: Scene): void;
  57228. private _emitDefine;
  57229. initialize(state: NodeMaterialBuildState): void;
  57230. /**
  57231. * Set the input block to its default value (based on its type)
  57232. */
  57233. setDefaultValue(): void;
  57234. private _emitConstant;
  57235. private _emit;
  57236. /** @hidden */
  57237. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  57238. /** @hidden */
  57239. _transmit(effect: Effect, scene: Scene): void;
  57240. protected _buildBlock(state: NodeMaterialBuildState): void;
  57241. protected _dumpPropertiesCode(): string;
  57242. serialize(): any;
  57243. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57244. }
  57245. }
  57246. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  57247. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  57248. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  57249. import { Nullable } from "babylonjs/types";
  57250. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57251. import { Observable } from "babylonjs/Misc/observable";
  57252. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57253. /**
  57254. * Enum used to define the compatibility state between two connection points
  57255. */
  57256. export enum NodeMaterialConnectionPointCompatibilityStates {
  57257. /** Points are compatibles */
  57258. Compatible = 0,
  57259. /** Points are incompatible because of their types */
  57260. TypeIncompatible = 1,
  57261. /** Points are incompatible because of their targets (vertex vs fragment) */
  57262. TargetIncompatible = 2
  57263. }
  57264. /**
  57265. * Defines a connection point for a block
  57266. */
  57267. export class NodeMaterialConnectionPoint {
  57268. /** @hidden */
  57269. _ownerBlock: NodeMaterialBlock;
  57270. /** @hidden */
  57271. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57272. private _endpoints;
  57273. private _associatedVariableName;
  57274. /** @hidden */
  57275. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57276. /** @hidden */
  57277. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57278. private _type;
  57279. /** @hidden */
  57280. _enforceAssociatedVariableName: boolean;
  57281. /**
  57282. * Gets or sets the additional types supported by this connection point
  57283. */
  57284. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57285. /**
  57286. * Gets or sets the additional types excluded by this connection point
  57287. */
  57288. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57289. /**
  57290. * Observable triggered when this point is connected
  57291. */
  57292. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  57293. /**
  57294. * Gets or sets the associated variable name in the shader
  57295. */
  57296. associatedVariableName: string;
  57297. /**
  57298. * Gets or sets the connection point type (default is float)
  57299. */
  57300. type: NodeMaterialBlockConnectionPointTypes;
  57301. /**
  57302. * Gets or sets the connection point name
  57303. */
  57304. name: string;
  57305. /**
  57306. * Gets or sets a boolean indicating that this connection point can be omitted
  57307. */
  57308. isOptional: boolean;
  57309. /**
  57310. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  57311. */
  57312. define: string;
  57313. /** @hidden */
  57314. _prioritizeVertex: boolean;
  57315. private _target;
  57316. /** Gets or sets the target of that connection point */
  57317. target: NodeMaterialBlockTargets;
  57318. /**
  57319. * Gets a boolean indicating that the current point is connected
  57320. */
  57321. readonly isConnected: boolean;
  57322. /**
  57323. * Gets a boolean indicating that the current point is connected to an input block
  57324. */
  57325. readonly isConnectedToInputBlock: boolean;
  57326. /**
  57327. * Gets a the connected input block (if any)
  57328. */
  57329. readonly connectInputBlock: Nullable<InputBlock>;
  57330. /** Get the other side of the connection (if any) */
  57331. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57332. /** Get the block that owns this connection point */
  57333. readonly ownerBlock: NodeMaterialBlock;
  57334. /** Get the block connected on the other side of this connection (if any) */
  57335. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  57336. /** Get the block connected on the endpoints of this connection (if any) */
  57337. readonly connectedBlocks: Array<NodeMaterialBlock>;
  57338. /** Gets the list of connected endpoints */
  57339. readonly endpoints: NodeMaterialConnectionPoint[];
  57340. /** Gets a boolean indicating if that output point is connected to at least one input */
  57341. readonly hasEndpoints: boolean;
  57342. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  57343. readonly isConnectedInVertexShader: boolean;
  57344. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  57345. readonly isConnectedInFragmentShader: boolean;
  57346. /**
  57347. * Creates a new connection point
  57348. * @param name defines the connection point name
  57349. * @param ownerBlock defines the block hosting this connection point
  57350. */
  57351. constructor(name: string, ownerBlock: NodeMaterialBlock);
  57352. /**
  57353. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  57354. * @returns the class name
  57355. */
  57356. getClassName(): string;
  57357. /**
  57358. * Gets a boolean indicating if the current point can be connected to another point
  57359. * @param connectionPoint defines the other connection point
  57360. * @returns a boolean
  57361. */
  57362. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  57363. /**
  57364. * Gets a number indicating if the current point can be connected to another point
  57365. * @param connectionPoint defines the other connection point
  57366. * @returns a number defining the compatibility state
  57367. */
  57368. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  57369. /**
  57370. * Connect this point to another connection point
  57371. * @param connectionPoint defines the other connection point
  57372. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  57373. * @returns the current connection point
  57374. */
  57375. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  57376. /**
  57377. * Disconnect this point from one of his endpoint
  57378. * @param endpoint defines the other connection point
  57379. * @returns the current connection point
  57380. */
  57381. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  57382. /**
  57383. * Serializes this point in a JSON representation
  57384. * @returns the serialized point object
  57385. */
  57386. serialize(): any;
  57387. /**
  57388. * Release resources
  57389. */
  57390. dispose(): void;
  57391. }
  57392. }
  57393. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  57394. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57395. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57396. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57397. import { Mesh } from "babylonjs/Meshes/mesh";
  57398. import { Effect } from "babylonjs/Materials/effect";
  57399. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57400. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57401. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  57402. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  57403. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  57404. /**
  57405. * Block used to add support for vertex skinning (bones)
  57406. */
  57407. export class BonesBlock extends NodeMaterialBlock {
  57408. /**
  57409. * Creates a new BonesBlock
  57410. * @param name defines the block name
  57411. */
  57412. constructor(name: string);
  57413. /**
  57414. * Initialize the block and prepare the context for build
  57415. * @param state defines the state that will be used for the build
  57416. */
  57417. initialize(state: NodeMaterialBuildState): void;
  57418. /**
  57419. * Gets the current class name
  57420. * @returns the class name
  57421. */
  57422. getClassName(): string;
  57423. /**
  57424. * Gets the matrix indices input component
  57425. */
  57426. readonly matricesIndices: NodeMaterialConnectionPoint;
  57427. /**
  57428. * Gets the matrix weights input component
  57429. */
  57430. readonly matricesWeights: NodeMaterialConnectionPoint;
  57431. /**
  57432. * Gets the extra matrix indices input component
  57433. */
  57434. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  57435. /**
  57436. * Gets the extra matrix weights input component
  57437. */
  57438. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  57439. /**
  57440. * Gets the world input component
  57441. */
  57442. readonly world: NodeMaterialConnectionPoint;
  57443. /**
  57444. * Gets the output component
  57445. */
  57446. readonly output: NodeMaterialConnectionPoint;
  57447. autoConfigure(material: NodeMaterial): void;
  57448. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  57449. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57450. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57451. protected _buildBlock(state: NodeMaterialBuildState): this;
  57452. }
  57453. }
  57454. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  57455. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57456. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57457. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57458. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57459. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57460. /**
  57461. * Block used to add support for instances
  57462. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  57463. */
  57464. export class InstancesBlock extends NodeMaterialBlock {
  57465. /**
  57466. * Creates a new InstancesBlock
  57467. * @param name defines the block name
  57468. */
  57469. constructor(name: string);
  57470. /**
  57471. * Gets the current class name
  57472. * @returns the class name
  57473. */
  57474. getClassName(): string;
  57475. /**
  57476. * Gets the first world row input component
  57477. */
  57478. readonly world0: NodeMaterialConnectionPoint;
  57479. /**
  57480. * Gets the second world row input component
  57481. */
  57482. readonly world1: NodeMaterialConnectionPoint;
  57483. /**
  57484. * Gets the third world row input component
  57485. */
  57486. readonly world2: NodeMaterialConnectionPoint;
  57487. /**
  57488. * Gets the forth world row input component
  57489. */
  57490. readonly world3: NodeMaterialConnectionPoint;
  57491. /**
  57492. * Gets the world input component
  57493. */
  57494. readonly world: NodeMaterialConnectionPoint;
  57495. /**
  57496. * Gets the output component
  57497. */
  57498. readonly output: NodeMaterialConnectionPoint;
  57499. autoConfigure(material: NodeMaterial): void;
  57500. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57501. protected _buildBlock(state: NodeMaterialBuildState): this;
  57502. }
  57503. }
  57504. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  57505. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57506. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57507. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57508. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57509. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57510. import { Effect } from "babylonjs/Materials/effect";
  57511. import { Mesh } from "babylonjs/Meshes/mesh";
  57512. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  57513. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  57514. /**
  57515. * Block used to add morph targets support to vertex shader
  57516. */
  57517. export class MorphTargetsBlock extends NodeMaterialBlock {
  57518. private _repeatableContentAnchor;
  57519. private _repeatebleContentGenerated;
  57520. /**
  57521. * Create a new MorphTargetsBlock
  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 position input component
  57532. */
  57533. readonly position: NodeMaterialConnectionPoint;
  57534. /**
  57535. * Gets the normal input component
  57536. */
  57537. readonly normal: NodeMaterialConnectionPoint;
  57538. /**
  57539. * Gets the tangent input component
  57540. */
  57541. readonly tangent: NodeMaterialConnectionPoint;
  57542. /**
  57543. * Gets the tangent input component
  57544. */
  57545. readonly uv: NodeMaterialConnectionPoint;
  57546. /**
  57547. * Gets the position output component
  57548. */
  57549. readonly positionOutput: NodeMaterialConnectionPoint;
  57550. /**
  57551. * Gets the normal output component
  57552. */
  57553. readonly normalOutput: NodeMaterialConnectionPoint;
  57554. /**
  57555. * Gets the tangent output component
  57556. */
  57557. readonly tangentOutput: NodeMaterialConnectionPoint;
  57558. /**
  57559. * Gets the tangent output component
  57560. */
  57561. readonly uvOutput: NodeMaterialConnectionPoint;
  57562. initialize(state: NodeMaterialBuildState): void;
  57563. autoConfigure(material: NodeMaterial): void;
  57564. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57565. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57566. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57567. protected _buildBlock(state: NodeMaterialBuildState): this;
  57568. }
  57569. }
  57570. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  57571. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57572. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57573. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57574. import { Nullable } from "babylonjs/types";
  57575. import { Scene } from "babylonjs/scene";
  57576. import { Effect } from "babylonjs/Materials/effect";
  57577. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57578. import { Mesh } from "babylonjs/Meshes/mesh";
  57579. import { Light } from "babylonjs/Lights/light";
  57580. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57581. /**
  57582. * Block used to get data information from a light
  57583. */
  57584. export class LightInformationBlock extends NodeMaterialBlock {
  57585. private _lightDataUniformName;
  57586. private _lightColorUniformName;
  57587. private _lightTypeDefineName;
  57588. /**
  57589. * Gets or sets the light associated with this block
  57590. */
  57591. light: Nullable<Light>;
  57592. /**
  57593. * Creates a new LightInformationBlock
  57594. * @param name defines the block name
  57595. */
  57596. constructor(name: string);
  57597. /**
  57598. * Gets the current class name
  57599. * @returns the class name
  57600. */
  57601. getClassName(): string;
  57602. /**
  57603. * Gets the world position input component
  57604. */
  57605. readonly worldPosition: NodeMaterialConnectionPoint;
  57606. /**
  57607. * Gets the direction output component
  57608. */
  57609. readonly direction: NodeMaterialConnectionPoint;
  57610. /**
  57611. * Gets the direction output component
  57612. */
  57613. readonly color: NodeMaterialConnectionPoint;
  57614. /**
  57615. * Gets the direction output component
  57616. */
  57617. readonly intensity: NodeMaterialConnectionPoint;
  57618. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57619. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57620. protected _buildBlock(state: NodeMaterialBuildState): this;
  57621. serialize(): any;
  57622. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57623. }
  57624. }
  57625. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  57626. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  57627. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  57628. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  57629. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57630. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57631. }
  57632. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57633. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57634. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57635. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57636. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57637. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57638. import { Effect } from "babylonjs/Materials/effect";
  57639. import { Mesh } from "babylonjs/Meshes/mesh";
  57640. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57641. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57642. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57643. /**
  57644. * Block used to add image processing support to fragment shader
  57645. */
  57646. export class ImageProcessingBlock extends NodeMaterialBlock {
  57647. /**
  57648. * Create a new ImageProcessingBlock
  57649. * @param name defines the block name
  57650. */
  57651. constructor(name: string);
  57652. /**
  57653. * Gets the current class name
  57654. * @returns the class name
  57655. */
  57656. getClassName(): string;
  57657. /**
  57658. * Gets the color input component
  57659. */
  57660. readonly color: NodeMaterialConnectionPoint;
  57661. /**
  57662. * Gets the output component
  57663. */
  57664. readonly output: NodeMaterialConnectionPoint;
  57665. /**
  57666. * Initialize the block and prepare the context for build
  57667. * @param state defines the state that will be used for the build
  57668. */
  57669. initialize(state: NodeMaterialBuildState): void;
  57670. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57671. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57672. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57673. protected _buildBlock(state: NodeMaterialBuildState): this;
  57674. }
  57675. }
  57676. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57677. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57678. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57679. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57680. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57681. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57682. import { Effect } from "babylonjs/Materials/effect";
  57683. import { Mesh } from "babylonjs/Meshes/mesh";
  57684. import { Scene } from "babylonjs/scene";
  57685. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57686. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57687. /**
  57688. * Block used to pertub normals based on a normal map
  57689. */
  57690. export class PerturbNormalBlock extends NodeMaterialBlock {
  57691. private _tangentSpaceParameterName;
  57692. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57693. invertX: boolean;
  57694. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57695. invertY: boolean;
  57696. /**
  57697. * Create a new PerturbNormalBlock
  57698. * @param name defines the block name
  57699. */
  57700. constructor(name: string);
  57701. /**
  57702. * Gets the current class name
  57703. * @returns the class name
  57704. */
  57705. getClassName(): string;
  57706. /**
  57707. * Gets the world position input component
  57708. */
  57709. readonly worldPosition: NodeMaterialConnectionPoint;
  57710. /**
  57711. * Gets the world normal input component
  57712. */
  57713. readonly worldNormal: NodeMaterialConnectionPoint;
  57714. /**
  57715. * Gets the uv input component
  57716. */
  57717. readonly uv: NodeMaterialConnectionPoint;
  57718. /**
  57719. * Gets the normal map color input component
  57720. */
  57721. readonly normalMapColor: NodeMaterialConnectionPoint;
  57722. /**
  57723. * Gets the strength input component
  57724. */
  57725. readonly strength: NodeMaterialConnectionPoint;
  57726. /**
  57727. * Gets the output component
  57728. */
  57729. readonly output: NodeMaterialConnectionPoint;
  57730. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57731. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57732. autoConfigure(material: NodeMaterial): void;
  57733. protected _buildBlock(state: NodeMaterialBuildState): this;
  57734. protected _dumpPropertiesCode(): string;
  57735. serialize(): any;
  57736. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57737. }
  57738. }
  57739. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57740. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57741. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57742. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57743. /**
  57744. * Block used to discard a pixel if a value is smaller than a cutoff
  57745. */
  57746. export class DiscardBlock extends NodeMaterialBlock {
  57747. /**
  57748. * Create a new DiscardBlock
  57749. * @param name defines the block name
  57750. */
  57751. constructor(name: string);
  57752. /**
  57753. * Gets the current class name
  57754. * @returns the class name
  57755. */
  57756. getClassName(): string;
  57757. /**
  57758. * Gets the color input component
  57759. */
  57760. readonly value: NodeMaterialConnectionPoint;
  57761. /**
  57762. * Gets the cutoff input component
  57763. */
  57764. readonly cutoff: NodeMaterialConnectionPoint;
  57765. protected _buildBlock(state: NodeMaterialBuildState): this;
  57766. }
  57767. }
  57768. declare module "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock" {
  57769. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57770. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57771. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57772. /**
  57773. * Block used to test if the fragment shader is front facing
  57774. */
  57775. export class FrontFacingBlock extends NodeMaterialBlock {
  57776. /**
  57777. * Creates a new FrontFacingBlock
  57778. * @param name defines the block name
  57779. */
  57780. constructor(name: string);
  57781. /**
  57782. * Gets the current class name
  57783. * @returns the class name
  57784. */
  57785. getClassName(): string;
  57786. /**
  57787. * Gets the output component
  57788. */
  57789. readonly output: NodeMaterialConnectionPoint;
  57790. protected _buildBlock(state: NodeMaterialBuildState): this;
  57791. }
  57792. }
  57793. declare module "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock" {
  57794. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57795. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57796. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57797. /**
  57798. * Block used to get the derivative value on x and y of a given input
  57799. */
  57800. export class DerivativeBlock extends NodeMaterialBlock {
  57801. /**
  57802. * Create a new DerivativeBlock
  57803. * @param name defines the block name
  57804. */
  57805. constructor(name: string);
  57806. /**
  57807. * Gets the current class name
  57808. * @returns the class name
  57809. */
  57810. getClassName(): string;
  57811. /**
  57812. * Gets the input component
  57813. */
  57814. readonly input: NodeMaterialConnectionPoint;
  57815. /**
  57816. * Gets the derivative output on x
  57817. */
  57818. readonly dx: NodeMaterialConnectionPoint;
  57819. /**
  57820. * Gets the derivative output on y
  57821. */
  57822. readonly dy: NodeMaterialConnectionPoint;
  57823. protected _buildBlock(state: NodeMaterialBuildState): this;
  57824. }
  57825. }
  57826. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57827. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57828. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57829. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57830. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57831. export * from "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock";
  57832. export * from "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock";
  57833. }
  57834. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57835. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57836. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57837. import { Mesh } from "babylonjs/Meshes/mesh";
  57838. import { Effect } from "babylonjs/Materials/effect";
  57839. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57840. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57841. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57842. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57843. /**
  57844. * Block used to add support for scene fog
  57845. */
  57846. export class FogBlock extends NodeMaterialBlock {
  57847. private _fogDistanceName;
  57848. private _fogParameters;
  57849. /**
  57850. * Create a new FogBlock
  57851. * @param name defines the block name
  57852. */
  57853. constructor(name: string);
  57854. /**
  57855. * Gets the current class name
  57856. * @returns the class name
  57857. */
  57858. getClassName(): string;
  57859. /**
  57860. * Gets the world position input component
  57861. */
  57862. readonly worldPosition: NodeMaterialConnectionPoint;
  57863. /**
  57864. * Gets the view input component
  57865. */
  57866. readonly view: NodeMaterialConnectionPoint;
  57867. /**
  57868. * Gets the color input component
  57869. */
  57870. readonly input: NodeMaterialConnectionPoint;
  57871. /**
  57872. * Gets the fog color input component
  57873. */
  57874. readonly fogColor: NodeMaterialConnectionPoint;
  57875. /**
  57876. * Gets the output component
  57877. */
  57878. readonly output: NodeMaterialConnectionPoint;
  57879. autoConfigure(material: NodeMaterial): void;
  57880. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57881. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57882. protected _buildBlock(state: NodeMaterialBuildState): this;
  57883. }
  57884. }
  57885. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57886. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57887. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57888. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57889. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57890. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57891. import { Effect } from "babylonjs/Materials/effect";
  57892. import { Mesh } from "babylonjs/Meshes/mesh";
  57893. import { Light } from "babylonjs/Lights/light";
  57894. import { Nullable } from "babylonjs/types";
  57895. import { Scene } from "babylonjs/scene";
  57896. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57897. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57898. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57899. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57900. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57901. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57902. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57903. /**
  57904. * Block used to add light in the fragment shader
  57905. */
  57906. export class LightBlock extends NodeMaterialBlock {
  57907. private _lightId;
  57908. /**
  57909. * Gets or sets the light associated with this block
  57910. */
  57911. light: Nullable<Light>;
  57912. /**
  57913. * Create a new LightBlock
  57914. * @param name defines the block name
  57915. */
  57916. constructor(name: string);
  57917. /**
  57918. * Gets the current class name
  57919. * @returns the class name
  57920. */
  57921. getClassName(): string;
  57922. /**
  57923. * Gets the world position input component
  57924. */
  57925. readonly worldPosition: NodeMaterialConnectionPoint;
  57926. /**
  57927. * Gets the world normal input component
  57928. */
  57929. readonly worldNormal: NodeMaterialConnectionPoint;
  57930. /**
  57931. * Gets the camera (or eye) position component
  57932. */
  57933. readonly cameraPosition: NodeMaterialConnectionPoint;
  57934. /**
  57935. * Gets the glossiness component
  57936. */
  57937. readonly glossiness: NodeMaterialConnectionPoint;
  57938. /**
  57939. * Gets the glossinness power component
  57940. */
  57941. readonly glossPower: NodeMaterialConnectionPoint;
  57942. /**
  57943. * Gets the diffuse color component
  57944. */
  57945. readonly diffuseColor: NodeMaterialConnectionPoint;
  57946. /**
  57947. * Gets the specular color component
  57948. */
  57949. readonly specularColor: NodeMaterialConnectionPoint;
  57950. /**
  57951. * Gets the diffuse output component
  57952. */
  57953. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57954. /**
  57955. * Gets the specular output component
  57956. */
  57957. readonly specularOutput: NodeMaterialConnectionPoint;
  57958. autoConfigure(material: NodeMaterial): void;
  57959. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57960. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57961. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57962. private _injectVertexCode;
  57963. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57964. serialize(): any;
  57965. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57966. }
  57967. }
  57968. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57969. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57970. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57971. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57972. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57973. }
  57974. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57975. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57976. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57977. }
  57978. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57979. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57980. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57981. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57982. /**
  57983. * Block used to multiply 2 values
  57984. */
  57985. export class MultiplyBlock extends NodeMaterialBlock {
  57986. /**
  57987. * Creates a new MultiplyBlock
  57988. * @param name defines the block name
  57989. */
  57990. constructor(name: string);
  57991. /**
  57992. * Gets the current class name
  57993. * @returns the class name
  57994. */
  57995. getClassName(): string;
  57996. /**
  57997. * Gets the left operand input component
  57998. */
  57999. readonly left: NodeMaterialConnectionPoint;
  58000. /**
  58001. * Gets the right operand input component
  58002. */
  58003. readonly right: NodeMaterialConnectionPoint;
  58004. /**
  58005. * Gets the output component
  58006. */
  58007. readonly output: NodeMaterialConnectionPoint;
  58008. protected _buildBlock(state: NodeMaterialBuildState): this;
  58009. }
  58010. }
  58011. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  58012. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58013. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58014. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58015. /**
  58016. * Block used to add 2 vectors
  58017. */
  58018. export class AddBlock extends NodeMaterialBlock {
  58019. /**
  58020. * Creates a new AddBlock
  58021. * @param name defines the block name
  58022. */
  58023. constructor(name: string);
  58024. /**
  58025. * Gets the current class name
  58026. * @returns the class name
  58027. */
  58028. getClassName(): string;
  58029. /**
  58030. * Gets the left operand input component
  58031. */
  58032. readonly left: NodeMaterialConnectionPoint;
  58033. /**
  58034. * Gets the right operand input component
  58035. */
  58036. readonly right: NodeMaterialConnectionPoint;
  58037. /**
  58038. * Gets the output component
  58039. */
  58040. readonly output: NodeMaterialConnectionPoint;
  58041. protected _buildBlock(state: NodeMaterialBuildState): this;
  58042. }
  58043. }
  58044. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  58045. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58046. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58047. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58048. /**
  58049. * Block used to scale a vector by a float
  58050. */
  58051. export class ScaleBlock extends NodeMaterialBlock {
  58052. /**
  58053. * Creates a new ScaleBlock
  58054. * @param name defines the block name
  58055. */
  58056. constructor(name: string);
  58057. /**
  58058. * Gets the current class name
  58059. * @returns the class name
  58060. */
  58061. getClassName(): string;
  58062. /**
  58063. * Gets the input component
  58064. */
  58065. readonly input: NodeMaterialConnectionPoint;
  58066. /**
  58067. * Gets the factor input component
  58068. */
  58069. readonly factor: NodeMaterialConnectionPoint;
  58070. /**
  58071. * Gets the output component
  58072. */
  58073. readonly output: NodeMaterialConnectionPoint;
  58074. protected _buildBlock(state: NodeMaterialBuildState): this;
  58075. }
  58076. }
  58077. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  58078. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58079. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58080. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58081. import { Scene } from "babylonjs/scene";
  58082. /**
  58083. * Block used to clamp a float
  58084. */
  58085. export class ClampBlock extends NodeMaterialBlock {
  58086. /** Gets or sets the minimum range */
  58087. minimum: number;
  58088. /** Gets or sets the maximum range */
  58089. maximum: number;
  58090. /**
  58091. * Creates a new ClampBlock
  58092. * @param name defines the block name
  58093. */
  58094. constructor(name: string);
  58095. /**
  58096. * Gets the current class name
  58097. * @returns the class name
  58098. */
  58099. getClassName(): string;
  58100. /**
  58101. * Gets the value input component
  58102. */
  58103. readonly value: NodeMaterialConnectionPoint;
  58104. /**
  58105. * Gets the output component
  58106. */
  58107. readonly output: NodeMaterialConnectionPoint;
  58108. protected _buildBlock(state: NodeMaterialBuildState): this;
  58109. protected _dumpPropertiesCode(): string;
  58110. serialize(): any;
  58111. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58112. }
  58113. }
  58114. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  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 apply a cross product between 2 vectors
  58120. */
  58121. export class CrossBlock extends NodeMaterialBlock {
  58122. /**
  58123. * Creates a new CrossBlock
  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/dotBlock" {
  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 apply a dot product between 2 vectors
  58153. */
  58154. export class DotBlock extends NodeMaterialBlock {
  58155. /**
  58156. * Creates a new DotBlock
  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/remapBlock" {
  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. import { Vector2 } from "babylonjs/Maths/math.vector";
  58185. import { Scene } from "babylonjs/scene";
  58186. /**
  58187. * Block used to remap a float from a range to a new one
  58188. */
  58189. export class RemapBlock extends NodeMaterialBlock {
  58190. /**
  58191. * Gets or sets the source range
  58192. */
  58193. sourceRange: Vector2;
  58194. /**
  58195. * Gets or sets the target range
  58196. */
  58197. targetRange: Vector2;
  58198. /**
  58199. * Creates a new RemapBlock
  58200. * @param name defines the block name
  58201. */
  58202. constructor(name: string);
  58203. /**
  58204. * Gets the current class name
  58205. * @returns the class name
  58206. */
  58207. getClassName(): string;
  58208. /**
  58209. * Gets the input component
  58210. */
  58211. readonly input: NodeMaterialConnectionPoint;
  58212. /**
  58213. * Gets the source min input component
  58214. */
  58215. readonly sourceMin: NodeMaterialConnectionPoint;
  58216. /**
  58217. * Gets the source max input component
  58218. */
  58219. readonly sourceMax: NodeMaterialConnectionPoint;
  58220. /**
  58221. * Gets the target min input component
  58222. */
  58223. readonly targetMin: NodeMaterialConnectionPoint;
  58224. /**
  58225. * Gets the target max input component
  58226. */
  58227. readonly targetMax: NodeMaterialConnectionPoint;
  58228. /**
  58229. * Gets the output component
  58230. */
  58231. readonly output: NodeMaterialConnectionPoint;
  58232. protected _buildBlock(state: NodeMaterialBuildState): this;
  58233. protected _dumpPropertiesCode(): string;
  58234. serialize(): any;
  58235. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58236. }
  58237. }
  58238. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  58239. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58240. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58241. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58242. /**
  58243. * Block used to normalize a vector
  58244. */
  58245. export class NormalizeBlock extends NodeMaterialBlock {
  58246. /**
  58247. * Creates a new NormalizeBlock
  58248. * @param name defines the block name
  58249. */
  58250. constructor(name: string);
  58251. /**
  58252. * Gets the current class name
  58253. * @returns the class name
  58254. */
  58255. getClassName(): string;
  58256. /**
  58257. * Gets the input component
  58258. */
  58259. readonly input: NodeMaterialConnectionPoint;
  58260. /**
  58261. * Gets the output component
  58262. */
  58263. readonly output: NodeMaterialConnectionPoint;
  58264. protected _buildBlock(state: NodeMaterialBuildState): this;
  58265. }
  58266. }
  58267. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  58268. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58269. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58270. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58271. import { Scene } from "babylonjs/scene";
  58272. /**
  58273. * Operations supported by the Trigonometry block
  58274. */
  58275. export enum TrigonometryBlockOperations {
  58276. /** Cos */
  58277. Cos = 0,
  58278. /** Sin */
  58279. Sin = 1,
  58280. /** Abs */
  58281. Abs = 2,
  58282. /** Exp */
  58283. Exp = 3,
  58284. /** Exp2 */
  58285. Exp2 = 4,
  58286. /** Round */
  58287. Round = 5,
  58288. /** Floor */
  58289. Floor = 6,
  58290. /** Ceiling */
  58291. Ceiling = 7,
  58292. /** Square root */
  58293. Sqrt = 8,
  58294. /** Log */
  58295. Log = 9,
  58296. /** Tangent */
  58297. Tan = 10,
  58298. /** Arc tangent */
  58299. ArcTan = 11,
  58300. /** Arc cosinus */
  58301. ArcCos = 12,
  58302. /** Arc sinus */
  58303. ArcSin = 13,
  58304. /** Fraction */
  58305. Fract = 14,
  58306. /** Sign */
  58307. Sign = 15,
  58308. /** To radians (from degrees) */
  58309. Radians = 16,
  58310. /** To degrees (from radians) */
  58311. Degrees = 17
  58312. }
  58313. /**
  58314. * Block used to apply trigonometry operation to floats
  58315. */
  58316. export class TrigonometryBlock extends NodeMaterialBlock {
  58317. /**
  58318. * Gets or sets the operation applied by the block
  58319. */
  58320. operation: TrigonometryBlockOperations;
  58321. /**
  58322. * Creates a new TrigonometryBlock
  58323. * @param name defines the block name
  58324. */
  58325. constructor(name: string);
  58326. /**
  58327. * Gets the current class name
  58328. * @returns the class name
  58329. */
  58330. getClassName(): string;
  58331. /**
  58332. * Gets the input component
  58333. */
  58334. readonly input: NodeMaterialConnectionPoint;
  58335. /**
  58336. * Gets the output component
  58337. */
  58338. readonly output: NodeMaterialConnectionPoint;
  58339. protected _buildBlock(state: NodeMaterialBuildState): this;
  58340. serialize(): any;
  58341. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58342. protected _dumpPropertiesCode(): string;
  58343. }
  58344. }
  58345. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  58346. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58347. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58348. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58349. /**
  58350. * Block used to create a Color3/4 out of individual inputs (one for each component)
  58351. */
  58352. export class ColorMergerBlock extends NodeMaterialBlock {
  58353. /**
  58354. * Create a new ColorMergerBlock
  58355. * @param name defines the block name
  58356. */
  58357. constructor(name: string);
  58358. /**
  58359. * Gets the current class name
  58360. * @returns the class name
  58361. */
  58362. getClassName(): string;
  58363. /**
  58364. * Gets the r component (input)
  58365. */
  58366. readonly r: NodeMaterialConnectionPoint;
  58367. /**
  58368. * Gets the g component (input)
  58369. */
  58370. readonly g: NodeMaterialConnectionPoint;
  58371. /**
  58372. * Gets the b component (input)
  58373. */
  58374. readonly b: NodeMaterialConnectionPoint;
  58375. /**
  58376. * Gets the a component (input)
  58377. */
  58378. readonly a: NodeMaterialConnectionPoint;
  58379. /**
  58380. * Gets the rgba component (output)
  58381. */
  58382. readonly rgba: NodeMaterialConnectionPoint;
  58383. /**
  58384. * Gets the rgb component (output)
  58385. */
  58386. readonly rgb: NodeMaterialConnectionPoint;
  58387. protected _buildBlock(state: NodeMaterialBuildState): this;
  58388. }
  58389. }
  58390. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  58391. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58392. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58393. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58394. /**
  58395. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  58396. */
  58397. export class VectorMergerBlock extends NodeMaterialBlock {
  58398. /**
  58399. * Create a new VectorMergerBlock
  58400. * @param name defines the block name
  58401. */
  58402. constructor(name: string);
  58403. /**
  58404. * Gets the current class name
  58405. * @returns the class name
  58406. */
  58407. getClassName(): string;
  58408. /**
  58409. * Gets the x component (input)
  58410. */
  58411. readonly x: NodeMaterialConnectionPoint;
  58412. /**
  58413. * Gets the y component (input)
  58414. */
  58415. readonly y: NodeMaterialConnectionPoint;
  58416. /**
  58417. * Gets the z component (input)
  58418. */
  58419. readonly z: NodeMaterialConnectionPoint;
  58420. /**
  58421. * Gets the w component (input)
  58422. */
  58423. readonly w: NodeMaterialConnectionPoint;
  58424. /**
  58425. * Gets the xyzw component (output)
  58426. */
  58427. readonly xyzw: NodeMaterialConnectionPoint;
  58428. /**
  58429. * Gets the xyz component (output)
  58430. */
  58431. readonly xyz: NodeMaterialConnectionPoint;
  58432. /**
  58433. * Gets the xy component (output)
  58434. */
  58435. readonly xy: NodeMaterialConnectionPoint;
  58436. protected _buildBlock(state: NodeMaterialBuildState): this;
  58437. }
  58438. }
  58439. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  58440. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58441. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58442. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58443. /**
  58444. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  58445. */
  58446. export class ColorSplitterBlock extends NodeMaterialBlock {
  58447. /**
  58448. * Create a new ColorSplitterBlock
  58449. * @param name defines the block name
  58450. */
  58451. constructor(name: string);
  58452. /**
  58453. * Gets the current class name
  58454. * @returns the class name
  58455. */
  58456. getClassName(): string;
  58457. /**
  58458. * Gets the rgba component (input)
  58459. */
  58460. readonly rgba: NodeMaterialConnectionPoint;
  58461. /**
  58462. * Gets the rgb component (input)
  58463. */
  58464. readonly rgbIn: NodeMaterialConnectionPoint;
  58465. /**
  58466. * Gets the rgb component (output)
  58467. */
  58468. readonly rgbOut: NodeMaterialConnectionPoint;
  58469. /**
  58470. * Gets the r component (output)
  58471. */
  58472. readonly r: NodeMaterialConnectionPoint;
  58473. /**
  58474. * Gets the g component (output)
  58475. */
  58476. readonly g: NodeMaterialConnectionPoint;
  58477. /**
  58478. * Gets the b component (output)
  58479. */
  58480. readonly b: NodeMaterialConnectionPoint;
  58481. /**
  58482. * Gets the a component (output)
  58483. */
  58484. readonly a: NodeMaterialConnectionPoint;
  58485. protected _inputRename(name: string): string;
  58486. protected _outputRename(name: string): string;
  58487. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58488. }
  58489. }
  58490. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  58491. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58492. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58493. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58494. /**
  58495. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  58496. */
  58497. export class VectorSplitterBlock extends NodeMaterialBlock {
  58498. /**
  58499. * Create a new VectorSplitterBlock
  58500. * @param name defines the block name
  58501. */
  58502. constructor(name: string);
  58503. /**
  58504. * Gets the current class name
  58505. * @returns the class name
  58506. */
  58507. getClassName(): string;
  58508. /**
  58509. * Gets the xyzw component (input)
  58510. */
  58511. readonly xyzw: NodeMaterialConnectionPoint;
  58512. /**
  58513. * Gets the xyz component (input)
  58514. */
  58515. readonly xyzIn: NodeMaterialConnectionPoint;
  58516. /**
  58517. * Gets the xy component (input)
  58518. */
  58519. readonly xyIn: NodeMaterialConnectionPoint;
  58520. /**
  58521. * Gets the xyz component (output)
  58522. */
  58523. readonly xyzOut: NodeMaterialConnectionPoint;
  58524. /**
  58525. * Gets the xy component (output)
  58526. */
  58527. readonly xyOut: NodeMaterialConnectionPoint;
  58528. /**
  58529. * Gets the x component (output)
  58530. */
  58531. readonly x: NodeMaterialConnectionPoint;
  58532. /**
  58533. * Gets the y component (output)
  58534. */
  58535. readonly y: NodeMaterialConnectionPoint;
  58536. /**
  58537. * Gets the z component (output)
  58538. */
  58539. readonly z: NodeMaterialConnectionPoint;
  58540. /**
  58541. * Gets the w component (output)
  58542. */
  58543. readonly w: NodeMaterialConnectionPoint;
  58544. protected _inputRename(name: string): string;
  58545. protected _outputRename(name: string): string;
  58546. protected _buildBlock(state: NodeMaterialBuildState): this;
  58547. }
  58548. }
  58549. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  58550. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58551. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58552. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58553. /**
  58554. * Block used to lerp between 2 values
  58555. */
  58556. export class LerpBlock extends NodeMaterialBlock {
  58557. /**
  58558. * Creates a new LerpBlock
  58559. * @param name defines the block name
  58560. */
  58561. constructor(name: string);
  58562. /**
  58563. * Gets the current class name
  58564. * @returns the class name
  58565. */
  58566. getClassName(): string;
  58567. /**
  58568. * Gets the left operand input component
  58569. */
  58570. readonly left: NodeMaterialConnectionPoint;
  58571. /**
  58572. * Gets the right operand input component
  58573. */
  58574. readonly right: NodeMaterialConnectionPoint;
  58575. /**
  58576. * Gets the gradient operand input component
  58577. */
  58578. readonly gradient: NodeMaterialConnectionPoint;
  58579. /**
  58580. * Gets the output component
  58581. */
  58582. readonly output: NodeMaterialConnectionPoint;
  58583. protected _buildBlock(state: NodeMaterialBuildState): this;
  58584. }
  58585. }
  58586. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  58587. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58588. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58589. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58590. /**
  58591. * Block used to divide 2 vectors
  58592. */
  58593. export class DivideBlock extends NodeMaterialBlock {
  58594. /**
  58595. * Creates a new DivideBlock
  58596. * @param name defines the block name
  58597. */
  58598. constructor(name: string);
  58599. /**
  58600. * Gets the current class name
  58601. * @returns the class name
  58602. */
  58603. getClassName(): string;
  58604. /**
  58605. * Gets the left operand input component
  58606. */
  58607. readonly left: NodeMaterialConnectionPoint;
  58608. /**
  58609. * Gets the right operand input component
  58610. */
  58611. readonly right: NodeMaterialConnectionPoint;
  58612. /**
  58613. * Gets the output component
  58614. */
  58615. readonly output: NodeMaterialConnectionPoint;
  58616. protected _buildBlock(state: NodeMaterialBuildState): this;
  58617. }
  58618. }
  58619. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  58620. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58621. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58622. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58623. /**
  58624. * Block used to subtract 2 vectors
  58625. */
  58626. export class SubtractBlock extends NodeMaterialBlock {
  58627. /**
  58628. * Creates a new SubtractBlock
  58629. * @param name defines the block name
  58630. */
  58631. constructor(name: string);
  58632. /**
  58633. * Gets the current class name
  58634. * @returns the class name
  58635. */
  58636. getClassName(): string;
  58637. /**
  58638. * Gets the left operand input component
  58639. */
  58640. readonly left: NodeMaterialConnectionPoint;
  58641. /**
  58642. * Gets the right operand input component
  58643. */
  58644. readonly right: NodeMaterialConnectionPoint;
  58645. /**
  58646. * Gets the output component
  58647. */
  58648. readonly output: NodeMaterialConnectionPoint;
  58649. protected _buildBlock(state: NodeMaterialBuildState): this;
  58650. }
  58651. }
  58652. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  58653. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58654. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58655. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58656. /**
  58657. * Block used to step a value
  58658. */
  58659. export class StepBlock extends NodeMaterialBlock {
  58660. /**
  58661. * Creates a new StepBlock
  58662. * @param name defines the block name
  58663. */
  58664. constructor(name: string);
  58665. /**
  58666. * Gets the current class name
  58667. * @returns the class name
  58668. */
  58669. getClassName(): string;
  58670. /**
  58671. * Gets the value operand input component
  58672. */
  58673. readonly value: NodeMaterialConnectionPoint;
  58674. /**
  58675. * Gets the edge operand input component
  58676. */
  58677. readonly edge: NodeMaterialConnectionPoint;
  58678. /**
  58679. * Gets the output component
  58680. */
  58681. readonly output: NodeMaterialConnectionPoint;
  58682. protected _buildBlock(state: NodeMaterialBuildState): this;
  58683. }
  58684. }
  58685. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  58686. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58687. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58688. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58689. /**
  58690. * Block used to get the opposite (1 - x) of a value
  58691. */
  58692. export class OneMinusBlock extends NodeMaterialBlock {
  58693. /**
  58694. * Creates a new OneMinusBlock
  58695. * @param name defines the block name
  58696. */
  58697. constructor(name: string);
  58698. /**
  58699. * Gets the current class name
  58700. * @returns the class name
  58701. */
  58702. getClassName(): string;
  58703. /**
  58704. * Gets the input component
  58705. */
  58706. readonly input: NodeMaterialConnectionPoint;
  58707. /**
  58708. * Gets the output component
  58709. */
  58710. readonly output: NodeMaterialConnectionPoint;
  58711. protected _buildBlock(state: NodeMaterialBuildState): this;
  58712. }
  58713. }
  58714. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58715. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58716. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58717. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58718. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58719. /**
  58720. * Block used to get the view direction
  58721. */
  58722. export class ViewDirectionBlock extends NodeMaterialBlock {
  58723. /**
  58724. * Creates a new ViewDirectionBlock
  58725. * @param name defines the block name
  58726. */
  58727. constructor(name: string);
  58728. /**
  58729. * Gets the current class name
  58730. * @returns the class name
  58731. */
  58732. getClassName(): string;
  58733. /**
  58734. * Gets the world position component
  58735. */
  58736. readonly worldPosition: NodeMaterialConnectionPoint;
  58737. /**
  58738. * Gets the camera position component
  58739. */
  58740. readonly cameraPosition: NodeMaterialConnectionPoint;
  58741. /**
  58742. * Gets the output component
  58743. */
  58744. readonly output: NodeMaterialConnectionPoint;
  58745. autoConfigure(material: NodeMaterial): void;
  58746. protected _buildBlock(state: NodeMaterialBuildState): this;
  58747. }
  58748. }
  58749. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58750. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58751. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58752. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58753. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58754. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58755. /**
  58756. * Block used to compute fresnel value
  58757. */
  58758. export class FresnelBlock extends NodeMaterialBlock {
  58759. /**
  58760. * Create a new FresnelBlock
  58761. * @param name defines the block name
  58762. */
  58763. constructor(name: string);
  58764. /**
  58765. * Gets the current class name
  58766. * @returns the class name
  58767. */
  58768. getClassName(): string;
  58769. /**
  58770. * Gets the world normal input component
  58771. */
  58772. readonly worldNormal: NodeMaterialConnectionPoint;
  58773. /**
  58774. * Gets the view direction input component
  58775. */
  58776. readonly viewDirection: NodeMaterialConnectionPoint;
  58777. /**
  58778. * Gets the bias input component
  58779. */
  58780. readonly bias: NodeMaterialConnectionPoint;
  58781. /**
  58782. * Gets the camera (or eye) position component
  58783. */
  58784. readonly power: NodeMaterialConnectionPoint;
  58785. /**
  58786. * Gets the fresnel output component
  58787. */
  58788. readonly fresnel: NodeMaterialConnectionPoint;
  58789. autoConfigure(material: NodeMaterial): void;
  58790. protected _buildBlock(state: NodeMaterialBuildState): this;
  58791. }
  58792. }
  58793. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58794. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58795. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58796. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58797. /**
  58798. * Block used to get the max of 2 values
  58799. */
  58800. export class MaxBlock extends NodeMaterialBlock {
  58801. /**
  58802. * Creates a new MaxBlock
  58803. * @param name defines the block name
  58804. */
  58805. constructor(name: string);
  58806. /**
  58807. * Gets the current class name
  58808. * @returns the class name
  58809. */
  58810. getClassName(): string;
  58811. /**
  58812. * Gets the left operand input component
  58813. */
  58814. readonly left: NodeMaterialConnectionPoint;
  58815. /**
  58816. * Gets the right operand input component
  58817. */
  58818. readonly right: NodeMaterialConnectionPoint;
  58819. /**
  58820. * Gets the output component
  58821. */
  58822. readonly output: NodeMaterialConnectionPoint;
  58823. protected _buildBlock(state: NodeMaterialBuildState): this;
  58824. }
  58825. }
  58826. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58827. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58828. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58829. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58830. /**
  58831. * Block used to get the min of 2 values
  58832. */
  58833. export class MinBlock extends NodeMaterialBlock {
  58834. /**
  58835. * Creates a new MinBlock
  58836. * @param name defines the block name
  58837. */
  58838. constructor(name: string);
  58839. /**
  58840. * Gets the current class name
  58841. * @returns the class name
  58842. */
  58843. getClassName(): string;
  58844. /**
  58845. * Gets the left operand input component
  58846. */
  58847. readonly left: NodeMaterialConnectionPoint;
  58848. /**
  58849. * Gets the right operand input component
  58850. */
  58851. readonly right: NodeMaterialConnectionPoint;
  58852. /**
  58853. * Gets the output component
  58854. */
  58855. readonly output: NodeMaterialConnectionPoint;
  58856. protected _buildBlock(state: NodeMaterialBuildState): this;
  58857. }
  58858. }
  58859. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58860. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58861. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58862. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58863. /**
  58864. * Block used to get the distance between 2 values
  58865. */
  58866. export class DistanceBlock extends NodeMaterialBlock {
  58867. /**
  58868. * Creates a new DistanceBlock
  58869. * @param name defines the block name
  58870. */
  58871. constructor(name: string);
  58872. /**
  58873. * Gets the current class name
  58874. * @returns the class name
  58875. */
  58876. getClassName(): string;
  58877. /**
  58878. * Gets the left operand input component
  58879. */
  58880. readonly left: NodeMaterialConnectionPoint;
  58881. /**
  58882. * Gets the right operand input component
  58883. */
  58884. readonly right: NodeMaterialConnectionPoint;
  58885. /**
  58886. * Gets the output component
  58887. */
  58888. readonly output: NodeMaterialConnectionPoint;
  58889. protected _buildBlock(state: NodeMaterialBuildState): this;
  58890. }
  58891. }
  58892. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58893. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58894. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58895. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58896. /**
  58897. * Block used to get the length of a vector
  58898. */
  58899. export class LengthBlock extends NodeMaterialBlock {
  58900. /**
  58901. * Creates a new LengthBlock
  58902. * @param name defines the block name
  58903. */
  58904. constructor(name: string);
  58905. /**
  58906. * Gets the current class name
  58907. * @returns the class name
  58908. */
  58909. getClassName(): string;
  58910. /**
  58911. * Gets the value input component
  58912. */
  58913. readonly value: NodeMaterialConnectionPoint;
  58914. /**
  58915. * Gets the output component
  58916. */
  58917. readonly output: NodeMaterialConnectionPoint;
  58918. protected _buildBlock(state: NodeMaterialBuildState): this;
  58919. }
  58920. }
  58921. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58922. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58923. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58924. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58925. /**
  58926. * Block used to get negative version of a value (i.e. x * -1)
  58927. */
  58928. export class NegateBlock extends NodeMaterialBlock {
  58929. /**
  58930. * Creates a new NegateBlock
  58931. * @param name defines the block name
  58932. */
  58933. constructor(name: string);
  58934. /**
  58935. * Gets the current class name
  58936. * @returns the class name
  58937. */
  58938. getClassName(): string;
  58939. /**
  58940. * Gets the value input component
  58941. */
  58942. readonly value: NodeMaterialConnectionPoint;
  58943. /**
  58944. * Gets the output component
  58945. */
  58946. readonly output: NodeMaterialConnectionPoint;
  58947. protected _buildBlock(state: NodeMaterialBuildState): this;
  58948. }
  58949. }
  58950. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58951. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58952. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58953. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58954. /**
  58955. * Block used to get the value of the first parameter raised to the power of the second
  58956. */
  58957. export class PowBlock extends NodeMaterialBlock {
  58958. /**
  58959. * Creates a new PowBlock
  58960. * @param name defines the block name
  58961. */
  58962. constructor(name: string);
  58963. /**
  58964. * Gets the current class name
  58965. * @returns the class name
  58966. */
  58967. getClassName(): string;
  58968. /**
  58969. * Gets the value operand input component
  58970. */
  58971. readonly value: NodeMaterialConnectionPoint;
  58972. /**
  58973. * Gets the power operand input component
  58974. */
  58975. readonly power: NodeMaterialConnectionPoint;
  58976. /**
  58977. * Gets the output component
  58978. */
  58979. readonly output: NodeMaterialConnectionPoint;
  58980. protected _buildBlock(state: NodeMaterialBuildState): this;
  58981. }
  58982. }
  58983. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58984. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58985. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58986. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58987. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58988. /**
  58989. * Block used to get a random number
  58990. */
  58991. export class RandomNumberBlock extends NodeMaterialBlock {
  58992. /**
  58993. * Creates a new RandomNumberBlock
  58994. * @param name defines the block name
  58995. */
  58996. constructor(name: string);
  58997. /**
  58998. * Gets the current class name
  58999. * @returns the class name
  59000. */
  59001. getClassName(): string;
  59002. /**
  59003. * Gets the seed input component
  59004. */
  59005. readonly seed: NodeMaterialConnectionPoint;
  59006. /**
  59007. * Gets the output component
  59008. */
  59009. readonly output: NodeMaterialConnectionPoint;
  59010. protected _buildBlock(state: NodeMaterialBuildState): this;
  59011. }
  59012. }
  59013. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  59014. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59015. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59016. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59017. /**
  59018. * Block used to compute arc tangent of 2 values
  59019. */
  59020. export class ArcTan2Block extends NodeMaterialBlock {
  59021. /**
  59022. * Creates a new ArcTan2Block
  59023. * @param name defines the block name
  59024. */
  59025. constructor(name: string);
  59026. /**
  59027. * Gets the current class name
  59028. * @returns the class name
  59029. */
  59030. getClassName(): string;
  59031. /**
  59032. * Gets the x operand input component
  59033. */
  59034. readonly x: NodeMaterialConnectionPoint;
  59035. /**
  59036. * Gets the y operand input component
  59037. */
  59038. readonly y: NodeMaterialConnectionPoint;
  59039. /**
  59040. * Gets the output component
  59041. */
  59042. readonly output: NodeMaterialConnectionPoint;
  59043. protected _buildBlock(state: NodeMaterialBuildState): this;
  59044. }
  59045. }
  59046. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  59047. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59048. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59049. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59050. /**
  59051. * Block used to smooth step a value
  59052. */
  59053. export class SmoothStepBlock extends NodeMaterialBlock {
  59054. /**
  59055. * Creates a new SmoothStepBlock
  59056. * @param name defines the block name
  59057. */
  59058. constructor(name: string);
  59059. /**
  59060. * Gets the current class name
  59061. * @returns the class name
  59062. */
  59063. getClassName(): string;
  59064. /**
  59065. * Gets the value operand input component
  59066. */
  59067. readonly value: NodeMaterialConnectionPoint;
  59068. /**
  59069. * Gets the first edge operand input component
  59070. */
  59071. readonly edge0: NodeMaterialConnectionPoint;
  59072. /**
  59073. * Gets the second edge operand input component
  59074. */
  59075. readonly edge1: NodeMaterialConnectionPoint;
  59076. /**
  59077. * Gets the output component
  59078. */
  59079. readonly output: NodeMaterialConnectionPoint;
  59080. protected _buildBlock(state: NodeMaterialBuildState): this;
  59081. }
  59082. }
  59083. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  59084. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59085. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59086. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59087. /**
  59088. * Block used to get the reciprocal (1 / x) of a value
  59089. */
  59090. export class ReciprocalBlock extends NodeMaterialBlock {
  59091. /**
  59092. * Creates a new ReciprocalBlock
  59093. * @param name defines the block name
  59094. */
  59095. constructor(name: string);
  59096. /**
  59097. * Gets the current class name
  59098. * @returns the class name
  59099. */
  59100. getClassName(): string;
  59101. /**
  59102. * Gets the input component
  59103. */
  59104. readonly input: NodeMaterialConnectionPoint;
  59105. /**
  59106. * Gets the output component
  59107. */
  59108. readonly output: NodeMaterialConnectionPoint;
  59109. protected _buildBlock(state: NodeMaterialBuildState): this;
  59110. }
  59111. }
  59112. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  59113. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59114. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59115. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59116. /**
  59117. * Block used to replace a color by another one
  59118. */
  59119. export class ReplaceColorBlock extends NodeMaterialBlock {
  59120. /**
  59121. * Creates a new ReplaceColorBlock
  59122. * @param name defines the block name
  59123. */
  59124. constructor(name: string);
  59125. /**
  59126. * Gets the current class name
  59127. * @returns the class name
  59128. */
  59129. getClassName(): string;
  59130. /**
  59131. * Gets the value input component
  59132. */
  59133. readonly value: NodeMaterialConnectionPoint;
  59134. /**
  59135. * Gets the reference input component
  59136. */
  59137. readonly reference: NodeMaterialConnectionPoint;
  59138. /**
  59139. * Gets the distance input component
  59140. */
  59141. readonly distance: NodeMaterialConnectionPoint;
  59142. /**
  59143. * Gets the replacement input component
  59144. */
  59145. readonly replacement: NodeMaterialConnectionPoint;
  59146. /**
  59147. * Gets the output component
  59148. */
  59149. readonly output: NodeMaterialConnectionPoint;
  59150. protected _buildBlock(state: NodeMaterialBuildState): this;
  59151. }
  59152. }
  59153. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  59154. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59155. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59156. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59157. /**
  59158. * Block used to posterize a value
  59159. * @see https://en.wikipedia.org/wiki/Posterization
  59160. */
  59161. export class PosterizeBlock extends NodeMaterialBlock {
  59162. /**
  59163. * Creates a new PosterizeBlock
  59164. * @param name defines the block name
  59165. */
  59166. constructor(name: string);
  59167. /**
  59168. * Gets the current class name
  59169. * @returns the class name
  59170. */
  59171. getClassName(): string;
  59172. /**
  59173. * Gets the value input component
  59174. */
  59175. readonly value: NodeMaterialConnectionPoint;
  59176. /**
  59177. * Gets the steps input component
  59178. */
  59179. readonly steps: NodeMaterialConnectionPoint;
  59180. /**
  59181. * Gets the output component
  59182. */
  59183. readonly output: NodeMaterialConnectionPoint;
  59184. protected _buildBlock(state: NodeMaterialBuildState): this;
  59185. }
  59186. }
  59187. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  59188. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59189. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59190. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59191. import { Scene } from "babylonjs/scene";
  59192. /**
  59193. * Operations supported by the Wave block
  59194. */
  59195. export enum WaveBlockKind {
  59196. /** SawTooth */
  59197. SawTooth = 0,
  59198. /** Square */
  59199. Square = 1,
  59200. /** Triangle */
  59201. Triangle = 2
  59202. }
  59203. /**
  59204. * Block used to apply wave operation to floats
  59205. */
  59206. export class WaveBlock extends NodeMaterialBlock {
  59207. /**
  59208. * Gets or sets the kibnd of wave to be applied by the block
  59209. */
  59210. kind: WaveBlockKind;
  59211. /**
  59212. * Creates a new WaveBlock
  59213. * @param name defines the block name
  59214. */
  59215. constructor(name: string);
  59216. /**
  59217. * Gets the current class name
  59218. * @returns the class name
  59219. */
  59220. getClassName(): string;
  59221. /**
  59222. * Gets the input component
  59223. */
  59224. readonly input: NodeMaterialConnectionPoint;
  59225. /**
  59226. * Gets the output component
  59227. */
  59228. readonly output: NodeMaterialConnectionPoint;
  59229. protected _buildBlock(state: NodeMaterialBuildState): this;
  59230. serialize(): any;
  59231. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59232. }
  59233. }
  59234. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  59235. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59236. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59237. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59238. import { Color3 } from "babylonjs/Maths/math.color";
  59239. import { Scene } from "babylonjs/scene";
  59240. /**
  59241. * Class used to store a color step for the GradientBlock
  59242. */
  59243. export class GradientBlockColorStep {
  59244. /**
  59245. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59246. */
  59247. step: number;
  59248. /**
  59249. * Gets or sets the color associated with this step
  59250. */
  59251. color: Color3;
  59252. /**
  59253. * Creates a new GradientBlockColorStep
  59254. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  59255. * @param color defines the color associated with this step
  59256. */
  59257. constructor(
  59258. /**
  59259. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59260. */
  59261. step: number,
  59262. /**
  59263. * Gets or sets the color associated with this step
  59264. */
  59265. color: Color3);
  59266. }
  59267. /**
  59268. * Block used to return a color from a gradient based on an input value between 0 and 1
  59269. */
  59270. export class GradientBlock extends NodeMaterialBlock {
  59271. /**
  59272. * Gets or sets the list of color steps
  59273. */
  59274. colorSteps: GradientBlockColorStep[];
  59275. /**
  59276. * Creates a new GradientBlock
  59277. * @param name defines the block name
  59278. */
  59279. constructor(name: string);
  59280. /**
  59281. * Gets the current class name
  59282. * @returns the class name
  59283. */
  59284. getClassName(): string;
  59285. /**
  59286. * Gets the gradient input component
  59287. */
  59288. readonly gradient: NodeMaterialConnectionPoint;
  59289. /**
  59290. * Gets the output component
  59291. */
  59292. readonly output: NodeMaterialConnectionPoint;
  59293. private _writeColorConstant;
  59294. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59295. serialize(): any;
  59296. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59297. protected _dumpPropertiesCode(): string;
  59298. }
  59299. }
  59300. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  59301. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59302. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59303. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59304. /**
  59305. * Block used to normalize lerp between 2 values
  59306. */
  59307. export class NLerpBlock extends NodeMaterialBlock {
  59308. /**
  59309. * Creates a new NLerpBlock
  59310. * @param name defines the block name
  59311. */
  59312. constructor(name: string);
  59313. /**
  59314. * Gets the current class name
  59315. * @returns the class name
  59316. */
  59317. getClassName(): string;
  59318. /**
  59319. * Gets the left operand input component
  59320. */
  59321. readonly left: NodeMaterialConnectionPoint;
  59322. /**
  59323. * Gets the right operand input component
  59324. */
  59325. readonly right: NodeMaterialConnectionPoint;
  59326. /**
  59327. * Gets the gradient operand input component
  59328. */
  59329. readonly gradient: NodeMaterialConnectionPoint;
  59330. /**
  59331. * Gets the output component
  59332. */
  59333. readonly output: NodeMaterialConnectionPoint;
  59334. protected _buildBlock(state: NodeMaterialBuildState): this;
  59335. }
  59336. }
  59337. declare module "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock" {
  59338. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59339. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59340. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59341. import { Scene } from "babylonjs/scene";
  59342. /**
  59343. * block used to Generate a Worley Noise 3D Noise Pattern
  59344. */
  59345. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  59346. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  59347. manhattanDistance: boolean;
  59348. /**
  59349. * Creates a new WorleyNoise3DBlock
  59350. * @param name defines the block name
  59351. */
  59352. constructor(name: string);
  59353. /**
  59354. * Gets the current class name
  59355. * @returns the class name
  59356. */
  59357. getClassName(): string;
  59358. /**
  59359. * Gets the seed input component
  59360. */
  59361. readonly seed: NodeMaterialConnectionPoint;
  59362. /**
  59363. * Gets the jitter input component
  59364. */
  59365. readonly jitter: NodeMaterialConnectionPoint;
  59366. /**
  59367. * Gets the output component
  59368. */
  59369. readonly output: NodeMaterialConnectionPoint;
  59370. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59371. /**
  59372. * Exposes the properties to the UI?
  59373. */
  59374. protected _dumpPropertiesCode(): string;
  59375. /**
  59376. * Exposes the properties to the Seralize?
  59377. */
  59378. serialize(): any;
  59379. /**
  59380. * Exposes the properties to the deseralize?
  59381. */
  59382. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59383. }
  59384. }
  59385. declare module "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock" {
  59386. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59387. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59388. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59389. /**
  59390. * block used to Generate a Simplex Perlin 3d Noise Pattern
  59391. */
  59392. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  59393. /**
  59394. * Creates a new SimplexPerlin3DBlock
  59395. * @param name defines the block name
  59396. */
  59397. constructor(name: string);
  59398. /**
  59399. * Gets the current class name
  59400. * @returns the class name
  59401. */
  59402. getClassName(): string;
  59403. /**
  59404. * Gets the seed operand input component
  59405. */
  59406. readonly seed: NodeMaterialConnectionPoint;
  59407. /**
  59408. * Gets the output component
  59409. */
  59410. readonly output: NodeMaterialConnectionPoint;
  59411. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59412. }
  59413. }
  59414. declare module "babylonjs/Materials/Node/Blocks/normalBlendBlock" {
  59415. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59416. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59417. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59418. /**
  59419. * Block used to blend normals
  59420. */
  59421. export class NormalBlendBlock extends NodeMaterialBlock {
  59422. /**
  59423. * Creates a new NormalBlendBlock
  59424. * @param name defines the block name
  59425. */
  59426. constructor(name: string);
  59427. /**
  59428. * Gets the current class name
  59429. * @returns the class name
  59430. */
  59431. getClassName(): string;
  59432. /**
  59433. * Gets the first input component
  59434. */
  59435. readonly input0: NodeMaterialConnectionPoint;
  59436. /**
  59437. * Gets the second input component
  59438. */
  59439. readonly input1: NodeMaterialConnectionPoint;
  59440. /**
  59441. * Gets the output component
  59442. */
  59443. readonly output: NodeMaterialConnectionPoint;
  59444. protected _buildBlock(state: NodeMaterialBuildState): this;
  59445. }
  59446. }
  59447. declare module "babylonjs/Materials/Node/Blocks/rotate2dBlock" {
  59448. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59449. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59450. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59451. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  59452. /**
  59453. * Block used to rotate a 2d vector by a given angle
  59454. */
  59455. export class Rotate2dBlock extends NodeMaterialBlock {
  59456. /**
  59457. * Creates a new Rotate2dBlock
  59458. * @param name defines the block name
  59459. */
  59460. constructor(name: string);
  59461. /**
  59462. * Gets the current class name
  59463. * @returns the class name
  59464. */
  59465. getClassName(): string;
  59466. /**
  59467. * Gets the input vector
  59468. */
  59469. readonly input: NodeMaterialConnectionPoint;
  59470. /**
  59471. * Gets the input angle
  59472. */
  59473. readonly angle: NodeMaterialConnectionPoint;
  59474. /**
  59475. * Gets the output component
  59476. */
  59477. readonly output: NodeMaterialConnectionPoint;
  59478. autoConfigure(material: NodeMaterial): void;
  59479. protected _buildBlock(state: NodeMaterialBuildState): this;
  59480. }
  59481. }
  59482. declare module "babylonjs/Materials/Node/Blocks/reflectBlock" {
  59483. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59484. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59485. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59486. /**
  59487. * Block used to get the reflected vector from a direction and a normal
  59488. */
  59489. export class ReflectBlock extends NodeMaterialBlock {
  59490. /**
  59491. * Creates a new ReflectBlock
  59492. * @param name defines the block name
  59493. */
  59494. constructor(name: string);
  59495. /**
  59496. * Gets the current class name
  59497. * @returns the class name
  59498. */
  59499. getClassName(): string;
  59500. /**
  59501. * Gets the incident component
  59502. */
  59503. readonly incident: NodeMaterialConnectionPoint;
  59504. /**
  59505. * Gets the normal component
  59506. */
  59507. readonly normal: NodeMaterialConnectionPoint;
  59508. /**
  59509. * Gets the output component
  59510. */
  59511. readonly output: NodeMaterialConnectionPoint;
  59512. protected _buildBlock(state: NodeMaterialBuildState): this;
  59513. }
  59514. }
  59515. declare module "babylonjs/Materials/Node/Blocks/refractBlock" {
  59516. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59517. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59518. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59519. /**
  59520. * Block used to get the refracted vector from a direction and a normal
  59521. */
  59522. export class RefractBlock extends NodeMaterialBlock {
  59523. /**
  59524. * Creates a new RefractBlock
  59525. * @param name defines the block name
  59526. */
  59527. constructor(name: string);
  59528. /**
  59529. * Gets the current class name
  59530. * @returns the class name
  59531. */
  59532. getClassName(): string;
  59533. /**
  59534. * Gets the incident component
  59535. */
  59536. readonly incident: NodeMaterialConnectionPoint;
  59537. /**
  59538. * Gets the normal component
  59539. */
  59540. readonly normal: NodeMaterialConnectionPoint;
  59541. /**
  59542. * Gets the index of refraction component
  59543. */
  59544. readonly ior: NodeMaterialConnectionPoint;
  59545. /**
  59546. * Gets the output component
  59547. */
  59548. readonly output: NodeMaterialConnectionPoint;
  59549. protected _buildBlock(state: NodeMaterialBuildState): this;
  59550. }
  59551. }
  59552. declare module "babylonjs/Materials/Node/Blocks/index" {
  59553. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  59554. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  59555. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  59556. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  59557. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  59558. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  59559. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  59560. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  59561. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  59562. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  59563. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  59564. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  59565. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  59566. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  59567. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  59568. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  59569. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  59570. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  59571. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  59572. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  59573. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  59574. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  59575. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  59576. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  59577. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  59578. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  59579. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  59580. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  59581. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  59582. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  59583. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  59584. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  59585. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  59586. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  59587. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  59588. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  59589. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  59590. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  59591. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  59592. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  59593. export * from "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock";
  59594. export * from "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock";
  59595. export * from "babylonjs/Materials/Node/Blocks/normalBlendBlock";
  59596. export * from "babylonjs/Materials/Node/Blocks/rotate2dBlock";
  59597. export * from "babylonjs/Materials/Node/Blocks/reflectBlock";
  59598. export * from "babylonjs/Materials/Node/Blocks/refractBlock";
  59599. }
  59600. declare module "babylonjs/Materials/Node/Optimizers/index" {
  59601. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  59602. }
  59603. declare module "babylonjs/Materials/Node/index" {
  59604. export * from "babylonjs/Materials/Node/Enums/index";
  59605. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59606. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  59607. export * from "babylonjs/Materials/Node/nodeMaterial";
  59608. export * from "babylonjs/Materials/Node/Blocks/index";
  59609. export * from "babylonjs/Materials/Node/Optimizers/index";
  59610. }
  59611. declare module "babylonjs/Materials/effectRenderer" {
  59612. import { Nullable } from "babylonjs/types";
  59613. import { Texture } from "babylonjs/Materials/Textures/texture";
  59614. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  59615. import { Viewport } from "babylonjs/Maths/math.viewport";
  59616. import { Observable } from "babylonjs/Misc/observable";
  59617. import { Effect } from "babylonjs/Materials/effect";
  59618. import "babylonjs/Engines/Extensions/engine.renderTarget";
  59619. import "babylonjs/Shaders/postprocess.vertex";
  59620. /**
  59621. * Effect Render Options
  59622. */
  59623. export interface IEffectRendererOptions {
  59624. /**
  59625. * Defines the vertices positions.
  59626. */
  59627. positions?: number[];
  59628. /**
  59629. * Defines the indices.
  59630. */
  59631. indices?: number[];
  59632. }
  59633. /**
  59634. * Helper class to render one or more effects
  59635. */
  59636. export class EffectRenderer {
  59637. private engine;
  59638. private static _DefaultOptions;
  59639. private _vertexBuffers;
  59640. private _indexBuffer;
  59641. private _ringBufferIndex;
  59642. private _ringScreenBuffer;
  59643. private _fullscreenViewport;
  59644. private _getNextFrameBuffer;
  59645. /**
  59646. * Creates an effect renderer
  59647. * @param engine the engine to use for rendering
  59648. * @param options defines the options of the effect renderer
  59649. */
  59650. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  59651. /**
  59652. * Sets the current viewport in normalized coordinates 0-1
  59653. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  59654. */
  59655. setViewport(viewport?: Viewport): void;
  59656. /**
  59657. * Binds the embedded attributes buffer to the effect.
  59658. * @param effect Defines the effect to bind the attributes for
  59659. */
  59660. bindBuffers(effect: Effect): void;
  59661. /**
  59662. * Sets the current effect wrapper to use during draw.
  59663. * The effect needs to be ready before calling this api.
  59664. * This also sets the default full screen position attribute.
  59665. * @param effectWrapper Defines the effect to draw with
  59666. */
  59667. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  59668. /**
  59669. * Draws a full screen quad.
  59670. */
  59671. draw(): void;
  59672. /**
  59673. * renders one or more effects to a specified texture
  59674. * @param effectWrappers list of effects to renderer
  59675. * @param outputTexture texture to draw to, if null it will render to the screen
  59676. */
  59677. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  59678. /**
  59679. * Disposes of the effect renderer
  59680. */
  59681. dispose(): void;
  59682. }
  59683. /**
  59684. * Options to create an EffectWrapper
  59685. */
  59686. interface EffectWrapperCreationOptions {
  59687. /**
  59688. * Engine to use to create the effect
  59689. */
  59690. engine: ThinEngine;
  59691. /**
  59692. * Fragment shader for the effect
  59693. */
  59694. fragmentShader: string;
  59695. /**
  59696. * Vertex shader for the effect
  59697. */
  59698. vertexShader?: string;
  59699. /**
  59700. * Attributes to use in the shader
  59701. */
  59702. attributeNames?: Array<string>;
  59703. /**
  59704. * Uniforms to use in the shader
  59705. */
  59706. uniformNames?: Array<string>;
  59707. /**
  59708. * Texture sampler names to use in the shader
  59709. */
  59710. samplerNames?: Array<string>;
  59711. /**
  59712. * The friendly name of the effect displayed in Spector.
  59713. */
  59714. name?: string;
  59715. }
  59716. /**
  59717. * Wraps an effect to be used for rendering
  59718. */
  59719. export class EffectWrapper {
  59720. /**
  59721. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  59722. */
  59723. onApplyObservable: Observable<{}>;
  59724. /**
  59725. * The underlying effect
  59726. */
  59727. effect: Effect;
  59728. /**
  59729. * Creates an effect to be renderer
  59730. * @param creationOptions options to create the effect
  59731. */
  59732. constructor(creationOptions: EffectWrapperCreationOptions);
  59733. /**
  59734. * Disposes of the effect wrapper
  59735. */
  59736. dispose(): void;
  59737. }
  59738. }
  59739. declare module "babylonjs/Materials/index" {
  59740. export * from "babylonjs/Materials/Background/index";
  59741. export * from "babylonjs/Materials/colorCurves";
  59742. export * from "babylonjs/Materials/iEffectFallbacks";
  59743. export * from "babylonjs/Materials/effectFallbacks";
  59744. export * from "babylonjs/Materials/effect";
  59745. export * from "babylonjs/Materials/fresnelParameters";
  59746. export * from "babylonjs/Materials/imageProcessingConfiguration";
  59747. export * from "babylonjs/Materials/material";
  59748. export * from "babylonjs/Materials/materialDefines";
  59749. export * from "babylonjs/Materials/materialHelper";
  59750. export * from "babylonjs/Materials/multiMaterial";
  59751. export * from "babylonjs/Materials/PBR/index";
  59752. export * from "babylonjs/Materials/pushMaterial";
  59753. export * from "babylonjs/Materials/shaderMaterial";
  59754. export * from "babylonjs/Materials/standardMaterial";
  59755. export * from "babylonjs/Materials/Textures/index";
  59756. export * from "babylonjs/Materials/uniformBuffer";
  59757. export * from "babylonjs/Materials/materialFlags";
  59758. export * from "babylonjs/Materials/Node/index";
  59759. export * from "babylonjs/Materials/effectRenderer";
  59760. }
  59761. declare module "babylonjs/Maths/index" {
  59762. export * from "babylonjs/Maths/math.scalar";
  59763. export * from "babylonjs/Maths/math";
  59764. export * from "babylonjs/Maths/sphericalPolynomial";
  59765. }
  59766. declare module "babylonjs/Misc/workerPool" {
  59767. import { IDisposable } from "babylonjs/scene";
  59768. /**
  59769. * Helper class to push actions to a pool of workers.
  59770. */
  59771. export class WorkerPool implements IDisposable {
  59772. private _workerInfos;
  59773. private _pendingActions;
  59774. /**
  59775. * Constructor
  59776. * @param workers Array of workers to use for actions
  59777. */
  59778. constructor(workers: Array<Worker>);
  59779. /**
  59780. * Terminates all workers and clears any pending actions.
  59781. */
  59782. dispose(): void;
  59783. /**
  59784. * Pushes an action to the worker pool. If all the workers are active, the action will be
  59785. * pended until a worker has completed its action.
  59786. * @param action The action to perform. Call onComplete when the action is complete.
  59787. */
  59788. push(action: (worker: Worker, onComplete: () => void) => void): void;
  59789. private _execute;
  59790. }
  59791. }
  59792. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  59793. import { IDisposable } from "babylonjs/scene";
  59794. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59795. /**
  59796. * Configuration for Draco compression
  59797. */
  59798. export interface IDracoCompressionConfiguration {
  59799. /**
  59800. * Configuration for the decoder.
  59801. */
  59802. decoder: {
  59803. /**
  59804. * The url to the WebAssembly module.
  59805. */
  59806. wasmUrl?: string;
  59807. /**
  59808. * The url to the WebAssembly binary.
  59809. */
  59810. wasmBinaryUrl?: string;
  59811. /**
  59812. * The url to the fallback JavaScript module.
  59813. */
  59814. fallbackUrl?: string;
  59815. };
  59816. }
  59817. /**
  59818. * Draco compression (https://google.github.io/draco/)
  59819. *
  59820. * This class wraps the Draco module.
  59821. *
  59822. * **Encoder**
  59823. *
  59824. * The encoder is not currently implemented.
  59825. *
  59826. * **Decoder**
  59827. *
  59828. * 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.
  59829. *
  59830. * To update the configuration, use the following code:
  59831. * ```javascript
  59832. * DracoCompression.Configuration = {
  59833. * decoder: {
  59834. * wasmUrl: "<url to the WebAssembly library>",
  59835. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  59836. * fallbackUrl: "<url to the fallback JavaScript library>",
  59837. * }
  59838. * };
  59839. * ```
  59840. *
  59841. * 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.
  59842. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  59843. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  59844. *
  59845. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  59846. * ```javascript
  59847. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  59848. * ```
  59849. *
  59850. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  59851. */
  59852. export class DracoCompression implements IDisposable {
  59853. private _workerPoolPromise?;
  59854. private _decoderModulePromise?;
  59855. /**
  59856. * The configuration. Defaults to the following urls:
  59857. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  59858. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  59859. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  59860. */
  59861. static Configuration: IDracoCompressionConfiguration;
  59862. /**
  59863. * Returns true if the decoder configuration is available.
  59864. */
  59865. static readonly DecoderAvailable: boolean;
  59866. /**
  59867. * Default number of workers to create when creating the draco compression object.
  59868. */
  59869. static DefaultNumWorkers: number;
  59870. private static GetDefaultNumWorkers;
  59871. private static _Default;
  59872. /**
  59873. * Default instance for the draco compression object.
  59874. */
  59875. static readonly Default: DracoCompression;
  59876. /**
  59877. * Constructor
  59878. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59879. */
  59880. constructor(numWorkers?: number);
  59881. /**
  59882. * Stop all async operations and release resources.
  59883. */
  59884. dispose(): void;
  59885. /**
  59886. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59887. * @returns a promise that resolves when ready
  59888. */
  59889. whenReadyAsync(): Promise<void>;
  59890. /**
  59891. * Decode Draco compressed mesh data to vertex data.
  59892. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59893. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59894. * @returns A promise that resolves with the decoded vertex data
  59895. */
  59896. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59897. [kind: string]: number;
  59898. }): Promise<VertexData>;
  59899. }
  59900. }
  59901. declare module "babylonjs/Meshes/Compression/index" {
  59902. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59903. }
  59904. declare module "babylonjs/Meshes/csg" {
  59905. import { Nullable } from "babylonjs/types";
  59906. import { Scene } from "babylonjs/scene";
  59907. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59908. import { Mesh } from "babylonjs/Meshes/mesh";
  59909. import { Material } from "babylonjs/Materials/material";
  59910. /**
  59911. * Class for building Constructive Solid Geometry
  59912. */
  59913. export class CSG {
  59914. private polygons;
  59915. /**
  59916. * The world matrix
  59917. */
  59918. matrix: Matrix;
  59919. /**
  59920. * Stores the position
  59921. */
  59922. position: Vector3;
  59923. /**
  59924. * Stores the rotation
  59925. */
  59926. rotation: Vector3;
  59927. /**
  59928. * Stores the rotation quaternion
  59929. */
  59930. rotationQuaternion: Nullable<Quaternion>;
  59931. /**
  59932. * Stores the scaling vector
  59933. */
  59934. scaling: Vector3;
  59935. /**
  59936. * Convert the Mesh to CSG
  59937. * @param mesh The Mesh to convert to CSG
  59938. * @returns A new CSG from the Mesh
  59939. */
  59940. static FromMesh(mesh: Mesh): CSG;
  59941. /**
  59942. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59943. * @param polygons Polygons used to construct a CSG solid
  59944. */
  59945. private static FromPolygons;
  59946. /**
  59947. * Clones, or makes a deep copy, of the CSG
  59948. * @returns A new CSG
  59949. */
  59950. clone(): CSG;
  59951. /**
  59952. * Unions this CSG with another CSG
  59953. * @param csg The CSG to union against this CSG
  59954. * @returns The unioned CSG
  59955. */
  59956. union(csg: CSG): CSG;
  59957. /**
  59958. * Unions this CSG with another CSG in place
  59959. * @param csg The CSG to union against this CSG
  59960. */
  59961. unionInPlace(csg: CSG): void;
  59962. /**
  59963. * Subtracts this CSG with another CSG
  59964. * @param csg The CSG to subtract against this CSG
  59965. * @returns A new CSG
  59966. */
  59967. subtract(csg: CSG): CSG;
  59968. /**
  59969. * Subtracts this CSG with another CSG in place
  59970. * @param csg The CSG to subtact against this CSG
  59971. */
  59972. subtractInPlace(csg: CSG): void;
  59973. /**
  59974. * Intersect this CSG with another CSG
  59975. * @param csg The CSG to intersect against this CSG
  59976. * @returns A new CSG
  59977. */
  59978. intersect(csg: CSG): CSG;
  59979. /**
  59980. * Intersects this CSG with another CSG in place
  59981. * @param csg The CSG to intersect against this CSG
  59982. */
  59983. intersectInPlace(csg: CSG): void;
  59984. /**
  59985. * Return a new CSG solid with solid and empty space switched. This solid is
  59986. * not modified.
  59987. * @returns A new CSG solid with solid and empty space switched
  59988. */
  59989. inverse(): CSG;
  59990. /**
  59991. * Inverses the CSG in place
  59992. */
  59993. inverseInPlace(): void;
  59994. /**
  59995. * This is used to keep meshes transformations so they can be restored
  59996. * when we build back a Babylon Mesh
  59997. * NB : All CSG operations are performed in world coordinates
  59998. * @param csg The CSG to copy the transform attributes from
  59999. * @returns This CSG
  60000. */
  60001. copyTransformAttributes(csg: CSG): CSG;
  60002. /**
  60003. * Build Raw mesh from CSG
  60004. * Coordinates here are in world space
  60005. * @param name The name of the mesh geometry
  60006. * @param scene The Scene
  60007. * @param keepSubMeshes Specifies if the submeshes should be kept
  60008. * @returns A new Mesh
  60009. */
  60010. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  60011. /**
  60012. * Build Mesh from CSG taking material and transforms into account
  60013. * @param name The name of the Mesh
  60014. * @param material The material of the Mesh
  60015. * @param scene The Scene
  60016. * @param keepSubMeshes Specifies if submeshes should be kept
  60017. * @returns The new Mesh
  60018. */
  60019. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  60020. }
  60021. }
  60022. declare module "babylonjs/Meshes/trailMesh" {
  60023. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60024. import { Mesh } from "babylonjs/Meshes/mesh";
  60025. import { Scene } from "babylonjs/scene";
  60026. /**
  60027. * Class used to create a trail following a mesh
  60028. */
  60029. export class TrailMesh extends Mesh {
  60030. private _generator;
  60031. private _autoStart;
  60032. private _running;
  60033. private _diameter;
  60034. private _length;
  60035. private _sectionPolygonPointsCount;
  60036. private _sectionVectors;
  60037. private _sectionNormalVectors;
  60038. private _beforeRenderObserver;
  60039. /**
  60040. * @constructor
  60041. * @param name The value used by scene.getMeshByName() to do a lookup.
  60042. * @param generator The mesh to generate a trail.
  60043. * @param scene The scene to add this mesh to.
  60044. * @param diameter Diameter of trailing mesh. Default is 1.
  60045. * @param length Length of trailing mesh. Default is 60.
  60046. * @param autoStart Automatically start trailing mesh. Default true.
  60047. */
  60048. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  60049. /**
  60050. * "TrailMesh"
  60051. * @returns "TrailMesh"
  60052. */
  60053. getClassName(): string;
  60054. private _createMesh;
  60055. /**
  60056. * Start trailing mesh.
  60057. */
  60058. start(): void;
  60059. /**
  60060. * Stop trailing mesh.
  60061. */
  60062. stop(): void;
  60063. /**
  60064. * Update trailing mesh geometry.
  60065. */
  60066. update(): void;
  60067. /**
  60068. * Returns a new TrailMesh object.
  60069. * @param name is a string, the name given to the new mesh
  60070. * @param newGenerator use new generator object for cloned trail mesh
  60071. * @returns a new mesh
  60072. */
  60073. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  60074. /**
  60075. * Serializes this trail mesh
  60076. * @param serializationObject object to write serialization to
  60077. */
  60078. serialize(serializationObject: any): void;
  60079. /**
  60080. * Parses a serialized trail mesh
  60081. * @param parsedMesh the serialized mesh
  60082. * @param scene the scene to create the trail mesh in
  60083. * @returns the created trail mesh
  60084. */
  60085. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  60086. }
  60087. }
  60088. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  60089. import { Nullable } from "babylonjs/types";
  60090. import { Scene } from "babylonjs/scene";
  60091. import { Vector4 } from "babylonjs/Maths/math.vector";
  60092. import { Color4 } from "babylonjs/Maths/math.color";
  60093. import { Mesh } from "babylonjs/Meshes/mesh";
  60094. /**
  60095. * Class containing static functions to help procedurally build meshes
  60096. */
  60097. export class TiledBoxBuilder {
  60098. /**
  60099. * Creates a box mesh
  60100. * 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)
  60101. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60102. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60103. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  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 box mesh
  60109. */
  60110. static CreateTiledBox(name: string, options: {
  60111. pattern?: number;
  60112. width?: number;
  60113. height?: number;
  60114. depth?: number;
  60115. tileSize?: number;
  60116. tileWidth?: number;
  60117. tileHeight?: number;
  60118. alignHorizontal?: number;
  60119. alignVertical?: number;
  60120. faceUV?: Vector4[];
  60121. faceColors?: Color4[];
  60122. sideOrientation?: number;
  60123. updatable?: boolean;
  60124. }, scene?: Nullable<Scene>): Mesh;
  60125. }
  60126. }
  60127. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  60128. import { Vector4 } from "babylonjs/Maths/math.vector";
  60129. import { Mesh } from "babylonjs/Meshes/mesh";
  60130. /**
  60131. * Class containing static functions to help procedurally build meshes
  60132. */
  60133. export class TorusKnotBuilder {
  60134. /**
  60135. * Creates a torus knot mesh
  60136. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60137. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60138. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60139. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60140. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60141. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60142. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60143. * @param name defines the name of the mesh
  60144. * @param options defines the options used to create the mesh
  60145. * @param scene defines the hosting scene
  60146. * @returns the torus knot mesh
  60147. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60148. */
  60149. static CreateTorusKnot(name: string, options: {
  60150. radius?: number;
  60151. tube?: number;
  60152. radialSegments?: number;
  60153. tubularSegments?: number;
  60154. p?: number;
  60155. q?: number;
  60156. updatable?: boolean;
  60157. sideOrientation?: number;
  60158. frontUVs?: Vector4;
  60159. backUVs?: Vector4;
  60160. }, scene: any): Mesh;
  60161. }
  60162. }
  60163. declare module "babylonjs/Meshes/polygonMesh" {
  60164. import { Scene } from "babylonjs/scene";
  60165. import { Vector2 } from "babylonjs/Maths/math.vector";
  60166. import { Mesh } from "babylonjs/Meshes/mesh";
  60167. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  60168. import { Path2 } from "babylonjs/Maths/math.path";
  60169. /**
  60170. * Polygon
  60171. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  60172. */
  60173. export class Polygon {
  60174. /**
  60175. * Creates a rectangle
  60176. * @param xmin bottom X coord
  60177. * @param ymin bottom Y coord
  60178. * @param xmax top X coord
  60179. * @param ymax top Y coord
  60180. * @returns points that make the resulting rectation
  60181. */
  60182. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  60183. /**
  60184. * Creates a circle
  60185. * @param radius radius of circle
  60186. * @param cx scale in x
  60187. * @param cy scale in y
  60188. * @param numberOfSides number of sides that make up the circle
  60189. * @returns points that make the resulting circle
  60190. */
  60191. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  60192. /**
  60193. * Creates a polygon from input string
  60194. * @param input Input polygon data
  60195. * @returns the parsed points
  60196. */
  60197. static Parse(input: string): Vector2[];
  60198. /**
  60199. * Starts building a polygon from x and y coordinates
  60200. * @param x x coordinate
  60201. * @param y y coordinate
  60202. * @returns the started path2
  60203. */
  60204. static StartingAt(x: number, y: number): Path2;
  60205. }
  60206. /**
  60207. * Builds a polygon
  60208. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  60209. */
  60210. export class PolygonMeshBuilder {
  60211. private _points;
  60212. private _outlinepoints;
  60213. private _holes;
  60214. private _name;
  60215. private _scene;
  60216. private _epoints;
  60217. private _eholes;
  60218. private _addToepoint;
  60219. /**
  60220. * Babylon reference to the earcut plugin.
  60221. */
  60222. bjsEarcut: any;
  60223. /**
  60224. * Creates a PolygonMeshBuilder
  60225. * @param name name of the builder
  60226. * @param contours Path of the polygon
  60227. * @param scene scene to add to when creating the mesh
  60228. * @param earcutInjection can be used to inject your own earcut reference
  60229. */
  60230. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  60231. /**
  60232. * Adds a whole within the polygon
  60233. * @param hole Array of points defining the hole
  60234. * @returns this
  60235. */
  60236. addHole(hole: Vector2[]): PolygonMeshBuilder;
  60237. /**
  60238. * Creates the polygon
  60239. * @param updatable If the mesh should be updatable
  60240. * @param depth The depth of the mesh created
  60241. * @returns the created mesh
  60242. */
  60243. build(updatable?: boolean, depth?: number): Mesh;
  60244. /**
  60245. * Creates the polygon
  60246. * @param depth The depth of the mesh created
  60247. * @returns the created VertexData
  60248. */
  60249. buildVertexData(depth?: number): VertexData;
  60250. /**
  60251. * Adds a side to the polygon
  60252. * @param positions points that make the polygon
  60253. * @param normals normals of the polygon
  60254. * @param uvs uvs of the polygon
  60255. * @param indices indices of the polygon
  60256. * @param bounds bounds of the polygon
  60257. * @param points points of the polygon
  60258. * @param depth depth of the polygon
  60259. * @param flip flip of the polygon
  60260. */
  60261. private addSide;
  60262. }
  60263. }
  60264. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  60265. import { Scene } from "babylonjs/scene";
  60266. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60267. import { Color4 } from "babylonjs/Maths/math.color";
  60268. import { Mesh } from "babylonjs/Meshes/mesh";
  60269. import { Nullable } from "babylonjs/types";
  60270. /**
  60271. * Class containing static functions to help procedurally build meshes
  60272. */
  60273. export class PolygonBuilder {
  60274. /**
  60275. * Creates a polygon mesh
  60276. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60277. * * 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
  60278. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60279. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60280. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  60281. * * Remember you can only change the shape positions, not their number when updating a polygon
  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 CreatePolygon(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 an extruded polygon mesh, with depth in the Y direction.
  60301. * * 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)
  60302. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60303. * @param name defines the name of the mesh
  60304. * @param options defines the options used to create the mesh
  60305. * @param scene defines the hosting scene
  60306. * @param earcutInjection can be used to inject your own earcut reference
  60307. * @returns the polygon mesh
  60308. */
  60309. static ExtrudePolygon(name: string, options: {
  60310. shape: Vector3[];
  60311. holes?: Vector3[][];
  60312. depth?: number;
  60313. faceUV?: Vector4[];
  60314. faceColors?: Color4[];
  60315. updatable?: boolean;
  60316. sideOrientation?: number;
  60317. frontUVs?: Vector4;
  60318. backUVs?: Vector4;
  60319. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60320. }
  60321. }
  60322. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  60323. import { Scene } from "babylonjs/scene";
  60324. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60325. import { Mesh } from "babylonjs/Meshes/mesh";
  60326. import { Nullable } from "babylonjs/types";
  60327. /**
  60328. * Class containing static functions to help procedurally build meshes
  60329. */
  60330. export class LatheBuilder {
  60331. /**
  60332. * Creates lathe mesh.
  60333. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60334. * * 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
  60335. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60336. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60337. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60338. * * 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
  60339. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60340. * * 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
  60341. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60342. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60343. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60344. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60345. * @param name defines the name of the mesh
  60346. * @param options defines the options used to create the mesh
  60347. * @param scene defines the hosting scene
  60348. * @returns the lathe mesh
  60349. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60350. */
  60351. static CreateLathe(name: string, options: {
  60352. shape: Vector3[];
  60353. radius?: number;
  60354. tessellation?: number;
  60355. clip?: number;
  60356. arc?: number;
  60357. closed?: boolean;
  60358. updatable?: boolean;
  60359. sideOrientation?: number;
  60360. frontUVs?: Vector4;
  60361. backUVs?: Vector4;
  60362. cap?: number;
  60363. invertUV?: boolean;
  60364. }, scene?: Nullable<Scene>): Mesh;
  60365. }
  60366. }
  60367. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  60368. import { Nullable } from "babylonjs/types";
  60369. import { Scene } from "babylonjs/scene";
  60370. import { Vector4 } from "babylonjs/Maths/math.vector";
  60371. import { Mesh } from "babylonjs/Meshes/mesh";
  60372. /**
  60373. * Class containing static functions to help procedurally build meshes
  60374. */
  60375. export class TiledPlaneBuilder {
  60376. /**
  60377. * Creates a tiled plane mesh
  60378. * * The parameter `pattern` will, depending on value, do nothing or
  60379. * * * flip (reflect about central vertical) alternate tiles across and up
  60380. * * * flip every tile on alternate rows
  60381. * * * rotate (180 degs) alternate tiles across and up
  60382. * * * rotate every tile on alternate rows
  60383. * * * flip and rotate alternate tiles across and up
  60384. * * * flip and rotate every tile on alternate rows
  60385. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  60386. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  60387. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60388. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60389. * * 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)
  60390. * * 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)
  60391. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60392. * @param name defines the name of the mesh
  60393. * @param options defines the options used to create the mesh
  60394. * @param scene defines the hosting scene
  60395. * @returns the box mesh
  60396. */
  60397. static CreateTiledPlane(name: string, options: {
  60398. pattern?: number;
  60399. tileSize?: number;
  60400. tileWidth?: number;
  60401. tileHeight?: number;
  60402. size?: number;
  60403. width?: number;
  60404. height?: number;
  60405. alignHorizontal?: number;
  60406. alignVertical?: number;
  60407. sideOrientation?: number;
  60408. frontUVs?: Vector4;
  60409. backUVs?: Vector4;
  60410. updatable?: boolean;
  60411. }, scene?: Nullable<Scene>): Mesh;
  60412. }
  60413. }
  60414. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  60415. import { Nullable } from "babylonjs/types";
  60416. import { Scene } from "babylonjs/scene";
  60417. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60418. import { Mesh } from "babylonjs/Meshes/mesh";
  60419. /**
  60420. * Class containing static functions to help procedurally build meshes
  60421. */
  60422. export class TubeBuilder {
  60423. /**
  60424. * Creates a tube mesh.
  60425. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60426. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60427. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60428. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60429. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60430. * * 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)
  60431. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60432. * * 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
  60433. * * 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
  60434. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60435. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60436. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60437. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60438. * @param name defines the name of the mesh
  60439. * @param options defines the options used to create the mesh
  60440. * @param scene defines the hosting scene
  60441. * @returns the tube mesh
  60442. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60443. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60444. */
  60445. static CreateTube(name: string, options: {
  60446. path: Vector3[];
  60447. radius?: number;
  60448. tessellation?: number;
  60449. radiusFunction?: {
  60450. (i: number, distance: number): number;
  60451. };
  60452. cap?: number;
  60453. arc?: number;
  60454. updatable?: boolean;
  60455. sideOrientation?: number;
  60456. frontUVs?: Vector4;
  60457. backUVs?: Vector4;
  60458. instance?: Mesh;
  60459. invertUV?: boolean;
  60460. }, scene?: Nullable<Scene>): Mesh;
  60461. }
  60462. }
  60463. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  60464. import { Scene } from "babylonjs/scene";
  60465. import { Vector4 } from "babylonjs/Maths/math.vector";
  60466. import { Mesh } from "babylonjs/Meshes/mesh";
  60467. import { Nullable } from "babylonjs/types";
  60468. /**
  60469. * Class containing static functions to help procedurally build meshes
  60470. */
  60471. export class IcoSphereBuilder {
  60472. /**
  60473. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60474. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60475. * * 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`)
  60476. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60477. * * 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
  60478. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60479. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60480. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60481. * @param name defines the name of the mesh
  60482. * @param options defines the options used to create the mesh
  60483. * @param scene defines the hosting scene
  60484. * @returns the icosahedron mesh
  60485. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60486. */
  60487. static CreateIcoSphere(name: string, options: {
  60488. radius?: number;
  60489. radiusX?: number;
  60490. radiusY?: number;
  60491. radiusZ?: number;
  60492. flat?: boolean;
  60493. subdivisions?: number;
  60494. sideOrientation?: number;
  60495. frontUVs?: Vector4;
  60496. backUVs?: Vector4;
  60497. updatable?: boolean;
  60498. }, scene?: Nullable<Scene>): Mesh;
  60499. }
  60500. }
  60501. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  60502. import { Vector3 } from "babylonjs/Maths/math.vector";
  60503. import { Mesh } from "babylonjs/Meshes/mesh";
  60504. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60505. /**
  60506. * Class containing static functions to help procedurally build meshes
  60507. */
  60508. export class DecalBuilder {
  60509. /**
  60510. * Creates a decal mesh.
  60511. * 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
  60512. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60513. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60514. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60515. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60516. * @param name defines the name of the mesh
  60517. * @param sourceMesh defines the mesh where the decal must be applied
  60518. * @param options defines the options used to create the mesh
  60519. * @param scene defines the hosting scene
  60520. * @returns the decal mesh
  60521. * @see https://doc.babylonjs.com/how_to/decals
  60522. */
  60523. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60524. position?: Vector3;
  60525. normal?: Vector3;
  60526. size?: Vector3;
  60527. angle?: number;
  60528. }): Mesh;
  60529. }
  60530. }
  60531. declare module "babylonjs/Meshes/meshBuilder" {
  60532. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  60533. import { Nullable } from "babylonjs/types";
  60534. import { Scene } from "babylonjs/scene";
  60535. import { Mesh } from "babylonjs/Meshes/mesh";
  60536. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  60537. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  60538. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60539. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  60540. import { Plane } from "babylonjs/Maths/math.plane";
  60541. /**
  60542. * Class containing static functions to help procedurally build meshes
  60543. */
  60544. export class MeshBuilder {
  60545. /**
  60546. * Creates a box mesh
  60547. * * The parameter `size` sets the size (float) of each box side (default 1)
  60548. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  60549. * * 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)
  60550. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60551. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60552. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60553. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60554. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60555. * @param name defines the name of the mesh
  60556. * @param options defines the options used to create the mesh
  60557. * @param scene defines the hosting scene
  60558. * @returns the box mesh
  60559. */
  60560. static CreateBox(name: string, options: {
  60561. size?: number;
  60562. width?: number;
  60563. height?: number;
  60564. depth?: number;
  60565. faceUV?: Vector4[];
  60566. faceColors?: Color4[];
  60567. sideOrientation?: number;
  60568. frontUVs?: Vector4;
  60569. backUVs?: Vector4;
  60570. updatable?: boolean;
  60571. }, scene?: Nullable<Scene>): Mesh;
  60572. /**
  60573. * Creates a tiled box mesh
  60574. * * faceTiles sets the pattern, tile size and number of tiles for a face
  60575. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60576. * @param name defines the name of the mesh
  60577. * @param options defines the options used to create the mesh
  60578. * @param scene defines the hosting scene
  60579. * @returns the tiled box mesh
  60580. */
  60581. static CreateTiledBox(name: string, options: {
  60582. pattern?: number;
  60583. size?: number;
  60584. width?: number;
  60585. height?: number;
  60586. depth: number;
  60587. tileSize?: number;
  60588. tileWidth?: number;
  60589. tileHeight?: number;
  60590. faceUV?: Vector4[];
  60591. faceColors?: Color4[];
  60592. alignHorizontal?: number;
  60593. alignVertical?: number;
  60594. sideOrientation?: number;
  60595. updatable?: boolean;
  60596. }, scene?: Nullable<Scene>): Mesh;
  60597. /**
  60598. * Creates a sphere mesh
  60599. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  60600. * * 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`)
  60601. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  60602. * * 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
  60603. * * 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)
  60604. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60605. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60606. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60607. * @param name defines the name of the mesh
  60608. * @param options defines the options used to create the mesh
  60609. * @param scene defines the hosting scene
  60610. * @returns the sphere mesh
  60611. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  60612. */
  60613. static CreateSphere(name: string, options: {
  60614. segments?: number;
  60615. diameter?: number;
  60616. diameterX?: number;
  60617. diameterY?: number;
  60618. diameterZ?: number;
  60619. arc?: number;
  60620. slice?: number;
  60621. sideOrientation?: number;
  60622. frontUVs?: Vector4;
  60623. backUVs?: Vector4;
  60624. updatable?: boolean;
  60625. }, scene?: Nullable<Scene>): Mesh;
  60626. /**
  60627. * Creates a plane polygonal mesh. By default, this is a disc
  60628. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  60629. * * 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
  60630. * * 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
  60631. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60632. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60633. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60634. * @param name defines the name of the mesh
  60635. * @param options defines the options used to create the mesh
  60636. * @param scene defines the hosting scene
  60637. * @returns the plane polygonal mesh
  60638. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  60639. */
  60640. static CreateDisc(name: string, options: {
  60641. radius?: number;
  60642. tessellation?: number;
  60643. arc?: number;
  60644. updatable?: boolean;
  60645. sideOrientation?: number;
  60646. frontUVs?: Vector4;
  60647. backUVs?: Vector4;
  60648. }, scene?: Nullable<Scene>): Mesh;
  60649. /**
  60650. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60651. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60652. * * 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`)
  60653. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60654. * * 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
  60655. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60656. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60657. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60658. * @param name defines the name of the mesh
  60659. * @param options defines the options used to create the mesh
  60660. * @param scene defines the hosting scene
  60661. * @returns the icosahedron mesh
  60662. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60663. */
  60664. static CreateIcoSphere(name: string, options: {
  60665. radius?: number;
  60666. radiusX?: number;
  60667. radiusY?: number;
  60668. radiusZ?: number;
  60669. flat?: boolean;
  60670. subdivisions?: number;
  60671. sideOrientation?: number;
  60672. frontUVs?: Vector4;
  60673. backUVs?: Vector4;
  60674. updatable?: boolean;
  60675. }, scene?: Nullable<Scene>): Mesh;
  60676. /**
  60677. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60678. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  60679. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  60680. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  60681. * * 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
  60682. * * 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
  60683. * * 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
  60684. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60685. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60686. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60687. * * 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
  60688. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  60689. * * 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
  60690. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  60691. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60692. * @param name defines the name of the mesh
  60693. * @param options defines the options used to create the mesh
  60694. * @param scene defines the hosting scene
  60695. * @returns the ribbon mesh
  60696. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  60697. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60698. */
  60699. static CreateRibbon(name: string, options: {
  60700. pathArray: Vector3[][];
  60701. closeArray?: boolean;
  60702. closePath?: boolean;
  60703. offset?: number;
  60704. updatable?: boolean;
  60705. sideOrientation?: number;
  60706. frontUVs?: Vector4;
  60707. backUVs?: Vector4;
  60708. instance?: Mesh;
  60709. invertUV?: boolean;
  60710. uvs?: Vector2[];
  60711. colors?: Color4[];
  60712. }, scene?: Nullable<Scene>): Mesh;
  60713. /**
  60714. * Creates a cylinder or a cone mesh
  60715. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  60716. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  60717. * * 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.
  60718. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  60719. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  60720. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  60721. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  60722. * * 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).
  60723. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  60724. * * 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).
  60725. * * 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
  60726. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  60727. * * 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
  60728. * * 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.
  60729. * * If `enclose` is false, a ring surface is one element.
  60730. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  60731. * * 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
  60732. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60733. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60734. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60735. * @param name defines the name of the mesh
  60736. * @param options defines the options used to create the mesh
  60737. * @param scene defines the hosting scene
  60738. * @returns the cylinder mesh
  60739. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  60740. */
  60741. static CreateCylinder(name: string, options: {
  60742. height?: number;
  60743. diameterTop?: number;
  60744. diameterBottom?: number;
  60745. diameter?: number;
  60746. tessellation?: number;
  60747. subdivisions?: number;
  60748. arc?: number;
  60749. faceColors?: Color4[];
  60750. faceUV?: Vector4[];
  60751. updatable?: boolean;
  60752. hasRings?: boolean;
  60753. enclose?: boolean;
  60754. cap?: number;
  60755. sideOrientation?: number;
  60756. frontUVs?: Vector4;
  60757. backUVs?: Vector4;
  60758. }, scene?: Nullable<Scene>): Mesh;
  60759. /**
  60760. * Creates a torus mesh
  60761. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  60762. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  60763. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  60764. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60765. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60766. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60767. * @param name defines the name of the mesh
  60768. * @param options defines the options used to create the mesh
  60769. * @param scene defines the hosting scene
  60770. * @returns the torus mesh
  60771. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  60772. */
  60773. static CreateTorus(name: string, options: {
  60774. diameter?: number;
  60775. thickness?: number;
  60776. tessellation?: number;
  60777. updatable?: boolean;
  60778. sideOrientation?: number;
  60779. frontUVs?: Vector4;
  60780. backUVs?: Vector4;
  60781. }, scene?: Nullable<Scene>): Mesh;
  60782. /**
  60783. * Creates a torus knot mesh
  60784. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60785. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60786. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60787. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60788. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60789. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60790. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60791. * @param name defines the name of the mesh
  60792. * @param options defines the options used to create the mesh
  60793. * @param scene defines the hosting scene
  60794. * @returns the torus knot mesh
  60795. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60796. */
  60797. static CreateTorusKnot(name: string, options: {
  60798. radius?: number;
  60799. tube?: number;
  60800. radialSegments?: number;
  60801. tubularSegments?: number;
  60802. p?: number;
  60803. q?: number;
  60804. updatable?: boolean;
  60805. sideOrientation?: number;
  60806. frontUVs?: Vector4;
  60807. backUVs?: Vector4;
  60808. }, scene?: Nullable<Scene>): Mesh;
  60809. /**
  60810. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  60811. * * 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
  60812. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  60813. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  60814. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  60815. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  60816. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  60817. * * 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
  60818. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  60819. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60820. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  60821. * @param name defines the name of the new line system
  60822. * @param options defines the options used to create the line system
  60823. * @param scene defines the hosting scene
  60824. * @returns a new line system mesh
  60825. */
  60826. static CreateLineSystem(name: string, options: {
  60827. lines: Vector3[][];
  60828. updatable?: boolean;
  60829. instance?: Nullable<LinesMesh>;
  60830. colors?: Nullable<Color4[][]>;
  60831. useVertexAlpha?: boolean;
  60832. }, scene: Nullable<Scene>): LinesMesh;
  60833. /**
  60834. * Creates a line mesh
  60835. * 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
  60836. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60837. * * The parameter `points` is an array successive Vector3
  60838. * * 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
  60839. * * The optional parameter `colors` is an array of successive Color4, one per line point
  60840. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  60841. * * When updating an instance, remember that only point positions can change, not the number of points
  60842. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60843. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  60844. * @param name defines the name of the new line system
  60845. * @param options defines the options used to create the line system
  60846. * @param scene defines the hosting scene
  60847. * @returns a new line mesh
  60848. */
  60849. static CreateLines(name: string, options: {
  60850. points: Vector3[];
  60851. updatable?: boolean;
  60852. instance?: Nullable<LinesMesh>;
  60853. colors?: Color4[];
  60854. useVertexAlpha?: boolean;
  60855. }, scene?: Nullable<Scene>): LinesMesh;
  60856. /**
  60857. * Creates a dashed line mesh
  60858. * * 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
  60859. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60860. * * The parameter `points` is an array successive Vector3
  60861. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  60862. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  60863. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60864. * * 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
  60865. * * When updating an instance, remember that only point positions can change, not the number of points
  60866. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60867. * @param name defines the name of the mesh
  60868. * @param options defines the options used to create the mesh
  60869. * @param scene defines the hosting scene
  60870. * @returns the dashed line mesh
  60871. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  60872. */
  60873. static CreateDashedLines(name: string, options: {
  60874. points: Vector3[];
  60875. dashSize?: number;
  60876. gapSize?: number;
  60877. dashNb?: number;
  60878. updatable?: boolean;
  60879. instance?: LinesMesh;
  60880. }, scene?: Nullable<Scene>): LinesMesh;
  60881. /**
  60882. * 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.
  60883. * * 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.
  60884. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60885. * * 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.
  60886. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60887. * * 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
  60888. * * 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
  60889. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60890. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60891. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60892. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60893. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60894. * @param name defines the name of the mesh
  60895. * @param options defines the options used to create the mesh
  60896. * @param scene defines the hosting scene
  60897. * @returns the extruded shape mesh
  60898. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60899. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60900. */
  60901. static ExtrudeShape(name: string, options: {
  60902. shape: Vector3[];
  60903. path: Vector3[];
  60904. scale?: number;
  60905. rotation?: number;
  60906. cap?: number;
  60907. updatable?: boolean;
  60908. sideOrientation?: number;
  60909. frontUVs?: Vector4;
  60910. backUVs?: Vector4;
  60911. instance?: Mesh;
  60912. invertUV?: boolean;
  60913. }, scene?: Nullable<Scene>): Mesh;
  60914. /**
  60915. * Creates an custom extruded shape mesh.
  60916. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60917. * * 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.
  60918. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60919. * * 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
  60920. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60921. * * 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
  60922. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60923. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60924. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60925. * * 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
  60926. * * 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
  60927. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60928. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60929. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60930. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60931. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60932. * @param name defines the name of the mesh
  60933. * @param options defines the options used to create the mesh
  60934. * @param scene defines the hosting scene
  60935. * @returns the custom extruded shape mesh
  60936. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60937. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60938. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60939. */
  60940. static ExtrudeShapeCustom(name: string, options: {
  60941. shape: Vector3[];
  60942. path: Vector3[];
  60943. scaleFunction?: any;
  60944. rotationFunction?: any;
  60945. ribbonCloseArray?: boolean;
  60946. ribbonClosePath?: boolean;
  60947. cap?: number;
  60948. updatable?: boolean;
  60949. sideOrientation?: number;
  60950. frontUVs?: Vector4;
  60951. backUVs?: Vector4;
  60952. instance?: Mesh;
  60953. invertUV?: boolean;
  60954. }, scene?: Nullable<Scene>): Mesh;
  60955. /**
  60956. * Creates lathe mesh.
  60957. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60958. * * 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
  60959. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60960. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60961. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60962. * * 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
  60963. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60964. * * 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
  60965. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60966. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60967. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60968. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60969. * @param name defines the name of the mesh
  60970. * @param options defines the options used to create the mesh
  60971. * @param scene defines the hosting scene
  60972. * @returns the lathe mesh
  60973. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60974. */
  60975. static CreateLathe(name: string, options: {
  60976. shape: Vector3[];
  60977. radius?: number;
  60978. tessellation?: number;
  60979. clip?: number;
  60980. arc?: number;
  60981. closed?: boolean;
  60982. updatable?: boolean;
  60983. sideOrientation?: number;
  60984. frontUVs?: Vector4;
  60985. backUVs?: Vector4;
  60986. cap?: number;
  60987. invertUV?: boolean;
  60988. }, scene?: Nullable<Scene>): Mesh;
  60989. /**
  60990. * Creates a tiled plane mesh
  60991. * * You can set a limited pattern arrangement with the tiles
  60992. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60993. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60994. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60995. * @param name defines the name of the mesh
  60996. * @param options defines the options used to create the mesh
  60997. * @param scene defines the hosting scene
  60998. * @returns the plane mesh
  60999. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  61000. */
  61001. static CreateTiledPlane(name: string, options: {
  61002. pattern?: number;
  61003. tileSize?: number;
  61004. tileWidth?: number;
  61005. tileHeight?: number;
  61006. size?: number;
  61007. width?: number;
  61008. height?: number;
  61009. alignHorizontal?: number;
  61010. alignVertical?: number;
  61011. sideOrientation?: number;
  61012. frontUVs?: Vector4;
  61013. backUVs?: Vector4;
  61014. updatable?: boolean;
  61015. }, scene?: Nullable<Scene>): Mesh;
  61016. /**
  61017. * Creates a plane mesh
  61018. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  61019. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  61020. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  61021. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61022. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  61023. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61024. * @param name defines the name of the mesh
  61025. * @param options defines the options used to create the mesh
  61026. * @param scene defines the hosting scene
  61027. * @returns the plane mesh
  61028. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  61029. */
  61030. static CreatePlane(name: string, options: {
  61031. size?: number;
  61032. width?: number;
  61033. height?: number;
  61034. sideOrientation?: number;
  61035. frontUVs?: Vector4;
  61036. backUVs?: Vector4;
  61037. updatable?: boolean;
  61038. sourcePlane?: Plane;
  61039. }, scene?: Nullable<Scene>): Mesh;
  61040. /**
  61041. * Creates a ground mesh
  61042. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  61043. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  61044. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61045. * @param name defines the name of the mesh
  61046. * @param options defines the options used to create the mesh
  61047. * @param scene defines the hosting scene
  61048. * @returns the ground mesh
  61049. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  61050. */
  61051. static CreateGround(name: string, options: {
  61052. width?: number;
  61053. height?: number;
  61054. subdivisions?: number;
  61055. subdivisionsX?: number;
  61056. subdivisionsY?: number;
  61057. updatable?: boolean;
  61058. }, scene?: Nullable<Scene>): Mesh;
  61059. /**
  61060. * Creates a tiled ground mesh
  61061. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  61062. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  61063. * * 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
  61064. * * 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
  61065. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  61066. * @param name defines the name of the mesh
  61067. * @param options defines the options used to create the mesh
  61068. * @param scene defines the hosting scene
  61069. * @returns the tiled ground mesh
  61070. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  61071. */
  61072. static CreateTiledGround(name: string, options: {
  61073. xmin: number;
  61074. zmin: number;
  61075. xmax: number;
  61076. zmax: number;
  61077. subdivisions?: {
  61078. w: number;
  61079. h: number;
  61080. };
  61081. precision?: {
  61082. w: number;
  61083. h: number;
  61084. };
  61085. updatable?: boolean;
  61086. }, scene?: Nullable<Scene>): Mesh;
  61087. /**
  61088. * Creates a ground mesh from a height map
  61089. * * The parameter `url` sets the URL of the height map image resource.
  61090. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  61091. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  61092. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  61093. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  61094. * * 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.
  61095. * * 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).
  61096. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  61097. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  61098. * @param name defines the name of the mesh
  61099. * @param url defines the url to the height map
  61100. * @param options defines the options used to create the mesh
  61101. * @param scene defines the hosting scene
  61102. * @returns the ground mesh
  61103. * @see https://doc.babylonjs.com/babylon101/height_map
  61104. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  61105. */
  61106. static CreateGroundFromHeightMap(name: string, url: string, options: {
  61107. width?: number;
  61108. height?: number;
  61109. subdivisions?: number;
  61110. minHeight?: number;
  61111. maxHeight?: number;
  61112. colorFilter?: Color3;
  61113. alphaFilter?: number;
  61114. updatable?: boolean;
  61115. onReady?: (mesh: GroundMesh) => void;
  61116. }, scene?: Nullable<Scene>): GroundMesh;
  61117. /**
  61118. * Creates a polygon mesh
  61119. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  61120. * * 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
  61121. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  61122. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61123. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  61124. * * Remember you can only change the shape positions, not their number when updating a polygon
  61125. * @param name defines the name of the mesh
  61126. * @param options defines the options used to create the mesh
  61127. * @param scene defines the hosting scene
  61128. * @param earcutInjection can be used to inject your own earcut reference
  61129. * @returns the polygon mesh
  61130. */
  61131. static CreatePolygon(name: string, options: {
  61132. shape: Vector3[];
  61133. holes?: Vector3[][];
  61134. depth?: number;
  61135. faceUV?: Vector4[];
  61136. faceColors?: Color4[];
  61137. updatable?: boolean;
  61138. sideOrientation?: number;
  61139. frontUVs?: Vector4;
  61140. backUVs?: Vector4;
  61141. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  61142. /**
  61143. * Creates an extruded polygon mesh, with depth in the Y direction.
  61144. * * 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)
  61145. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  61146. * @param name defines the name of the mesh
  61147. * @param options defines the options used to create the mesh
  61148. * @param scene defines the hosting scene
  61149. * @param earcutInjection can be used to inject your own earcut reference
  61150. * @returns the polygon mesh
  61151. */
  61152. static ExtrudePolygon(name: string, options: {
  61153. shape: Vector3[];
  61154. holes?: Vector3[][];
  61155. depth?: number;
  61156. faceUV?: Vector4[];
  61157. faceColors?: Color4[];
  61158. updatable?: boolean;
  61159. sideOrientation?: number;
  61160. frontUVs?: Vector4;
  61161. backUVs?: Vector4;
  61162. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  61163. /**
  61164. * Creates a tube mesh.
  61165. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  61166. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  61167. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  61168. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  61169. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  61170. * * 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)
  61171. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  61172. * * 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
  61173. * * 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
  61174. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61175. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  61176. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  61177. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61178. * @param name defines the name of the mesh
  61179. * @param options defines the options used to create the mesh
  61180. * @param scene defines the hosting scene
  61181. * @returns the tube mesh
  61182. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  61183. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  61184. */
  61185. static CreateTube(name: string, options: {
  61186. path: Vector3[];
  61187. radius?: number;
  61188. tessellation?: number;
  61189. radiusFunction?: {
  61190. (i: number, distance: number): number;
  61191. };
  61192. cap?: number;
  61193. arc?: number;
  61194. updatable?: boolean;
  61195. sideOrientation?: number;
  61196. frontUVs?: Vector4;
  61197. backUVs?: Vector4;
  61198. instance?: Mesh;
  61199. invertUV?: boolean;
  61200. }, scene?: Nullable<Scene>): Mesh;
  61201. /**
  61202. * Creates a polyhedron mesh
  61203. * * 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
  61204. * * The parameter `size` (positive float, default 1) sets the polygon size
  61205. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  61206. * * 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`
  61207. * * 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
  61208. * * 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)`)
  61209. * * 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
  61210. * * 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
  61211. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61212. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  61213. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61214. * @param name defines the name of the mesh
  61215. * @param options defines the options used to create the mesh
  61216. * @param scene defines the hosting scene
  61217. * @returns the polyhedron mesh
  61218. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  61219. */
  61220. static CreatePolyhedron(name: string, options: {
  61221. type?: number;
  61222. size?: number;
  61223. sizeX?: number;
  61224. sizeY?: number;
  61225. sizeZ?: number;
  61226. custom?: any;
  61227. faceUV?: Vector4[];
  61228. faceColors?: Color4[];
  61229. flat?: boolean;
  61230. updatable?: boolean;
  61231. sideOrientation?: number;
  61232. frontUVs?: Vector4;
  61233. backUVs?: Vector4;
  61234. }, scene?: Nullable<Scene>): Mesh;
  61235. /**
  61236. * Creates a decal mesh.
  61237. * 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
  61238. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  61239. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  61240. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  61241. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  61242. * @param name defines the name of the mesh
  61243. * @param sourceMesh defines the mesh where the decal must be applied
  61244. * @param options defines the options used to create the mesh
  61245. * @param scene defines the hosting scene
  61246. * @returns the decal mesh
  61247. * @see https://doc.babylonjs.com/how_to/decals
  61248. */
  61249. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  61250. position?: Vector3;
  61251. normal?: Vector3;
  61252. size?: Vector3;
  61253. angle?: number;
  61254. }): Mesh;
  61255. }
  61256. }
  61257. declare module "babylonjs/Meshes/meshSimplification" {
  61258. import { Mesh } from "babylonjs/Meshes/mesh";
  61259. /**
  61260. * A simplifier interface for future simplification implementations
  61261. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61262. */
  61263. export interface ISimplifier {
  61264. /**
  61265. * Simplification of a given mesh according to the given settings.
  61266. * Since this requires computation, it is assumed that the function runs async.
  61267. * @param settings The settings of the simplification, including quality and distance
  61268. * @param successCallback A callback that will be called after the mesh was simplified.
  61269. * @param errorCallback in case of an error, this callback will be called. optional.
  61270. */
  61271. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  61272. }
  61273. /**
  61274. * Expected simplification settings.
  61275. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  61276. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61277. */
  61278. export interface ISimplificationSettings {
  61279. /**
  61280. * Gets or sets the expected quality
  61281. */
  61282. quality: number;
  61283. /**
  61284. * Gets or sets the distance when this optimized version should be used
  61285. */
  61286. distance: number;
  61287. /**
  61288. * Gets an already optimized mesh
  61289. */
  61290. optimizeMesh?: boolean;
  61291. }
  61292. /**
  61293. * Class used to specify simplification options
  61294. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61295. */
  61296. export class SimplificationSettings implements ISimplificationSettings {
  61297. /** expected quality */
  61298. quality: number;
  61299. /** distance when this optimized version should be used */
  61300. distance: number;
  61301. /** already optimized mesh */
  61302. optimizeMesh?: boolean | undefined;
  61303. /**
  61304. * Creates a SimplificationSettings
  61305. * @param quality expected quality
  61306. * @param distance distance when this optimized version should be used
  61307. * @param optimizeMesh already optimized mesh
  61308. */
  61309. constructor(
  61310. /** expected quality */
  61311. quality: number,
  61312. /** distance when this optimized version should be used */
  61313. distance: number,
  61314. /** already optimized mesh */
  61315. optimizeMesh?: boolean | undefined);
  61316. }
  61317. /**
  61318. * Interface used to define a simplification task
  61319. */
  61320. export interface ISimplificationTask {
  61321. /**
  61322. * Array of settings
  61323. */
  61324. settings: Array<ISimplificationSettings>;
  61325. /**
  61326. * Simplification type
  61327. */
  61328. simplificationType: SimplificationType;
  61329. /**
  61330. * Mesh to simplify
  61331. */
  61332. mesh: Mesh;
  61333. /**
  61334. * Callback called on success
  61335. */
  61336. successCallback?: () => void;
  61337. /**
  61338. * Defines if parallel processing can be used
  61339. */
  61340. parallelProcessing: boolean;
  61341. }
  61342. /**
  61343. * Queue used to order the simplification tasks
  61344. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61345. */
  61346. export class SimplificationQueue {
  61347. private _simplificationArray;
  61348. /**
  61349. * Gets a boolean indicating that the process is still running
  61350. */
  61351. running: boolean;
  61352. /**
  61353. * Creates a new queue
  61354. */
  61355. constructor();
  61356. /**
  61357. * Adds a new simplification task
  61358. * @param task defines a task to add
  61359. */
  61360. addTask(task: ISimplificationTask): void;
  61361. /**
  61362. * Execute next task
  61363. */
  61364. executeNext(): void;
  61365. /**
  61366. * Execute a simplification task
  61367. * @param task defines the task to run
  61368. */
  61369. runSimplification(task: ISimplificationTask): void;
  61370. private getSimplifier;
  61371. }
  61372. /**
  61373. * The implemented types of simplification
  61374. * At the moment only Quadratic Error Decimation is implemented
  61375. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61376. */
  61377. export enum SimplificationType {
  61378. /** Quadratic error decimation */
  61379. QUADRATIC = 0
  61380. }
  61381. }
  61382. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  61383. import { Scene } from "babylonjs/scene";
  61384. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  61385. import { ISceneComponent } from "babylonjs/sceneComponent";
  61386. module "babylonjs/scene" {
  61387. interface Scene {
  61388. /** @hidden (Backing field) */
  61389. _simplificationQueue: SimplificationQueue;
  61390. /**
  61391. * Gets or sets the simplification queue attached to the scene
  61392. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61393. */
  61394. simplificationQueue: SimplificationQueue;
  61395. }
  61396. }
  61397. module "babylonjs/Meshes/mesh" {
  61398. interface Mesh {
  61399. /**
  61400. * Simplify the mesh according to the given array of settings.
  61401. * Function will return immediately and will simplify async
  61402. * @param settings a collection of simplification settings
  61403. * @param parallelProcessing should all levels calculate parallel or one after the other
  61404. * @param simplificationType the type of simplification to run
  61405. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  61406. * @returns the current mesh
  61407. */
  61408. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  61409. }
  61410. }
  61411. /**
  61412. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  61413. * created in a scene
  61414. */
  61415. export class SimplicationQueueSceneComponent implements ISceneComponent {
  61416. /**
  61417. * The component name helpfull to identify the component in the list of scene components.
  61418. */
  61419. readonly name: string;
  61420. /**
  61421. * The scene the component belongs to.
  61422. */
  61423. scene: Scene;
  61424. /**
  61425. * Creates a new instance of the component for the given scene
  61426. * @param scene Defines the scene to register the component in
  61427. */
  61428. constructor(scene: Scene);
  61429. /**
  61430. * Registers the component in a given scene
  61431. */
  61432. register(): void;
  61433. /**
  61434. * Rebuilds the elements related to this component in case of
  61435. * context lost for instance.
  61436. */
  61437. rebuild(): void;
  61438. /**
  61439. * Disposes the component and the associated ressources
  61440. */
  61441. dispose(): void;
  61442. private _beforeCameraUpdate;
  61443. }
  61444. }
  61445. declare module "babylonjs/Meshes/Builders/index" {
  61446. export * from "babylonjs/Meshes/Builders/boxBuilder";
  61447. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  61448. export * from "babylonjs/Meshes/Builders/discBuilder";
  61449. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  61450. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  61451. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  61452. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  61453. export * from "babylonjs/Meshes/Builders/torusBuilder";
  61454. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  61455. export * from "babylonjs/Meshes/Builders/linesBuilder";
  61456. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  61457. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  61458. export * from "babylonjs/Meshes/Builders/latheBuilder";
  61459. export * from "babylonjs/Meshes/Builders/planeBuilder";
  61460. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  61461. export * from "babylonjs/Meshes/Builders/groundBuilder";
  61462. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  61463. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  61464. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  61465. export * from "babylonjs/Meshes/Builders/decalBuilder";
  61466. }
  61467. declare module "babylonjs/Meshes/index" {
  61468. export * from "babylonjs/Meshes/abstractMesh";
  61469. export * from "babylonjs/Meshes/buffer";
  61470. export * from "babylonjs/Meshes/Compression/index";
  61471. export * from "babylonjs/Meshes/csg";
  61472. export * from "babylonjs/Meshes/geometry";
  61473. export * from "babylonjs/Meshes/groundMesh";
  61474. export * from "babylonjs/Meshes/trailMesh";
  61475. export * from "babylonjs/Meshes/instancedMesh";
  61476. export * from "babylonjs/Meshes/linesMesh";
  61477. export * from "babylonjs/Meshes/mesh";
  61478. export * from "babylonjs/Meshes/mesh.vertexData";
  61479. export * from "babylonjs/Meshes/meshBuilder";
  61480. export * from "babylonjs/Meshes/meshSimplification";
  61481. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  61482. export * from "babylonjs/Meshes/polygonMesh";
  61483. export * from "babylonjs/Meshes/subMesh";
  61484. export * from "babylonjs/Meshes/meshLODLevel";
  61485. export * from "babylonjs/Meshes/transformNode";
  61486. export * from "babylonjs/Meshes/Builders/index";
  61487. export * from "babylonjs/Meshes/dataBuffer";
  61488. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  61489. }
  61490. declare module "babylonjs/Morph/index" {
  61491. export * from "babylonjs/Morph/morphTarget";
  61492. export * from "babylonjs/Morph/morphTargetManager";
  61493. }
  61494. declare module "babylonjs/Navigation/INavigationEngine" {
  61495. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61496. import { Vector3 } from "babylonjs/Maths/math";
  61497. import { Mesh } from "babylonjs/Meshes/mesh";
  61498. import { Scene } from "babylonjs/scene";
  61499. /**
  61500. * Navigation plugin interface to add navigation constrained by a navigation mesh
  61501. */
  61502. export interface INavigationEnginePlugin {
  61503. /**
  61504. * plugin name
  61505. */
  61506. name: string;
  61507. /**
  61508. * Creates a navigation mesh
  61509. * @param meshes array of all the geometry used to compute the navigatio mesh
  61510. * @param parameters bunch of parameters used to filter geometry
  61511. */
  61512. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61513. /**
  61514. * Create a navigation mesh debug mesh
  61515. * @param scene is where the mesh will be added
  61516. * @returns debug display mesh
  61517. */
  61518. createDebugNavMesh(scene: Scene): Mesh;
  61519. /**
  61520. * Get a navigation mesh constrained position, closest to the parameter position
  61521. * @param position world position
  61522. * @returns the closest point to position constrained by the navigation mesh
  61523. */
  61524. getClosestPoint(position: Vector3): Vector3;
  61525. /**
  61526. * Get a navigation mesh constrained position, within a particular radius
  61527. * @param position world position
  61528. * @param maxRadius the maximum distance to the constrained world position
  61529. * @returns the closest point to position constrained by the navigation mesh
  61530. */
  61531. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61532. /**
  61533. * Compute the final position from a segment made of destination-position
  61534. * @param position world position
  61535. * @param destination world position
  61536. * @returns the resulting point along the navmesh
  61537. */
  61538. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61539. /**
  61540. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61541. * @param start world position
  61542. * @param end world position
  61543. * @returns array containing world position composing the path
  61544. */
  61545. computePath(start: Vector3, end: Vector3): Vector3[];
  61546. /**
  61547. * If this plugin is supported
  61548. * @returns true if plugin is supported
  61549. */
  61550. isSupported(): boolean;
  61551. /**
  61552. * Create a new Crowd so you can add agents
  61553. * @param maxAgents the maximum agent count in the crowd
  61554. * @param maxAgentRadius the maximum radius an agent can have
  61555. * @param scene to attach the crowd to
  61556. * @returns the crowd you can add agents to
  61557. */
  61558. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61559. /**
  61560. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61561. * The queries will try to find a solution within those bounds
  61562. * default is (1,1,1)
  61563. * @param extent x,y,z value that define the extent around the queries point of reference
  61564. */
  61565. setDefaultQueryExtent(extent: Vector3): void;
  61566. /**
  61567. * Get the Bounding box extent specified by setDefaultQueryExtent
  61568. * @returns the box extent values
  61569. */
  61570. getDefaultQueryExtent(): Vector3;
  61571. /**
  61572. * Release all resources
  61573. */
  61574. dispose(): void;
  61575. }
  61576. /**
  61577. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  61578. */
  61579. export interface ICrowd {
  61580. /**
  61581. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61582. * You can attach anything to that node. The node position is updated in the scene update tick.
  61583. * @param pos world position that will be constrained by the navigation mesh
  61584. * @param parameters agent parameters
  61585. * @param transform hooked to the agent that will be update by the scene
  61586. * @returns agent index
  61587. */
  61588. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61589. /**
  61590. * Returns the agent position in world space
  61591. * @param index agent index returned by addAgent
  61592. * @returns world space position
  61593. */
  61594. getAgentPosition(index: number): Vector3;
  61595. /**
  61596. * Gets the agent velocity in world space
  61597. * @param index agent index returned by addAgent
  61598. * @returns world space velocity
  61599. */
  61600. getAgentVelocity(index: number): Vector3;
  61601. /**
  61602. * remove a particular agent previously created
  61603. * @param index agent index returned by addAgent
  61604. */
  61605. removeAgent(index: number): void;
  61606. /**
  61607. * get the list of all agents attached to this crowd
  61608. * @returns list of agent indices
  61609. */
  61610. getAgents(): number[];
  61611. /**
  61612. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61613. * @param deltaTime in seconds
  61614. */
  61615. update(deltaTime: number): void;
  61616. /**
  61617. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61618. * @param index agent index returned by addAgent
  61619. * @param destination targeted world position
  61620. */
  61621. agentGoto(index: number, destination: Vector3): void;
  61622. /**
  61623. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61624. * The queries will try to find a solution within those bounds
  61625. * default is (1,1,1)
  61626. * @param extent x,y,z value that define the extent around the queries point of reference
  61627. */
  61628. setDefaultQueryExtent(extent: Vector3): void;
  61629. /**
  61630. * Get the Bounding box extent specified by setDefaultQueryExtent
  61631. * @returns the box extent values
  61632. */
  61633. getDefaultQueryExtent(): Vector3;
  61634. /**
  61635. * Release all resources
  61636. */
  61637. dispose(): void;
  61638. }
  61639. /**
  61640. * Configures an agent
  61641. */
  61642. export interface IAgentParameters {
  61643. /**
  61644. * Agent radius. [Limit: >= 0]
  61645. */
  61646. radius: number;
  61647. /**
  61648. * Agent height. [Limit: > 0]
  61649. */
  61650. height: number;
  61651. /**
  61652. * Maximum allowed acceleration. [Limit: >= 0]
  61653. */
  61654. maxAcceleration: number;
  61655. /**
  61656. * Maximum allowed speed. [Limit: >= 0]
  61657. */
  61658. maxSpeed: number;
  61659. /**
  61660. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  61661. */
  61662. collisionQueryRange: number;
  61663. /**
  61664. * The path visibility optimization range. [Limit: > 0]
  61665. */
  61666. pathOptimizationRange: number;
  61667. /**
  61668. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  61669. */
  61670. separationWeight: number;
  61671. }
  61672. /**
  61673. * Configures the navigation mesh creation
  61674. */
  61675. export interface INavMeshParameters {
  61676. /**
  61677. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  61678. */
  61679. cs: number;
  61680. /**
  61681. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  61682. */
  61683. ch: number;
  61684. /**
  61685. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  61686. */
  61687. walkableSlopeAngle: number;
  61688. /**
  61689. * Minimum floor to 'ceiling' height that will still allow the floor area to
  61690. * be considered walkable. [Limit: >= 3] [Units: vx]
  61691. */
  61692. walkableHeight: number;
  61693. /**
  61694. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  61695. */
  61696. walkableClimb: number;
  61697. /**
  61698. * The distance to erode/shrink the walkable area of the heightfield away from
  61699. * obstructions. [Limit: >=0] [Units: vx]
  61700. */
  61701. walkableRadius: number;
  61702. /**
  61703. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  61704. */
  61705. maxEdgeLen: number;
  61706. /**
  61707. * The maximum distance a simplfied contour's border edges should deviate
  61708. * the original raw contour. [Limit: >=0] [Units: vx]
  61709. */
  61710. maxSimplificationError: number;
  61711. /**
  61712. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  61713. */
  61714. minRegionArea: number;
  61715. /**
  61716. * Any regions with a span count smaller than this value will, if possible,
  61717. * be merged with larger regions. [Limit: >=0] [Units: vx]
  61718. */
  61719. mergeRegionArea: number;
  61720. /**
  61721. * The maximum number of vertices allowed for polygons generated during the
  61722. * contour to polygon conversion process. [Limit: >= 3]
  61723. */
  61724. maxVertsPerPoly: number;
  61725. /**
  61726. * Sets the sampling distance to use when generating the detail mesh.
  61727. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  61728. */
  61729. detailSampleDist: number;
  61730. /**
  61731. * The maximum distance the detail mesh surface should deviate from heightfield
  61732. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  61733. */
  61734. detailSampleMaxError: number;
  61735. }
  61736. }
  61737. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  61738. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  61739. import { Mesh } from "babylonjs/Meshes/mesh";
  61740. import { Scene } from "babylonjs/scene";
  61741. import { Vector3 } from "babylonjs/Maths/math";
  61742. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61743. /**
  61744. * RecastJS navigation plugin
  61745. */
  61746. export class RecastJSPlugin implements INavigationEnginePlugin {
  61747. /**
  61748. * Reference to the Recast library
  61749. */
  61750. bjsRECAST: any;
  61751. /**
  61752. * plugin name
  61753. */
  61754. name: string;
  61755. /**
  61756. * the first navmesh created. We might extend this to support multiple navmeshes
  61757. */
  61758. navMesh: any;
  61759. /**
  61760. * Initializes the recastJS plugin
  61761. * @param recastInjection can be used to inject your own recast reference
  61762. */
  61763. constructor(recastInjection?: any);
  61764. /**
  61765. * Creates a navigation mesh
  61766. * @param meshes array of all the geometry used to compute the navigatio mesh
  61767. * @param parameters bunch of parameters used to filter geometry
  61768. */
  61769. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61770. /**
  61771. * Create a navigation mesh debug mesh
  61772. * @param scene is where the mesh will be added
  61773. * @returns debug display mesh
  61774. */
  61775. createDebugNavMesh(scene: Scene): Mesh;
  61776. /**
  61777. * Get a navigation mesh constrained position, closest to the parameter position
  61778. * @param position world position
  61779. * @returns the closest point to position constrained by the navigation mesh
  61780. */
  61781. getClosestPoint(position: Vector3): Vector3;
  61782. /**
  61783. * Get a navigation mesh constrained position, within a particular radius
  61784. * @param position world position
  61785. * @param maxRadius the maximum distance to the constrained world position
  61786. * @returns the closest point to position constrained by the navigation mesh
  61787. */
  61788. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61789. /**
  61790. * Compute the final position from a segment made of destination-position
  61791. * @param position world position
  61792. * @param destination world position
  61793. * @returns the resulting point along the navmesh
  61794. */
  61795. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61796. /**
  61797. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61798. * @param start world position
  61799. * @param end world position
  61800. * @returns array containing world position composing the path
  61801. */
  61802. computePath(start: Vector3, end: Vector3): Vector3[];
  61803. /**
  61804. * Create a new Crowd so you can add agents
  61805. * @param maxAgents the maximum agent count in the crowd
  61806. * @param maxAgentRadius the maximum radius an agent can have
  61807. * @param scene to attach the crowd to
  61808. * @returns the crowd you can add agents to
  61809. */
  61810. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61811. /**
  61812. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61813. * The queries will try to find a solution within those bounds
  61814. * default is (1,1,1)
  61815. * @param extent x,y,z value that define the extent around the queries point of reference
  61816. */
  61817. setDefaultQueryExtent(extent: Vector3): void;
  61818. /**
  61819. * Get the Bounding box extent specified by setDefaultQueryExtent
  61820. * @returns the box extent values
  61821. */
  61822. getDefaultQueryExtent(): Vector3;
  61823. /**
  61824. * Disposes
  61825. */
  61826. dispose(): void;
  61827. /**
  61828. * If this plugin is supported
  61829. * @returns true if plugin is supported
  61830. */
  61831. isSupported(): boolean;
  61832. }
  61833. /**
  61834. * Recast detour crowd implementation
  61835. */
  61836. export class RecastJSCrowd implements ICrowd {
  61837. /**
  61838. * Recast/detour plugin
  61839. */
  61840. bjsRECASTPlugin: RecastJSPlugin;
  61841. /**
  61842. * Link to the detour crowd
  61843. */
  61844. recastCrowd: any;
  61845. /**
  61846. * One transform per agent
  61847. */
  61848. transforms: TransformNode[];
  61849. /**
  61850. * All agents created
  61851. */
  61852. agents: number[];
  61853. /**
  61854. * Link to the scene is kept to unregister the crowd from the scene
  61855. */
  61856. private _scene;
  61857. /**
  61858. * Observer for crowd updates
  61859. */
  61860. private _onBeforeAnimationsObserver;
  61861. /**
  61862. * Constructor
  61863. * @param plugin recastJS plugin
  61864. * @param maxAgents the maximum agent count in the crowd
  61865. * @param maxAgentRadius the maximum radius an agent can have
  61866. * @param scene to attach the crowd to
  61867. * @returns the crowd you can add agents to
  61868. */
  61869. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  61870. /**
  61871. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61872. * You can attach anything to that node. The node position is updated in the scene update tick.
  61873. * @param pos world position that will be constrained by the navigation mesh
  61874. * @param parameters agent parameters
  61875. * @param transform hooked to the agent that will be update by the scene
  61876. * @returns agent index
  61877. */
  61878. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61879. /**
  61880. * Returns the agent position in world space
  61881. * @param index agent index returned by addAgent
  61882. * @returns world space position
  61883. */
  61884. getAgentPosition(index: number): Vector3;
  61885. /**
  61886. * Returns the agent velocity in world space
  61887. * @param index agent index returned by addAgent
  61888. * @returns world space velocity
  61889. */
  61890. getAgentVelocity(index: number): Vector3;
  61891. /**
  61892. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61893. * @param index agent index returned by addAgent
  61894. * @param destination targeted world position
  61895. */
  61896. agentGoto(index: number, destination: Vector3): void;
  61897. /**
  61898. * remove a particular agent previously created
  61899. * @param index agent index returned by addAgent
  61900. */
  61901. removeAgent(index: number): void;
  61902. /**
  61903. * get the list of all agents attached to this crowd
  61904. * @returns list of agent indices
  61905. */
  61906. getAgents(): number[];
  61907. /**
  61908. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61909. * @param deltaTime in seconds
  61910. */
  61911. update(deltaTime: number): void;
  61912. /**
  61913. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61914. * The queries will try to find a solution within those bounds
  61915. * default is (1,1,1)
  61916. * @param extent x,y,z value that define the extent around the queries point of reference
  61917. */
  61918. setDefaultQueryExtent(extent: Vector3): void;
  61919. /**
  61920. * Get the Bounding box extent specified by setDefaultQueryExtent
  61921. * @returns the box extent values
  61922. */
  61923. getDefaultQueryExtent(): Vector3;
  61924. /**
  61925. * Release all resources
  61926. */
  61927. dispose(): void;
  61928. }
  61929. }
  61930. declare module "babylonjs/Navigation/Plugins/index" {
  61931. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61932. }
  61933. declare module "babylonjs/Navigation/index" {
  61934. export * from "babylonjs/Navigation/INavigationEngine";
  61935. export * from "babylonjs/Navigation/Plugins/index";
  61936. }
  61937. declare module "babylonjs/Offline/database" {
  61938. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61939. /**
  61940. * Class used to enable access to IndexedDB
  61941. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61942. */
  61943. export class Database implements IOfflineProvider {
  61944. private _callbackManifestChecked;
  61945. private _currentSceneUrl;
  61946. private _db;
  61947. private _enableSceneOffline;
  61948. private _enableTexturesOffline;
  61949. private _manifestVersionFound;
  61950. private _mustUpdateRessources;
  61951. private _hasReachedQuota;
  61952. private _isSupported;
  61953. private _idbFactory;
  61954. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61955. private static IsUASupportingBlobStorage;
  61956. /**
  61957. * Gets a boolean indicating if Database storate is enabled (off by default)
  61958. */
  61959. static IDBStorageEnabled: boolean;
  61960. /**
  61961. * Gets a boolean indicating if scene must be saved in the database
  61962. */
  61963. readonly enableSceneOffline: boolean;
  61964. /**
  61965. * Gets a boolean indicating if textures must be saved in the database
  61966. */
  61967. readonly enableTexturesOffline: boolean;
  61968. /**
  61969. * Creates a new Database
  61970. * @param urlToScene defines the url to load the scene
  61971. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61972. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61973. */
  61974. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61975. private static _ParseURL;
  61976. private static _ReturnFullUrlLocation;
  61977. private _checkManifestFile;
  61978. /**
  61979. * Open the database and make it available
  61980. * @param successCallback defines the callback to call on success
  61981. * @param errorCallback defines the callback to call on error
  61982. */
  61983. open(successCallback: () => void, errorCallback: () => void): void;
  61984. /**
  61985. * Loads an image from the database
  61986. * @param url defines the url to load from
  61987. * @param image defines the target DOM image
  61988. */
  61989. loadImage(url: string, image: HTMLImageElement): void;
  61990. private _loadImageFromDBAsync;
  61991. private _saveImageIntoDBAsync;
  61992. private _checkVersionFromDB;
  61993. private _loadVersionFromDBAsync;
  61994. private _saveVersionIntoDBAsync;
  61995. /**
  61996. * Loads a file from database
  61997. * @param url defines the URL to load from
  61998. * @param sceneLoaded defines a callback to call on success
  61999. * @param progressCallBack defines a callback to call when progress changed
  62000. * @param errorCallback defines a callback to call on error
  62001. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  62002. */
  62003. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  62004. private _loadFileAsync;
  62005. private _saveFileAsync;
  62006. /**
  62007. * Validates if xhr data is correct
  62008. * @param xhr defines the request to validate
  62009. * @param dataType defines the expected data type
  62010. * @returns true if data is correct
  62011. */
  62012. private static _ValidateXHRData;
  62013. }
  62014. }
  62015. declare module "babylonjs/Offline/index" {
  62016. export * from "babylonjs/Offline/database";
  62017. export * from "babylonjs/Offline/IOfflineProvider";
  62018. }
  62019. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  62020. /** @hidden */
  62021. export var gpuUpdateParticlesPixelShader: {
  62022. name: string;
  62023. shader: string;
  62024. };
  62025. }
  62026. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  62027. /** @hidden */
  62028. export var gpuUpdateParticlesVertexShader: {
  62029. name: string;
  62030. shader: string;
  62031. };
  62032. }
  62033. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  62034. /** @hidden */
  62035. export var clipPlaneFragmentDeclaration2: {
  62036. name: string;
  62037. shader: string;
  62038. };
  62039. }
  62040. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  62041. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  62042. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  62043. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  62044. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  62045. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  62046. /** @hidden */
  62047. export var gpuRenderParticlesPixelShader: {
  62048. name: string;
  62049. shader: string;
  62050. };
  62051. }
  62052. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  62053. /** @hidden */
  62054. export var clipPlaneVertexDeclaration2: {
  62055. name: string;
  62056. shader: string;
  62057. };
  62058. }
  62059. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  62060. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  62061. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  62062. /** @hidden */
  62063. export var gpuRenderParticlesVertexShader: {
  62064. name: string;
  62065. shader: string;
  62066. };
  62067. }
  62068. declare module "babylonjs/Particles/gpuParticleSystem" {
  62069. import { Nullable } from "babylonjs/types";
  62070. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  62071. import { Observable } from "babylonjs/Misc/observable";
  62072. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  62073. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62074. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  62075. import { Scene, IDisposable } from "babylonjs/scene";
  62076. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  62077. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62078. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  62079. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  62080. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  62081. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  62082. /**
  62083. * This represents a GPU particle system in Babylon
  62084. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  62085. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  62086. */
  62087. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  62088. /**
  62089. * The layer mask we are rendering the particles through.
  62090. */
  62091. layerMask: number;
  62092. private _capacity;
  62093. private _activeCount;
  62094. private _currentActiveCount;
  62095. private _accumulatedCount;
  62096. private _renderEffect;
  62097. private _updateEffect;
  62098. private _buffer0;
  62099. private _buffer1;
  62100. private _spriteBuffer;
  62101. private _updateVAO;
  62102. private _renderVAO;
  62103. private _targetIndex;
  62104. private _sourceBuffer;
  62105. private _targetBuffer;
  62106. private _engine;
  62107. private _currentRenderId;
  62108. private _started;
  62109. private _stopped;
  62110. private _timeDelta;
  62111. private _randomTexture;
  62112. private _randomTexture2;
  62113. private _attributesStrideSize;
  62114. private _updateEffectOptions;
  62115. private _randomTextureSize;
  62116. private _actualFrame;
  62117. private readonly _rawTextureWidth;
  62118. /**
  62119. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  62120. */
  62121. static readonly IsSupported: boolean;
  62122. /**
  62123. * An event triggered when the system is disposed.
  62124. */
  62125. onDisposeObservable: Observable<GPUParticleSystem>;
  62126. /**
  62127. * Gets the maximum number of particles active at the same time.
  62128. * @returns The max number of active particles.
  62129. */
  62130. getCapacity(): number;
  62131. /**
  62132. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  62133. * to override the particles.
  62134. */
  62135. forceDepthWrite: boolean;
  62136. /**
  62137. * Gets or set the number of active particles
  62138. */
  62139. activeParticleCount: number;
  62140. private _preWarmDone;
  62141. /**
  62142. * Is this system ready to be used/rendered
  62143. * @return true if the system is ready
  62144. */
  62145. isReady(): boolean;
  62146. /**
  62147. * Gets if the system has been started. (Note: this will still be true after stop is called)
  62148. * @returns True if it has been started, otherwise false.
  62149. */
  62150. isStarted(): boolean;
  62151. /**
  62152. * Starts the particle system and begins to emit
  62153. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  62154. */
  62155. start(delay?: number): void;
  62156. /**
  62157. * Stops the particle system.
  62158. */
  62159. stop(): void;
  62160. /**
  62161. * Remove all active particles
  62162. */
  62163. reset(): void;
  62164. /**
  62165. * Returns the string "GPUParticleSystem"
  62166. * @returns a string containing the class name
  62167. */
  62168. getClassName(): string;
  62169. private _colorGradientsTexture;
  62170. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  62171. /**
  62172. * Adds a new color gradient
  62173. * @param gradient defines the gradient to use (between 0 and 1)
  62174. * @param color1 defines the color to affect to the specified gradient
  62175. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  62176. * @returns the current particle system
  62177. */
  62178. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  62179. /**
  62180. * Remove a specific color gradient
  62181. * @param gradient defines the gradient to remove
  62182. * @returns the current particle system
  62183. */
  62184. removeColorGradient(gradient: number): GPUParticleSystem;
  62185. private _angularSpeedGradientsTexture;
  62186. private _sizeGradientsTexture;
  62187. private _velocityGradientsTexture;
  62188. private _limitVelocityGradientsTexture;
  62189. private _dragGradientsTexture;
  62190. private _addFactorGradient;
  62191. /**
  62192. * Adds a new size gradient
  62193. * @param gradient defines the gradient to use (between 0 and 1)
  62194. * @param factor defines the size factor to affect to the specified gradient
  62195. * @returns the current particle system
  62196. */
  62197. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  62198. /**
  62199. * Remove a specific size gradient
  62200. * @param gradient defines the gradient to remove
  62201. * @returns the current particle system
  62202. */
  62203. removeSizeGradient(gradient: number): GPUParticleSystem;
  62204. /**
  62205. * Adds a new angular speed gradient
  62206. * @param gradient defines the gradient to use (between 0 and 1)
  62207. * @param factor defines the angular speed to affect to the specified gradient
  62208. * @returns the current particle system
  62209. */
  62210. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  62211. /**
  62212. * Remove a specific angular speed gradient
  62213. * @param gradient defines the gradient to remove
  62214. * @returns the current particle system
  62215. */
  62216. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  62217. /**
  62218. * Adds a new velocity gradient
  62219. * @param gradient defines the gradient to use (between 0 and 1)
  62220. * @param factor defines the velocity to affect to the specified gradient
  62221. * @returns the current particle system
  62222. */
  62223. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  62224. /**
  62225. * Remove a specific velocity gradient
  62226. * @param gradient defines the gradient to remove
  62227. * @returns the current particle system
  62228. */
  62229. removeVelocityGradient(gradient: number): GPUParticleSystem;
  62230. /**
  62231. * Adds a new limit velocity gradient
  62232. * @param gradient defines the gradient to use (between 0 and 1)
  62233. * @param factor defines the limit velocity value to affect to the specified gradient
  62234. * @returns the current particle system
  62235. */
  62236. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  62237. /**
  62238. * Remove a specific limit velocity gradient
  62239. * @param gradient defines the gradient to remove
  62240. * @returns the current particle system
  62241. */
  62242. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  62243. /**
  62244. * Adds a new drag gradient
  62245. * @param gradient defines the gradient to use (between 0 and 1)
  62246. * @param factor defines the drag value to affect to the specified gradient
  62247. * @returns the current particle system
  62248. */
  62249. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  62250. /**
  62251. * Remove a specific drag gradient
  62252. * @param gradient defines the gradient to remove
  62253. * @returns the current particle system
  62254. */
  62255. removeDragGradient(gradient: number): GPUParticleSystem;
  62256. /**
  62257. * Not supported by GPUParticleSystem
  62258. * @param gradient defines the gradient to use (between 0 and 1)
  62259. * @param factor defines the emit rate value to affect to the specified gradient
  62260. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62261. * @returns the current particle system
  62262. */
  62263. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62264. /**
  62265. * Not supported by GPUParticleSystem
  62266. * @param gradient defines the gradient to remove
  62267. * @returns the current particle system
  62268. */
  62269. removeEmitRateGradient(gradient: number): IParticleSystem;
  62270. /**
  62271. * Not supported by GPUParticleSystem
  62272. * @param gradient defines the gradient to use (between 0 and 1)
  62273. * @param factor defines the start size value to affect to the specified gradient
  62274. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62275. * @returns the current particle system
  62276. */
  62277. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62278. /**
  62279. * Not supported by GPUParticleSystem
  62280. * @param gradient defines the gradient to remove
  62281. * @returns the current particle system
  62282. */
  62283. removeStartSizeGradient(gradient: number): IParticleSystem;
  62284. /**
  62285. * Not supported by GPUParticleSystem
  62286. * @param gradient defines the gradient to use (between 0 and 1)
  62287. * @param min defines the color remap minimal range
  62288. * @param max defines the color remap maximal range
  62289. * @returns the current particle system
  62290. */
  62291. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  62292. /**
  62293. * Not supported by GPUParticleSystem
  62294. * @param gradient defines the gradient to remove
  62295. * @returns the current particle system
  62296. */
  62297. removeColorRemapGradient(): IParticleSystem;
  62298. /**
  62299. * Not supported by GPUParticleSystem
  62300. * @param gradient defines the gradient to use (between 0 and 1)
  62301. * @param min defines the alpha remap minimal range
  62302. * @param max defines the alpha remap maximal range
  62303. * @returns the current particle system
  62304. */
  62305. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  62306. /**
  62307. * Not supported by GPUParticleSystem
  62308. * @param gradient defines the gradient to remove
  62309. * @returns the current particle system
  62310. */
  62311. removeAlphaRemapGradient(): IParticleSystem;
  62312. /**
  62313. * Not supported by GPUParticleSystem
  62314. * @param gradient defines the gradient to use (between 0 and 1)
  62315. * @param color defines the color to affect to the specified gradient
  62316. * @returns the current particle system
  62317. */
  62318. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  62319. /**
  62320. * Not supported by GPUParticleSystem
  62321. * @param gradient defines the gradient to remove
  62322. * @returns the current particle system
  62323. */
  62324. removeRampGradient(): IParticleSystem;
  62325. /**
  62326. * Not supported by GPUParticleSystem
  62327. * @returns the list of ramp gradients
  62328. */
  62329. getRampGradients(): Nullable<Array<Color3Gradient>>;
  62330. /**
  62331. * Not supported by GPUParticleSystem
  62332. * Gets or sets a boolean indicating that ramp gradients must be used
  62333. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  62334. */
  62335. useRampGradients: boolean;
  62336. /**
  62337. * Not supported by GPUParticleSystem
  62338. * @param gradient defines the gradient to use (between 0 and 1)
  62339. * @param factor defines the life time factor to affect to the specified gradient
  62340. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62341. * @returns the current particle system
  62342. */
  62343. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62344. /**
  62345. * Not supported by GPUParticleSystem
  62346. * @param gradient defines the gradient to remove
  62347. * @returns the current particle system
  62348. */
  62349. removeLifeTimeGradient(gradient: number): IParticleSystem;
  62350. /**
  62351. * Instantiates a GPU particle system.
  62352. * 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.
  62353. * @param name The name of the particle system
  62354. * @param options The options used to create the system
  62355. * @param scene The scene the particle system belongs to
  62356. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  62357. */
  62358. constructor(name: string, options: Partial<{
  62359. capacity: number;
  62360. randomTextureSize: number;
  62361. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  62362. protected _reset(): void;
  62363. private _createUpdateVAO;
  62364. private _createRenderVAO;
  62365. private _initialize;
  62366. /** @hidden */
  62367. _recreateUpdateEffect(): void;
  62368. /** @hidden */
  62369. _recreateRenderEffect(): void;
  62370. /**
  62371. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62372. * @param preWarm defines if we are in the pre-warmimg phase
  62373. */
  62374. animate(preWarm?: boolean): void;
  62375. private _createFactorGradientTexture;
  62376. private _createSizeGradientTexture;
  62377. private _createAngularSpeedGradientTexture;
  62378. private _createVelocityGradientTexture;
  62379. private _createLimitVelocityGradientTexture;
  62380. private _createDragGradientTexture;
  62381. private _createColorGradientTexture;
  62382. /**
  62383. * Renders the particle system in its current state
  62384. * @param preWarm defines if the system should only update the particles but not render them
  62385. * @returns the current number of particles
  62386. */
  62387. render(preWarm?: boolean): number;
  62388. /**
  62389. * Rebuilds the particle system
  62390. */
  62391. rebuild(): void;
  62392. private _releaseBuffers;
  62393. private _releaseVAOs;
  62394. /**
  62395. * Disposes the particle system and free the associated resources
  62396. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62397. */
  62398. dispose(disposeTexture?: boolean): void;
  62399. /**
  62400. * Clones the particle system.
  62401. * @param name The name of the cloned object
  62402. * @param newEmitter The new emitter to use
  62403. * @returns the cloned particle system
  62404. */
  62405. clone(name: string, newEmitter: any): GPUParticleSystem;
  62406. /**
  62407. * Serializes the particle system to a JSON object.
  62408. * @returns the JSON object
  62409. */
  62410. serialize(): any;
  62411. /**
  62412. * Parses a JSON object to create a GPU particle system.
  62413. * @param parsedParticleSystem The JSON object to parse
  62414. * @param scene The scene to create the particle system in
  62415. * @param rootUrl The root url to use to load external dependencies like texture
  62416. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62417. * @returns the parsed GPU particle system
  62418. */
  62419. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  62420. }
  62421. }
  62422. declare module "babylonjs/Particles/particleSystemSet" {
  62423. import { Nullable } from "babylonjs/types";
  62424. import { Color3 } from "babylonjs/Maths/math.color";
  62425. import { TransformNode } from "babylonjs/Meshes/transformNode";
  62426. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62427. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62428. import { Scene, IDisposable } from "babylonjs/scene";
  62429. /**
  62430. * Represents a set of particle systems working together to create a specific effect
  62431. */
  62432. export class ParticleSystemSet implements IDisposable {
  62433. /**
  62434. * Gets or sets base Assets URL
  62435. */
  62436. static BaseAssetsUrl: string;
  62437. private _emitterCreationOptions;
  62438. private _emitterNode;
  62439. /**
  62440. * Gets the particle system list
  62441. */
  62442. systems: IParticleSystem[];
  62443. /**
  62444. * Gets the emitter node used with this set
  62445. */
  62446. readonly emitterNode: Nullable<TransformNode>;
  62447. /**
  62448. * Creates a new emitter mesh as a sphere
  62449. * @param options defines the options used to create the sphere
  62450. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  62451. * @param scene defines the hosting scene
  62452. */
  62453. setEmitterAsSphere(options: {
  62454. diameter: number;
  62455. segments: number;
  62456. color: Color3;
  62457. }, renderingGroupId: number, scene: Scene): void;
  62458. /**
  62459. * Starts all particle systems of the set
  62460. * @param emitter defines an optional mesh to use as emitter for the particle systems
  62461. */
  62462. start(emitter?: AbstractMesh): void;
  62463. /**
  62464. * Release all associated resources
  62465. */
  62466. dispose(): void;
  62467. /**
  62468. * Serialize the set into a JSON compatible object
  62469. * @returns a JSON compatible representation of the set
  62470. */
  62471. serialize(): any;
  62472. /**
  62473. * Parse a new ParticleSystemSet from a serialized source
  62474. * @param data defines a JSON compatible representation of the set
  62475. * @param scene defines the hosting scene
  62476. * @param gpu defines if we want GPU particles or CPU particles
  62477. * @returns a new ParticleSystemSet
  62478. */
  62479. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  62480. }
  62481. }
  62482. declare module "babylonjs/Particles/particleHelper" {
  62483. import { Nullable } from "babylonjs/types";
  62484. import { Scene } from "babylonjs/scene";
  62485. import { Vector3 } from "babylonjs/Maths/math.vector";
  62486. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62487. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62488. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  62489. /**
  62490. * This class is made for on one-liner static method to help creating particle system set.
  62491. */
  62492. export class ParticleHelper {
  62493. /**
  62494. * Gets or sets base Assets URL
  62495. */
  62496. static BaseAssetsUrl: string;
  62497. /**
  62498. * Create a default particle system that you can tweak
  62499. * @param emitter defines the emitter to use
  62500. * @param capacity defines the system capacity (default is 500 particles)
  62501. * @param scene defines the hosting scene
  62502. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  62503. * @returns the new Particle system
  62504. */
  62505. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  62506. /**
  62507. * This is the main static method (one-liner) of this helper to create different particle systems
  62508. * @param type This string represents the type to the particle system to create
  62509. * @param scene The scene where the particle system should live
  62510. * @param gpu If the system will use gpu
  62511. * @returns the ParticleSystemSet created
  62512. */
  62513. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  62514. /**
  62515. * Static function used to export a particle system to a ParticleSystemSet variable.
  62516. * Please note that the emitter shape is not exported
  62517. * @param systems defines the particle systems to export
  62518. * @returns the created particle system set
  62519. */
  62520. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  62521. }
  62522. }
  62523. declare module "babylonjs/Particles/particleSystemComponent" {
  62524. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62525. import { Effect } from "babylonjs/Materials/effect";
  62526. import "babylonjs/Shaders/particles.vertex";
  62527. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  62528. module "babylonjs/Engines/engine" {
  62529. interface Engine {
  62530. /**
  62531. * Create an effect to use with particle systems.
  62532. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  62533. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  62534. * @param uniformsNames defines a list of attribute names
  62535. * @param samplers defines an array of string used to represent textures
  62536. * @param defines defines the string containing the defines to use to compile the shaders
  62537. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  62538. * @param onCompiled defines a function to call when the effect creation is successful
  62539. * @param onError defines a function to call when the effect creation has failed
  62540. * @returns the new Effect
  62541. */
  62542. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  62543. }
  62544. }
  62545. module "babylonjs/Meshes/mesh" {
  62546. interface Mesh {
  62547. /**
  62548. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  62549. * @returns an array of IParticleSystem
  62550. */
  62551. getEmittedParticleSystems(): IParticleSystem[];
  62552. /**
  62553. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  62554. * @returns an array of IParticleSystem
  62555. */
  62556. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  62557. }
  62558. }
  62559. /**
  62560. * @hidden
  62561. */
  62562. export var _IDoNeedToBeInTheBuild: number;
  62563. }
  62564. declare module "babylonjs/Particles/pointsCloudSystem" {
  62565. import { Color4 } from "babylonjs/Maths/math";
  62566. import { Mesh } from "babylonjs/Meshes/mesh";
  62567. import { Scene, IDisposable } from "babylonjs/scene";
  62568. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  62569. /** Defines the 4 color options */
  62570. export enum PointColor {
  62571. /** color value */
  62572. Color = 2,
  62573. /** uv value */
  62574. UV = 1,
  62575. /** random value */
  62576. Random = 0,
  62577. /** stated value */
  62578. Stated = 3
  62579. }
  62580. /**
  62581. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  62582. * 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.
  62583. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  62584. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  62585. *
  62586. * Full documentation here : TO BE ENTERED
  62587. */
  62588. export class PointsCloudSystem implements IDisposable {
  62589. /**
  62590. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  62591. * Example : var p = SPS.particles[i];
  62592. */
  62593. particles: CloudPoint[];
  62594. /**
  62595. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  62596. */
  62597. nbParticles: number;
  62598. /**
  62599. * This a counter for your own usage. It's not set by any SPS functions.
  62600. */
  62601. counter: number;
  62602. /**
  62603. * The PCS name. This name is also given to the underlying mesh.
  62604. */
  62605. name: string;
  62606. /**
  62607. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  62608. */
  62609. mesh: Mesh;
  62610. /**
  62611. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  62612. * Please read :
  62613. */
  62614. vars: any;
  62615. /**
  62616. * @hidden
  62617. */
  62618. _size: number;
  62619. private _scene;
  62620. private _promises;
  62621. private _positions;
  62622. private _indices;
  62623. private _normals;
  62624. private _colors;
  62625. private _uvs;
  62626. private _indices32;
  62627. private _positions32;
  62628. private _colors32;
  62629. private _uvs32;
  62630. private _updatable;
  62631. private _isVisibilityBoxLocked;
  62632. private _alwaysVisible;
  62633. private _groups;
  62634. private _groupCounter;
  62635. private _computeParticleColor;
  62636. private _computeParticleTexture;
  62637. private _computeParticleRotation;
  62638. private _computeBoundingBox;
  62639. private _isReady;
  62640. /**
  62641. * Creates a PCS (Points Cloud System) object
  62642. * @param name (String) is the PCS name, this will be the underlying mesh name
  62643. * @param pointSize (number) is the size for each point
  62644. * @param scene (Scene) is the scene in which the PCS is added
  62645. * @param options defines the options of the PCS e.g.
  62646. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  62647. */
  62648. constructor(name: string, pointSize: number, scene: Scene, options?: {
  62649. updatable?: boolean;
  62650. });
  62651. /**
  62652. * Builds the PCS underlying mesh. Returns a standard Mesh.
  62653. * If no points were added to the PCS, the returned mesh is just a single point.
  62654. * @returns a promise for the created mesh
  62655. */
  62656. buildMeshAsync(): Promise<Mesh>;
  62657. /**
  62658. * @hidden
  62659. */
  62660. private _buildMesh;
  62661. private _addParticle;
  62662. private _randomUnitVector;
  62663. private _getColorIndicesForCoord;
  62664. private _setPointsColorOrUV;
  62665. private _colorFromTexture;
  62666. private _calculateDensity;
  62667. /**
  62668. * Adds points to the PCS in random positions within a unit sphere
  62669. * @param nb (positive integer) the number of particles to be created from this model
  62670. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  62671. * @returns the number of groups in the system
  62672. */
  62673. addPoints(nb: number, pointFunction?: any): number;
  62674. /**
  62675. * Adds points to the PCS from the surface of the model shape
  62676. * @param mesh is any Mesh object that will be used as a surface model for the points
  62677. * @param nb (positive integer) the number of particles to be created from this model
  62678. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62679. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62680. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62681. * @returns the number of groups in the system
  62682. */
  62683. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62684. /**
  62685. * Adds points to the PCS inside the model shape
  62686. * @param mesh is any Mesh object that will be used as a surface model for the points
  62687. * @param nb (positive integer) the number of particles to be created from this model
  62688. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62689. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62690. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62691. * @returns the number of groups in the system
  62692. */
  62693. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62694. /**
  62695. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  62696. * This method calls `updateParticle()` for each particle of the SPS.
  62697. * For an animated SPS, it is usually called within the render loop.
  62698. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  62699. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  62700. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  62701. * @returns the PCS.
  62702. */
  62703. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  62704. /**
  62705. * Disposes the PCS.
  62706. */
  62707. dispose(): void;
  62708. /**
  62709. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  62710. * doc :
  62711. * @returns the PCS.
  62712. */
  62713. refreshVisibleSize(): PointsCloudSystem;
  62714. /**
  62715. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  62716. * @param size the size (float) of the visibility box
  62717. * note : this doesn't lock the PCS mesh bounding box.
  62718. * doc :
  62719. */
  62720. setVisibilityBox(size: number): void;
  62721. /**
  62722. * Gets whether the PCS is always visible or not
  62723. * doc :
  62724. */
  62725. /**
  62726. * Sets the PCS as always visible or not
  62727. * doc :
  62728. */
  62729. isAlwaysVisible: boolean;
  62730. /**
  62731. * Tells to `setParticles()` to compute the particle rotations or not
  62732. * Default value : false. The PCS is faster when it's set to false
  62733. * Note : particle rotations are only applied to parent particles
  62734. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  62735. */
  62736. computeParticleRotation: boolean;
  62737. /**
  62738. * Tells to `setParticles()` to compute the particle colors or not.
  62739. * Default value : true. The PCS is faster when it's set to false.
  62740. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62741. */
  62742. /**
  62743. * Gets if `setParticles()` computes the particle colors or not.
  62744. * Default value : false. The PCS is faster when it's set to false.
  62745. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62746. */
  62747. computeParticleColor: boolean;
  62748. /**
  62749. * Gets if `setParticles()` computes the particle textures or not.
  62750. * Default value : false. The PCS is faster when it's set to false.
  62751. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  62752. */
  62753. computeParticleTexture: boolean;
  62754. /**
  62755. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  62756. */
  62757. /**
  62758. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  62759. */
  62760. computeBoundingBox: boolean;
  62761. /**
  62762. * This function does nothing. It may be overwritten to set all the particle first values.
  62763. * The PCS doesn't call this function, you may have to call it by your own.
  62764. * doc :
  62765. */
  62766. initParticles(): void;
  62767. /**
  62768. * This function does nothing. It may be overwritten to recycle a particle
  62769. * The PCS doesn't call this function, you can to call it
  62770. * doc :
  62771. * @param particle The particle to recycle
  62772. * @returns the recycled particle
  62773. */
  62774. recycleParticle(particle: CloudPoint): CloudPoint;
  62775. /**
  62776. * Updates a particle : this function should be overwritten by the user.
  62777. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  62778. * doc :
  62779. * @example : just set a particle position or velocity and recycle conditions
  62780. * @param particle The particle to update
  62781. * @returns the updated particle
  62782. */
  62783. updateParticle(particle: CloudPoint): CloudPoint;
  62784. /**
  62785. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  62786. * This does nothing and may be overwritten by the user.
  62787. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62788. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62789. * @param update the boolean update value actually passed to setParticles()
  62790. */
  62791. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62792. /**
  62793. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  62794. * This will be passed three parameters.
  62795. * This does nothing and may be overwritten by the user.
  62796. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62797. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62798. * @param update the boolean update value actually passed to setParticles()
  62799. */
  62800. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62801. }
  62802. }
  62803. declare module "babylonjs/Particles/cloudPoint" {
  62804. import { Nullable } from "babylonjs/types";
  62805. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  62806. import { Mesh } from "babylonjs/Meshes/mesh";
  62807. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  62808. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  62809. /**
  62810. * Represents one particle of a points cloud system.
  62811. */
  62812. export class CloudPoint {
  62813. /**
  62814. * particle global index
  62815. */
  62816. idx: number;
  62817. /**
  62818. * The color of the particle
  62819. */
  62820. color: Nullable<Color4>;
  62821. /**
  62822. * The world space position of the particle.
  62823. */
  62824. position: Vector3;
  62825. /**
  62826. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  62827. */
  62828. rotation: Vector3;
  62829. /**
  62830. * The world space rotation quaternion of the particle.
  62831. */
  62832. rotationQuaternion: Nullable<Quaternion>;
  62833. /**
  62834. * The uv of the particle.
  62835. */
  62836. uv: Nullable<Vector2>;
  62837. /**
  62838. * The current speed of the particle.
  62839. */
  62840. velocity: Vector3;
  62841. /**
  62842. * The pivot point in the particle local space.
  62843. */
  62844. pivot: Vector3;
  62845. /**
  62846. * Must the particle be translated from its pivot point in its local space ?
  62847. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  62848. * Default : false
  62849. */
  62850. translateFromPivot: boolean;
  62851. /**
  62852. * Index of this particle in the global "positions" array (Internal use)
  62853. * @hidden
  62854. */
  62855. _pos: number;
  62856. /**
  62857. * @hidden Index of this particle in the global "indices" array (Internal use)
  62858. */
  62859. _ind: number;
  62860. /**
  62861. * Group this particle belongs to
  62862. */
  62863. _group: PointsGroup;
  62864. /**
  62865. * Group id of this particle
  62866. */
  62867. groupId: number;
  62868. /**
  62869. * Index of the particle in its group id (Internal use)
  62870. */
  62871. idxInGroup: number;
  62872. /**
  62873. * @hidden Particle BoundingInfo object (Internal use)
  62874. */
  62875. _boundingInfo: BoundingInfo;
  62876. /**
  62877. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62878. */
  62879. _pcs: PointsCloudSystem;
  62880. /**
  62881. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62882. */
  62883. _stillInvisible: boolean;
  62884. /**
  62885. * @hidden Last computed particle rotation matrix
  62886. */
  62887. _rotationMatrix: number[];
  62888. /**
  62889. * Parent particle Id, if any.
  62890. * Default null.
  62891. */
  62892. parentId: Nullable<number>;
  62893. /**
  62894. * @hidden Internal global position in the PCS.
  62895. */
  62896. _globalPosition: Vector3;
  62897. /**
  62898. * Creates a Point Cloud object.
  62899. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62900. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62901. * @param group (PointsGroup) is the group the particle belongs to
  62902. * @param groupId (integer) is the group identifier in the PCS.
  62903. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62904. * @param pcs defines the PCS it is associated to
  62905. */
  62906. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62907. /**
  62908. * get point size
  62909. */
  62910. /**
  62911. * Set point size
  62912. */
  62913. size: Vector3;
  62914. /**
  62915. * Legacy support, changed quaternion to rotationQuaternion
  62916. */
  62917. /**
  62918. * Legacy support, changed quaternion to rotationQuaternion
  62919. */
  62920. quaternion: Nullable<Quaternion>;
  62921. /**
  62922. * Returns a boolean. True if the particle intersects a mesh, else false
  62923. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62924. * @param target is the object (point or mesh) what the intersection is computed against
  62925. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62926. * @returns true if it intersects
  62927. */
  62928. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62929. /**
  62930. * get the rotation matrix of the particle
  62931. * @hidden
  62932. */
  62933. getRotationMatrix(m: Matrix): void;
  62934. }
  62935. /**
  62936. * Represents a group of points in a points cloud system
  62937. * * PCS internal tool, don't use it manually.
  62938. */
  62939. export class PointsGroup {
  62940. /**
  62941. * The group id
  62942. * @hidden
  62943. */
  62944. groupID: number;
  62945. /**
  62946. * image data for group (internal use)
  62947. * @hidden
  62948. */
  62949. _groupImageData: Nullable<ArrayBufferView>;
  62950. /**
  62951. * Image Width (internal use)
  62952. * @hidden
  62953. */
  62954. _groupImgWidth: number;
  62955. /**
  62956. * Image Height (internal use)
  62957. * @hidden
  62958. */
  62959. _groupImgHeight: number;
  62960. /**
  62961. * Custom position function (internal use)
  62962. * @hidden
  62963. */
  62964. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62965. /**
  62966. * density per facet for surface points
  62967. * @hidden
  62968. */
  62969. _groupDensity: number[];
  62970. /**
  62971. * Only when points are colored by texture carries pointer to texture list array
  62972. * @hidden
  62973. */
  62974. _textureNb: number;
  62975. /**
  62976. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62977. * PCS internal tool, don't use it manually.
  62978. * @hidden
  62979. */
  62980. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62981. }
  62982. }
  62983. declare module "babylonjs/Particles/index" {
  62984. export * from "babylonjs/Particles/baseParticleSystem";
  62985. export * from "babylonjs/Particles/EmitterTypes/index";
  62986. export * from "babylonjs/Particles/gpuParticleSystem";
  62987. export * from "babylonjs/Particles/IParticleSystem";
  62988. export * from "babylonjs/Particles/particle";
  62989. export * from "babylonjs/Particles/particleHelper";
  62990. export * from "babylonjs/Particles/particleSystem";
  62991. export * from "babylonjs/Particles/particleSystemComponent";
  62992. export * from "babylonjs/Particles/particleSystemSet";
  62993. export * from "babylonjs/Particles/solidParticle";
  62994. export * from "babylonjs/Particles/solidParticleSystem";
  62995. export * from "babylonjs/Particles/cloudPoint";
  62996. export * from "babylonjs/Particles/pointsCloudSystem";
  62997. export * from "babylonjs/Particles/subEmitter";
  62998. }
  62999. declare module "babylonjs/Physics/physicsEngineComponent" {
  63000. import { Nullable } from "babylonjs/types";
  63001. import { Observable, Observer } from "babylonjs/Misc/observable";
  63002. import { Vector3 } from "babylonjs/Maths/math.vector";
  63003. import { Mesh } from "babylonjs/Meshes/mesh";
  63004. import { ISceneComponent } from "babylonjs/sceneComponent";
  63005. import { Scene } from "babylonjs/scene";
  63006. import { Node } from "babylonjs/node";
  63007. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  63008. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  63009. module "babylonjs/scene" {
  63010. interface Scene {
  63011. /** @hidden (Backing field) */
  63012. _physicsEngine: Nullable<IPhysicsEngine>;
  63013. /**
  63014. * Gets the current physics engine
  63015. * @returns a IPhysicsEngine or null if none attached
  63016. */
  63017. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  63018. /**
  63019. * Enables physics to the current scene
  63020. * @param gravity defines the scene's gravity for the physics engine
  63021. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  63022. * @return a boolean indicating if the physics engine was initialized
  63023. */
  63024. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  63025. /**
  63026. * Disables and disposes the physics engine associated with the scene
  63027. */
  63028. disablePhysicsEngine(): void;
  63029. /**
  63030. * Gets a boolean indicating if there is an active physics engine
  63031. * @returns a boolean indicating if there is an active physics engine
  63032. */
  63033. isPhysicsEnabled(): boolean;
  63034. /**
  63035. * Deletes a physics compound impostor
  63036. * @param compound defines the compound to delete
  63037. */
  63038. deleteCompoundImpostor(compound: any): void;
  63039. /**
  63040. * An event triggered when physic simulation is about to be run
  63041. */
  63042. onBeforePhysicsObservable: Observable<Scene>;
  63043. /**
  63044. * An event triggered when physic simulation has been done
  63045. */
  63046. onAfterPhysicsObservable: Observable<Scene>;
  63047. }
  63048. }
  63049. module "babylonjs/Meshes/abstractMesh" {
  63050. interface AbstractMesh {
  63051. /** @hidden */
  63052. _physicsImpostor: Nullable<PhysicsImpostor>;
  63053. /**
  63054. * Gets or sets impostor used for physic simulation
  63055. * @see http://doc.babylonjs.com/features/physics_engine
  63056. */
  63057. physicsImpostor: Nullable<PhysicsImpostor>;
  63058. /**
  63059. * Gets the current physics impostor
  63060. * @see http://doc.babylonjs.com/features/physics_engine
  63061. * @returns a physics impostor or null
  63062. */
  63063. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  63064. /** Apply a physic impulse to the mesh
  63065. * @param force defines the force to apply
  63066. * @param contactPoint defines where to apply the force
  63067. * @returns the current mesh
  63068. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  63069. */
  63070. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  63071. /**
  63072. * Creates a physic joint between two meshes
  63073. * @param otherMesh defines the other mesh to use
  63074. * @param pivot1 defines the pivot to use on this mesh
  63075. * @param pivot2 defines the pivot to use on the other mesh
  63076. * @param options defines additional options (can be plugin dependent)
  63077. * @returns the current mesh
  63078. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  63079. */
  63080. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  63081. /** @hidden */
  63082. _disposePhysicsObserver: Nullable<Observer<Node>>;
  63083. }
  63084. }
  63085. /**
  63086. * Defines the physics engine scene component responsible to manage a physics engine
  63087. */
  63088. export class PhysicsEngineSceneComponent implements ISceneComponent {
  63089. /**
  63090. * The component name helpful to identify the component in the list of scene components.
  63091. */
  63092. readonly name: string;
  63093. /**
  63094. * The scene the component belongs to.
  63095. */
  63096. scene: Scene;
  63097. /**
  63098. * Creates a new instance of the component for the given scene
  63099. * @param scene Defines the scene to register the component in
  63100. */
  63101. constructor(scene: Scene);
  63102. /**
  63103. * Registers the component in a given scene
  63104. */
  63105. register(): void;
  63106. /**
  63107. * Rebuilds the elements related to this component in case of
  63108. * context lost for instance.
  63109. */
  63110. rebuild(): void;
  63111. /**
  63112. * Disposes the component and the associated ressources
  63113. */
  63114. dispose(): void;
  63115. }
  63116. }
  63117. declare module "babylonjs/Physics/physicsHelper" {
  63118. import { Nullable } from "babylonjs/types";
  63119. import { Vector3 } from "babylonjs/Maths/math.vector";
  63120. import { Mesh } from "babylonjs/Meshes/mesh";
  63121. import { Scene } from "babylonjs/scene";
  63122. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  63123. /**
  63124. * A helper for physics simulations
  63125. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63126. */
  63127. export class PhysicsHelper {
  63128. private _scene;
  63129. private _physicsEngine;
  63130. /**
  63131. * Initializes the Physics helper
  63132. * @param scene Babylon.js scene
  63133. */
  63134. constructor(scene: Scene);
  63135. /**
  63136. * Applies a radial explosion impulse
  63137. * @param origin the origin of the explosion
  63138. * @param radiusOrEventOptions the radius or the options of radial explosion
  63139. * @param strength the explosion strength
  63140. * @param falloff possible options: Constant & Linear. Defaults to Constant
  63141. * @returns A physics radial explosion event, or null
  63142. */
  63143. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  63144. /**
  63145. * Applies a radial explosion force
  63146. * @param origin the origin of the explosion
  63147. * @param radiusOrEventOptions the radius or the options of radial explosion
  63148. * @param strength the explosion strength
  63149. * @param falloff possible options: Constant & Linear. Defaults to Constant
  63150. * @returns A physics radial explosion event, or null
  63151. */
  63152. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  63153. /**
  63154. * Creates a gravitational field
  63155. * @param origin the origin of the explosion
  63156. * @param radiusOrEventOptions the radius or the options of radial explosion
  63157. * @param strength the explosion strength
  63158. * @param falloff possible options: Constant & Linear. Defaults to Constant
  63159. * @returns A physics gravitational field event, or null
  63160. */
  63161. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  63162. /**
  63163. * Creates a physics updraft event
  63164. * @param origin the origin of the updraft
  63165. * @param radiusOrEventOptions the radius or the options of the updraft
  63166. * @param strength the strength of the updraft
  63167. * @param height the height of the updraft
  63168. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  63169. * @returns A physics updraft event, or null
  63170. */
  63171. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  63172. /**
  63173. * Creates a physics vortex event
  63174. * @param origin the of the vortex
  63175. * @param radiusOrEventOptions the radius or the options of the vortex
  63176. * @param strength the strength of the vortex
  63177. * @param height the height of the vortex
  63178. * @returns a Physics vortex event, or null
  63179. * A physics vortex event or null
  63180. */
  63181. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  63182. }
  63183. /**
  63184. * Represents a physics radial explosion event
  63185. */
  63186. class PhysicsRadialExplosionEvent {
  63187. private _scene;
  63188. private _options;
  63189. private _sphere;
  63190. private _dataFetched;
  63191. /**
  63192. * Initializes a radial explosioin event
  63193. * @param _scene BabylonJS scene
  63194. * @param _options The options for the vortex event
  63195. */
  63196. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  63197. /**
  63198. * Returns the data related to the radial explosion event (sphere).
  63199. * @returns The radial explosion event data
  63200. */
  63201. getData(): PhysicsRadialExplosionEventData;
  63202. /**
  63203. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  63204. * @param impostor A physics imposter
  63205. * @param origin the origin of the explosion
  63206. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  63207. */
  63208. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  63209. /**
  63210. * Triggers affecterd impostors callbacks
  63211. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  63212. */
  63213. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  63214. /**
  63215. * Disposes the sphere.
  63216. * @param force Specifies if the sphere should be disposed by force
  63217. */
  63218. dispose(force?: boolean): void;
  63219. /*** Helpers ***/
  63220. private _prepareSphere;
  63221. private _intersectsWithSphere;
  63222. }
  63223. /**
  63224. * Represents a gravitational field event
  63225. */
  63226. class PhysicsGravitationalFieldEvent {
  63227. private _physicsHelper;
  63228. private _scene;
  63229. private _origin;
  63230. private _options;
  63231. private _tickCallback;
  63232. private _sphere;
  63233. private _dataFetched;
  63234. /**
  63235. * Initializes the physics gravitational field event
  63236. * @param _physicsHelper A physics helper
  63237. * @param _scene BabylonJS scene
  63238. * @param _origin The origin position of the gravitational field event
  63239. * @param _options The options for the vortex event
  63240. */
  63241. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  63242. /**
  63243. * Returns the data related to the gravitational field event (sphere).
  63244. * @returns A gravitational field event
  63245. */
  63246. getData(): PhysicsGravitationalFieldEventData;
  63247. /**
  63248. * Enables the gravitational field.
  63249. */
  63250. enable(): void;
  63251. /**
  63252. * Disables the gravitational field.
  63253. */
  63254. disable(): void;
  63255. /**
  63256. * Disposes the sphere.
  63257. * @param force The force to dispose from the gravitational field event
  63258. */
  63259. dispose(force?: boolean): void;
  63260. private _tick;
  63261. }
  63262. /**
  63263. * Represents a physics updraft event
  63264. */
  63265. class PhysicsUpdraftEvent {
  63266. private _scene;
  63267. private _origin;
  63268. private _options;
  63269. private _physicsEngine;
  63270. private _originTop;
  63271. private _originDirection;
  63272. private _tickCallback;
  63273. private _cylinder;
  63274. private _cylinderPosition;
  63275. private _dataFetched;
  63276. /**
  63277. * Initializes the physics updraft event
  63278. * @param _scene BabylonJS scene
  63279. * @param _origin The origin position of the updraft
  63280. * @param _options The options for the updraft event
  63281. */
  63282. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  63283. /**
  63284. * Returns the data related to the updraft event (cylinder).
  63285. * @returns A physics updraft event
  63286. */
  63287. getData(): PhysicsUpdraftEventData;
  63288. /**
  63289. * Enables the updraft.
  63290. */
  63291. enable(): void;
  63292. /**
  63293. * Disables the updraft.
  63294. */
  63295. disable(): void;
  63296. /**
  63297. * Disposes the cylinder.
  63298. * @param force Specifies if the updraft should be disposed by force
  63299. */
  63300. dispose(force?: boolean): void;
  63301. private getImpostorHitData;
  63302. private _tick;
  63303. /*** Helpers ***/
  63304. private _prepareCylinder;
  63305. private _intersectsWithCylinder;
  63306. }
  63307. /**
  63308. * Represents a physics vortex event
  63309. */
  63310. class PhysicsVortexEvent {
  63311. private _scene;
  63312. private _origin;
  63313. private _options;
  63314. private _physicsEngine;
  63315. private _originTop;
  63316. private _tickCallback;
  63317. private _cylinder;
  63318. private _cylinderPosition;
  63319. private _dataFetched;
  63320. /**
  63321. * Initializes the physics vortex event
  63322. * @param _scene The BabylonJS scene
  63323. * @param _origin The origin position of the vortex
  63324. * @param _options The options for the vortex event
  63325. */
  63326. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  63327. /**
  63328. * Returns the data related to the vortex event (cylinder).
  63329. * @returns The physics vortex event data
  63330. */
  63331. getData(): PhysicsVortexEventData;
  63332. /**
  63333. * Enables the vortex.
  63334. */
  63335. enable(): void;
  63336. /**
  63337. * Disables the cortex.
  63338. */
  63339. disable(): void;
  63340. /**
  63341. * Disposes the sphere.
  63342. * @param force
  63343. */
  63344. dispose(force?: boolean): void;
  63345. private getImpostorHitData;
  63346. private _tick;
  63347. /*** Helpers ***/
  63348. private _prepareCylinder;
  63349. private _intersectsWithCylinder;
  63350. }
  63351. /**
  63352. * Options fot the radial explosion event
  63353. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63354. */
  63355. export class PhysicsRadialExplosionEventOptions {
  63356. /**
  63357. * The radius of the sphere for the radial explosion.
  63358. */
  63359. radius: number;
  63360. /**
  63361. * The strenth of the explosion.
  63362. */
  63363. strength: number;
  63364. /**
  63365. * The strenght of the force in correspondence to the distance of the affected object
  63366. */
  63367. falloff: PhysicsRadialImpulseFalloff;
  63368. /**
  63369. * Sphere options for the radial explosion.
  63370. */
  63371. sphere: {
  63372. segments: number;
  63373. diameter: number;
  63374. };
  63375. /**
  63376. * Sphere options for the radial explosion.
  63377. */
  63378. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  63379. }
  63380. /**
  63381. * Options fot the updraft event
  63382. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63383. */
  63384. export class PhysicsUpdraftEventOptions {
  63385. /**
  63386. * The radius of the cylinder for the vortex
  63387. */
  63388. radius: number;
  63389. /**
  63390. * The strenth of the updraft.
  63391. */
  63392. strength: number;
  63393. /**
  63394. * The height of the cylinder for the updraft.
  63395. */
  63396. height: number;
  63397. /**
  63398. * The mode for the the updraft.
  63399. */
  63400. updraftMode: PhysicsUpdraftMode;
  63401. }
  63402. /**
  63403. * Options fot the vortex event
  63404. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63405. */
  63406. export class PhysicsVortexEventOptions {
  63407. /**
  63408. * The radius of the cylinder for the vortex
  63409. */
  63410. radius: number;
  63411. /**
  63412. * The strenth of the vortex.
  63413. */
  63414. strength: number;
  63415. /**
  63416. * The height of the cylinder for the vortex.
  63417. */
  63418. height: number;
  63419. /**
  63420. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  63421. */
  63422. centripetalForceThreshold: number;
  63423. /**
  63424. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  63425. */
  63426. centripetalForceMultiplier: number;
  63427. /**
  63428. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  63429. */
  63430. centrifugalForceMultiplier: number;
  63431. /**
  63432. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  63433. */
  63434. updraftForceMultiplier: number;
  63435. }
  63436. /**
  63437. * The strenght of the force in correspondence to the distance of the affected object
  63438. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63439. */
  63440. export enum PhysicsRadialImpulseFalloff {
  63441. /** Defines that impulse is constant in strength across it's whole radius */
  63442. Constant = 0,
  63443. /** Defines that impulse gets weaker if it's further from the origin */
  63444. Linear = 1
  63445. }
  63446. /**
  63447. * The strength of the force in correspondence to the distance of the affected object
  63448. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63449. */
  63450. export enum PhysicsUpdraftMode {
  63451. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  63452. Center = 0,
  63453. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  63454. Perpendicular = 1
  63455. }
  63456. /**
  63457. * Interface for a physics hit data
  63458. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63459. */
  63460. export interface PhysicsHitData {
  63461. /**
  63462. * The force applied at the contact point
  63463. */
  63464. force: Vector3;
  63465. /**
  63466. * The contact point
  63467. */
  63468. contactPoint: Vector3;
  63469. /**
  63470. * The distance from the origin to the contact point
  63471. */
  63472. distanceFromOrigin: number;
  63473. }
  63474. /**
  63475. * Interface for radial explosion event data
  63476. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63477. */
  63478. export interface PhysicsRadialExplosionEventData {
  63479. /**
  63480. * A sphere used for the radial explosion event
  63481. */
  63482. sphere: Mesh;
  63483. }
  63484. /**
  63485. * Interface for gravitational field event data
  63486. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63487. */
  63488. export interface PhysicsGravitationalFieldEventData {
  63489. /**
  63490. * A sphere mesh used for the gravitational field event
  63491. */
  63492. sphere: Mesh;
  63493. }
  63494. /**
  63495. * Interface for updraft event data
  63496. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63497. */
  63498. export interface PhysicsUpdraftEventData {
  63499. /**
  63500. * A cylinder used for the updraft event
  63501. */
  63502. cylinder: Mesh;
  63503. }
  63504. /**
  63505. * Interface for vortex event data
  63506. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63507. */
  63508. export interface PhysicsVortexEventData {
  63509. /**
  63510. * A cylinder used for the vortex event
  63511. */
  63512. cylinder: Mesh;
  63513. }
  63514. /**
  63515. * Interface for an affected physics impostor
  63516. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63517. */
  63518. export interface PhysicsAffectedImpostorWithData {
  63519. /**
  63520. * The impostor affected by the effect
  63521. */
  63522. impostor: PhysicsImpostor;
  63523. /**
  63524. * The data about the hit/horce from the explosion
  63525. */
  63526. hitData: PhysicsHitData;
  63527. }
  63528. }
  63529. declare module "babylonjs/Physics/Plugins/index" {
  63530. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  63531. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  63532. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  63533. }
  63534. declare module "babylonjs/Physics/index" {
  63535. export * from "babylonjs/Physics/IPhysicsEngine";
  63536. export * from "babylonjs/Physics/physicsEngine";
  63537. export * from "babylonjs/Physics/physicsEngineComponent";
  63538. export * from "babylonjs/Physics/physicsHelper";
  63539. export * from "babylonjs/Physics/physicsImpostor";
  63540. export * from "babylonjs/Physics/physicsJoint";
  63541. export * from "babylonjs/Physics/Plugins/index";
  63542. }
  63543. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  63544. /** @hidden */
  63545. export var blackAndWhitePixelShader: {
  63546. name: string;
  63547. shader: string;
  63548. };
  63549. }
  63550. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  63551. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63552. import { Camera } from "babylonjs/Cameras/camera";
  63553. import { Engine } from "babylonjs/Engines/engine";
  63554. import "babylonjs/Shaders/blackAndWhite.fragment";
  63555. /**
  63556. * Post process used to render in black and white
  63557. */
  63558. export class BlackAndWhitePostProcess extends PostProcess {
  63559. /**
  63560. * Linear about to convert he result to black and white (default: 1)
  63561. */
  63562. degree: number;
  63563. /**
  63564. * Creates a black and white post process
  63565. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  63566. * @param name The name of the effect.
  63567. * @param options The required width/height ratio to downsize to before computing the render pass.
  63568. * @param camera The camera to apply the render pass to.
  63569. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63570. * @param engine The engine which the post process will be applied. (default: current engine)
  63571. * @param reusable If the post process can be reused on the same frame. (default: false)
  63572. */
  63573. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63574. }
  63575. }
  63576. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  63577. import { Nullable } from "babylonjs/types";
  63578. import { Camera } from "babylonjs/Cameras/camera";
  63579. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63580. import { Engine } from "babylonjs/Engines/engine";
  63581. /**
  63582. * This represents a set of one or more post processes in Babylon.
  63583. * A post process can be used to apply a shader to a texture after it is rendered.
  63584. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63585. */
  63586. export class PostProcessRenderEffect {
  63587. private _postProcesses;
  63588. private _getPostProcesses;
  63589. private _singleInstance;
  63590. private _cameras;
  63591. private _indicesForCamera;
  63592. /**
  63593. * Name of the effect
  63594. * @hidden
  63595. */
  63596. _name: string;
  63597. /**
  63598. * Instantiates a post process render effect.
  63599. * A post process can be used to apply a shader to a texture after it is rendered.
  63600. * @param engine The engine the effect is tied to
  63601. * @param name The name of the effect
  63602. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  63603. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  63604. */
  63605. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  63606. /**
  63607. * Checks if all the post processes in the effect are supported.
  63608. */
  63609. readonly isSupported: boolean;
  63610. /**
  63611. * Updates the current state of the effect
  63612. * @hidden
  63613. */
  63614. _update(): void;
  63615. /**
  63616. * Attaches the effect on cameras
  63617. * @param cameras The camera to attach to.
  63618. * @hidden
  63619. */
  63620. _attachCameras(cameras: Camera): void;
  63621. /**
  63622. * Attaches the effect on cameras
  63623. * @param cameras The camera to attach to.
  63624. * @hidden
  63625. */
  63626. _attachCameras(cameras: Camera[]): void;
  63627. /**
  63628. * Detaches the effect on cameras
  63629. * @param cameras The camera to detatch from.
  63630. * @hidden
  63631. */
  63632. _detachCameras(cameras: Camera): void;
  63633. /**
  63634. * Detatches the effect on cameras
  63635. * @param cameras The camera to detatch from.
  63636. * @hidden
  63637. */
  63638. _detachCameras(cameras: Camera[]): void;
  63639. /**
  63640. * Enables the effect on given cameras
  63641. * @param cameras The camera to enable.
  63642. * @hidden
  63643. */
  63644. _enable(cameras: Camera): void;
  63645. /**
  63646. * Enables the effect on given cameras
  63647. * @param cameras The camera to enable.
  63648. * @hidden
  63649. */
  63650. _enable(cameras: Nullable<Camera[]>): void;
  63651. /**
  63652. * Disables the effect on the given cameras
  63653. * @param cameras The camera to disable.
  63654. * @hidden
  63655. */
  63656. _disable(cameras: Camera): void;
  63657. /**
  63658. * Disables the effect on the given cameras
  63659. * @param cameras The camera to disable.
  63660. * @hidden
  63661. */
  63662. _disable(cameras: Nullable<Camera[]>): void;
  63663. /**
  63664. * Gets a list of the post processes contained in the effect.
  63665. * @param camera The camera to get the post processes on.
  63666. * @returns The list of the post processes in the effect.
  63667. */
  63668. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  63669. }
  63670. }
  63671. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  63672. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63673. /** @hidden */
  63674. export var extractHighlightsPixelShader: {
  63675. name: string;
  63676. shader: string;
  63677. };
  63678. }
  63679. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  63680. import { Nullable } from "babylonjs/types";
  63681. import { Camera } from "babylonjs/Cameras/camera";
  63682. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63683. import { Engine } from "babylonjs/Engines/engine";
  63684. import "babylonjs/Shaders/extractHighlights.fragment";
  63685. /**
  63686. * 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.
  63687. */
  63688. export class ExtractHighlightsPostProcess extends PostProcess {
  63689. /**
  63690. * The luminance threshold, pixels below this value will be set to black.
  63691. */
  63692. threshold: number;
  63693. /** @hidden */
  63694. _exposure: number;
  63695. /**
  63696. * Post process which has the input texture to be used when performing highlight extraction
  63697. * @hidden
  63698. */
  63699. _inputPostProcess: Nullable<PostProcess>;
  63700. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63701. }
  63702. }
  63703. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  63704. /** @hidden */
  63705. export var bloomMergePixelShader: {
  63706. name: string;
  63707. shader: string;
  63708. };
  63709. }
  63710. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  63711. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63712. import { Nullable } from "babylonjs/types";
  63713. import { Engine } from "babylonjs/Engines/engine";
  63714. import { Camera } from "babylonjs/Cameras/camera";
  63715. import "babylonjs/Shaders/bloomMerge.fragment";
  63716. /**
  63717. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63718. */
  63719. export class BloomMergePostProcess extends PostProcess {
  63720. /** Weight of the bloom to be added to the original input. */
  63721. weight: number;
  63722. /**
  63723. * Creates a new instance of @see BloomMergePostProcess
  63724. * @param name The name of the effect.
  63725. * @param originalFromInput Post process which's input will be used for the merge.
  63726. * @param blurred Blurred highlights post process which's output will be used.
  63727. * @param weight Weight of the bloom to be added to the original input.
  63728. * @param options The required width/height ratio to downsize to before computing the render pass.
  63729. * @param camera The camera to apply the render pass to.
  63730. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63731. * @param engine The engine which the post process will be applied. (default: current engine)
  63732. * @param reusable If the post process can be reused on the same frame. (default: false)
  63733. * @param textureType Type of textures used when performing the post process. (default: 0)
  63734. * @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)
  63735. */
  63736. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  63737. /** Weight of the bloom to be added to the original input. */
  63738. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63739. }
  63740. }
  63741. declare module "babylonjs/PostProcesses/bloomEffect" {
  63742. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63743. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63744. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63745. import { Camera } from "babylonjs/Cameras/camera";
  63746. import { Scene } from "babylonjs/scene";
  63747. /**
  63748. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  63749. */
  63750. export class BloomEffect extends PostProcessRenderEffect {
  63751. private bloomScale;
  63752. /**
  63753. * @hidden Internal
  63754. */
  63755. _effects: Array<PostProcess>;
  63756. /**
  63757. * @hidden Internal
  63758. */
  63759. _downscale: ExtractHighlightsPostProcess;
  63760. private _blurX;
  63761. private _blurY;
  63762. private _merge;
  63763. /**
  63764. * The luminance threshold to find bright areas of the image to bloom.
  63765. */
  63766. threshold: number;
  63767. /**
  63768. * The strength of the bloom.
  63769. */
  63770. weight: number;
  63771. /**
  63772. * Specifies the size of the bloom blur kernel, relative to the final output size
  63773. */
  63774. kernel: number;
  63775. /**
  63776. * Creates a new instance of @see BloomEffect
  63777. * @param scene The scene the effect belongs to.
  63778. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  63779. * @param bloomKernel The size of the kernel to be used when applying the blur.
  63780. * @param bloomWeight The the strength of bloom.
  63781. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63782. * @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)
  63783. */
  63784. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  63785. /**
  63786. * Disposes each of the internal effects for a given camera.
  63787. * @param camera The camera to dispose the effect on.
  63788. */
  63789. disposeEffects(camera: Camera): void;
  63790. /**
  63791. * @hidden Internal
  63792. */
  63793. _updateEffects(): void;
  63794. /**
  63795. * Internal
  63796. * @returns if all the contained post processes are ready.
  63797. * @hidden
  63798. */
  63799. _isReady(): boolean;
  63800. }
  63801. }
  63802. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  63803. /** @hidden */
  63804. export var chromaticAberrationPixelShader: {
  63805. name: string;
  63806. shader: string;
  63807. };
  63808. }
  63809. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  63810. import { Vector2 } from "babylonjs/Maths/math.vector";
  63811. import { Nullable } from "babylonjs/types";
  63812. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63813. import { Camera } from "babylonjs/Cameras/camera";
  63814. import { Engine } from "babylonjs/Engines/engine";
  63815. import "babylonjs/Shaders/chromaticAberration.fragment";
  63816. /**
  63817. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  63818. */
  63819. export class ChromaticAberrationPostProcess extends PostProcess {
  63820. /**
  63821. * The amount of seperation of rgb channels (default: 30)
  63822. */
  63823. aberrationAmount: number;
  63824. /**
  63825. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  63826. */
  63827. radialIntensity: number;
  63828. /**
  63829. * 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))
  63830. */
  63831. direction: Vector2;
  63832. /**
  63833. * 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))
  63834. */
  63835. centerPosition: Vector2;
  63836. /**
  63837. * Creates a new instance ChromaticAberrationPostProcess
  63838. * @param name The name of the effect.
  63839. * @param screenWidth The width of the screen to apply the effect on.
  63840. * @param screenHeight The height of the screen to apply the effect on.
  63841. * @param options The required width/height ratio to downsize to before computing the render pass.
  63842. * @param camera The camera to apply the render pass to.
  63843. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63844. * @param engine The engine which the post process will be applied. (default: current engine)
  63845. * @param reusable If the post process can be reused on the same frame. (default: false)
  63846. * @param textureType Type of textures used when performing the post process. (default: 0)
  63847. * @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)
  63848. */
  63849. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63850. }
  63851. }
  63852. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  63853. /** @hidden */
  63854. export var circleOfConfusionPixelShader: {
  63855. name: string;
  63856. shader: string;
  63857. };
  63858. }
  63859. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  63860. import { Nullable } from "babylonjs/types";
  63861. import { Engine } from "babylonjs/Engines/engine";
  63862. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63863. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63864. import { Camera } from "babylonjs/Cameras/camera";
  63865. import "babylonjs/Shaders/circleOfConfusion.fragment";
  63866. /**
  63867. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  63868. */
  63869. export class CircleOfConfusionPostProcess extends PostProcess {
  63870. /**
  63871. * 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.
  63872. */
  63873. lensSize: number;
  63874. /**
  63875. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63876. */
  63877. fStop: number;
  63878. /**
  63879. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63880. */
  63881. focusDistance: number;
  63882. /**
  63883. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63884. */
  63885. focalLength: number;
  63886. private _depthTexture;
  63887. /**
  63888. * Creates a new instance CircleOfConfusionPostProcess
  63889. * @param name The name of the effect.
  63890. * @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.
  63891. * @param options The required width/height ratio to downsize to before computing the render pass.
  63892. * @param camera The camera to apply the render pass to.
  63893. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63894. * @param engine The engine which the post process will be applied. (default: current engine)
  63895. * @param reusable If the post process can be reused on the same frame. (default: false)
  63896. * @param textureType Type of textures used when performing the post process. (default: 0)
  63897. * @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)
  63898. */
  63899. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63900. /**
  63901. * 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.
  63902. */
  63903. depthTexture: RenderTargetTexture;
  63904. }
  63905. }
  63906. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63907. /** @hidden */
  63908. export var colorCorrectionPixelShader: {
  63909. name: string;
  63910. shader: string;
  63911. };
  63912. }
  63913. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63914. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63915. import { Engine } from "babylonjs/Engines/engine";
  63916. import { Camera } from "babylonjs/Cameras/camera";
  63917. import "babylonjs/Shaders/colorCorrection.fragment";
  63918. /**
  63919. *
  63920. * This post-process allows the modification of rendered colors by using
  63921. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63922. *
  63923. * The object needs to be provided an url to a texture containing the color
  63924. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63925. * Use an image editing software to tweak the LUT to match your needs.
  63926. *
  63927. * For an example of a color LUT, see here:
  63928. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63929. * For explanations on color grading, see here:
  63930. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63931. *
  63932. */
  63933. export class ColorCorrectionPostProcess extends PostProcess {
  63934. private _colorTableTexture;
  63935. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63936. }
  63937. }
  63938. declare module "babylonjs/Shaders/convolution.fragment" {
  63939. /** @hidden */
  63940. export var convolutionPixelShader: {
  63941. name: string;
  63942. shader: string;
  63943. };
  63944. }
  63945. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63946. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63947. import { Nullable } from "babylonjs/types";
  63948. import { Camera } from "babylonjs/Cameras/camera";
  63949. import { Engine } from "babylonjs/Engines/engine";
  63950. import "babylonjs/Shaders/convolution.fragment";
  63951. /**
  63952. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63953. * input texture to perform effects such as edge detection or sharpening
  63954. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63955. */
  63956. export class ConvolutionPostProcess extends PostProcess {
  63957. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63958. kernel: number[];
  63959. /**
  63960. * Creates a new instance ConvolutionPostProcess
  63961. * @param name The name of the effect.
  63962. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63963. * @param options The required width/height ratio to downsize to before computing the render pass.
  63964. * @param camera The camera to apply the render pass to.
  63965. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63966. * @param engine The engine which the post process will be applied. (default: current engine)
  63967. * @param reusable If the post process can be reused on the same frame. (default: false)
  63968. * @param textureType Type of textures used when performing the post process. (default: 0)
  63969. */
  63970. constructor(name: string,
  63971. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63972. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63973. /**
  63974. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63975. */
  63976. static EdgeDetect0Kernel: number[];
  63977. /**
  63978. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63979. */
  63980. static EdgeDetect1Kernel: number[];
  63981. /**
  63982. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63983. */
  63984. static EdgeDetect2Kernel: number[];
  63985. /**
  63986. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63987. */
  63988. static SharpenKernel: number[];
  63989. /**
  63990. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63991. */
  63992. static EmbossKernel: number[];
  63993. /**
  63994. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63995. */
  63996. static GaussianKernel: number[];
  63997. }
  63998. }
  63999. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  64000. import { Nullable } from "babylonjs/types";
  64001. import { Vector2 } from "babylonjs/Maths/math.vector";
  64002. import { Camera } from "babylonjs/Cameras/camera";
  64003. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64004. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  64005. import { Engine } from "babylonjs/Engines/engine";
  64006. import { Scene } from "babylonjs/scene";
  64007. /**
  64008. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  64009. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  64010. * based on samples that have a large difference in distance than the center pixel.
  64011. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  64012. */
  64013. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  64014. direction: Vector2;
  64015. /**
  64016. * Creates a new instance CircleOfConfusionPostProcess
  64017. * @param name The name of the effect.
  64018. * @param scene The scene the effect belongs to.
  64019. * @param direction The direction the blur should be applied.
  64020. * @param kernel The size of the kernel used to blur.
  64021. * @param options The required width/height ratio to downsize to before computing the render pass.
  64022. * @param camera The camera to apply the render pass to.
  64023. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  64024. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  64025. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64026. * @param engine The engine which the post process will be applied. (default: current engine)
  64027. * @param reusable If the post process can be reused on the same frame. (default: false)
  64028. * @param textureType Type of textures used when performing the post process. (default: 0)
  64029. * @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)
  64030. */
  64031. 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);
  64032. }
  64033. }
  64034. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  64035. /** @hidden */
  64036. export var depthOfFieldMergePixelShader: {
  64037. name: string;
  64038. shader: string;
  64039. };
  64040. }
  64041. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  64042. import { Nullable } from "babylonjs/types";
  64043. import { Camera } from "babylonjs/Cameras/camera";
  64044. import { Effect } from "babylonjs/Materials/effect";
  64045. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64046. import { Engine } from "babylonjs/Engines/engine";
  64047. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  64048. /**
  64049. * Options to be set when merging outputs from the default pipeline.
  64050. */
  64051. export class DepthOfFieldMergePostProcessOptions {
  64052. /**
  64053. * The original image to merge on top of
  64054. */
  64055. originalFromInput: PostProcess;
  64056. /**
  64057. * Parameters to perform the merge of the depth of field effect
  64058. */
  64059. depthOfField?: {
  64060. circleOfConfusion: PostProcess;
  64061. blurSteps: Array<PostProcess>;
  64062. };
  64063. /**
  64064. * Parameters to perform the merge of bloom effect
  64065. */
  64066. bloom?: {
  64067. blurred: PostProcess;
  64068. weight: number;
  64069. };
  64070. }
  64071. /**
  64072. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  64073. */
  64074. export class DepthOfFieldMergePostProcess extends PostProcess {
  64075. private blurSteps;
  64076. /**
  64077. * Creates a new instance of DepthOfFieldMergePostProcess
  64078. * @param name The name of the effect.
  64079. * @param originalFromInput Post process which's input will be used for the merge.
  64080. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  64081. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  64082. * @param options The required width/height ratio to downsize to before computing the render pass.
  64083. * @param camera The camera to apply the render pass to.
  64084. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64085. * @param engine The engine which the post process will be applied. (default: current engine)
  64086. * @param reusable If the post process can be reused on the same frame. (default: false)
  64087. * @param textureType Type of textures used when performing the post process. (default: 0)
  64088. * @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)
  64089. */
  64090. 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);
  64091. /**
  64092. * Updates the effect with the current post process compile time values and recompiles the shader.
  64093. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  64094. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  64095. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  64096. * @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
  64097. * @param onCompiled Called when the shader has been compiled.
  64098. * @param onError Called if there is an error when compiling a shader.
  64099. */
  64100. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  64101. }
  64102. }
  64103. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  64104. import { Nullable } from "babylonjs/types";
  64105. import { Camera } from "babylonjs/Cameras/camera";
  64106. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  64107. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  64108. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  64109. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  64110. import { Scene } from "babylonjs/scene";
  64111. /**
  64112. * Specifies the level of max blur that should be applied when using the depth of field effect
  64113. */
  64114. export enum DepthOfFieldEffectBlurLevel {
  64115. /**
  64116. * Subtle blur
  64117. */
  64118. Low = 0,
  64119. /**
  64120. * Medium blur
  64121. */
  64122. Medium = 1,
  64123. /**
  64124. * Large blur
  64125. */
  64126. High = 2
  64127. }
  64128. /**
  64129. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  64130. */
  64131. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  64132. private _circleOfConfusion;
  64133. /**
  64134. * @hidden Internal, blurs from high to low
  64135. */
  64136. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  64137. private _depthOfFieldBlurY;
  64138. private _dofMerge;
  64139. /**
  64140. * @hidden Internal post processes in depth of field effect
  64141. */
  64142. _effects: Array<PostProcess>;
  64143. /**
  64144. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  64145. */
  64146. focalLength: number;
  64147. /**
  64148. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  64149. */
  64150. fStop: number;
  64151. /**
  64152. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  64153. */
  64154. focusDistance: number;
  64155. /**
  64156. * 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.
  64157. */
  64158. lensSize: number;
  64159. /**
  64160. * Creates a new instance DepthOfFieldEffect
  64161. * @param scene The scene the effect belongs to.
  64162. * @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.
  64163. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  64164. * @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)
  64165. */
  64166. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  64167. /**
  64168. * Get the current class name of the current effet
  64169. * @returns "DepthOfFieldEffect"
  64170. */
  64171. getClassName(): string;
  64172. /**
  64173. * 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.
  64174. */
  64175. depthTexture: RenderTargetTexture;
  64176. /**
  64177. * Disposes each of the internal effects for a given camera.
  64178. * @param camera The camera to dispose the effect on.
  64179. */
  64180. disposeEffects(camera: Camera): void;
  64181. /**
  64182. * @hidden Internal
  64183. */
  64184. _updateEffects(): void;
  64185. /**
  64186. * Internal
  64187. * @returns if all the contained post processes are ready.
  64188. * @hidden
  64189. */
  64190. _isReady(): boolean;
  64191. }
  64192. }
  64193. declare module "babylonjs/Shaders/displayPass.fragment" {
  64194. /** @hidden */
  64195. export var displayPassPixelShader: {
  64196. name: string;
  64197. shader: string;
  64198. };
  64199. }
  64200. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  64201. import { Nullable } from "babylonjs/types";
  64202. import { Camera } from "babylonjs/Cameras/camera";
  64203. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64204. import { Engine } from "babylonjs/Engines/engine";
  64205. import "babylonjs/Shaders/displayPass.fragment";
  64206. /**
  64207. * DisplayPassPostProcess which produces an output the same as it's input
  64208. */
  64209. export class DisplayPassPostProcess extends PostProcess {
  64210. /**
  64211. * Creates the DisplayPassPostProcess
  64212. * @param name The name of the effect.
  64213. * @param options The required width/height ratio to downsize to before computing the render pass.
  64214. * @param camera The camera to apply the render pass to.
  64215. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64216. * @param engine The engine which the post process will be applied. (default: current engine)
  64217. * @param reusable If the post process can be reused on the same frame. (default: false)
  64218. */
  64219. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64220. }
  64221. }
  64222. declare module "babylonjs/Shaders/filter.fragment" {
  64223. /** @hidden */
  64224. export var filterPixelShader: {
  64225. name: string;
  64226. shader: string;
  64227. };
  64228. }
  64229. declare module "babylonjs/PostProcesses/filterPostProcess" {
  64230. import { Nullable } from "babylonjs/types";
  64231. import { Matrix } from "babylonjs/Maths/math.vector";
  64232. import { Camera } from "babylonjs/Cameras/camera";
  64233. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64234. import { Engine } from "babylonjs/Engines/engine";
  64235. import "babylonjs/Shaders/filter.fragment";
  64236. /**
  64237. * Applies a kernel filter to the image
  64238. */
  64239. export class FilterPostProcess extends PostProcess {
  64240. /** The matrix to be applied to the image */
  64241. kernelMatrix: Matrix;
  64242. /**
  64243. *
  64244. * @param name The name of the effect.
  64245. * @param kernelMatrix The matrix to be applied to the image
  64246. * @param options The required width/height ratio to downsize to before computing the render pass.
  64247. * @param camera The camera to apply the render pass to.
  64248. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64249. * @param engine The engine which the post process will be applied. (default: current engine)
  64250. * @param reusable If the post process can be reused on the same frame. (default: false)
  64251. */
  64252. constructor(name: string,
  64253. /** The matrix to be applied to the image */
  64254. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64255. }
  64256. }
  64257. declare module "babylonjs/Shaders/fxaa.fragment" {
  64258. /** @hidden */
  64259. export var fxaaPixelShader: {
  64260. name: string;
  64261. shader: string;
  64262. };
  64263. }
  64264. declare module "babylonjs/Shaders/fxaa.vertex" {
  64265. /** @hidden */
  64266. export var fxaaVertexShader: {
  64267. name: string;
  64268. shader: string;
  64269. };
  64270. }
  64271. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  64272. import { Nullable } from "babylonjs/types";
  64273. import { Camera } from "babylonjs/Cameras/camera";
  64274. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64275. import { Engine } from "babylonjs/Engines/engine";
  64276. import "babylonjs/Shaders/fxaa.fragment";
  64277. import "babylonjs/Shaders/fxaa.vertex";
  64278. /**
  64279. * Fxaa post process
  64280. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  64281. */
  64282. export class FxaaPostProcess extends PostProcess {
  64283. /** @hidden */
  64284. texelWidth: number;
  64285. /** @hidden */
  64286. texelHeight: number;
  64287. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  64288. private _getDefines;
  64289. }
  64290. }
  64291. declare module "babylonjs/Shaders/grain.fragment" {
  64292. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  64293. /** @hidden */
  64294. export var grainPixelShader: {
  64295. name: string;
  64296. shader: string;
  64297. };
  64298. }
  64299. declare module "babylonjs/PostProcesses/grainPostProcess" {
  64300. import { Nullable } from "babylonjs/types";
  64301. import { Camera } from "babylonjs/Cameras/camera";
  64302. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64303. import { Engine } from "babylonjs/Engines/engine";
  64304. import "babylonjs/Shaders/grain.fragment";
  64305. /**
  64306. * The GrainPostProcess adds noise to the image at mid luminance levels
  64307. */
  64308. export class GrainPostProcess extends PostProcess {
  64309. /**
  64310. * The intensity of the grain added (default: 30)
  64311. */
  64312. intensity: number;
  64313. /**
  64314. * If the grain should be randomized on every frame
  64315. */
  64316. animated: boolean;
  64317. /**
  64318. * Creates a new instance of @see GrainPostProcess
  64319. * @param name The name of the effect.
  64320. * @param options The required width/height ratio to downsize to before computing the render pass.
  64321. * @param camera The camera to apply the render pass to.
  64322. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64323. * @param engine The engine which the post process will be applied. (default: current engine)
  64324. * @param reusable If the post process can be reused on the same frame. (default: false)
  64325. * @param textureType Type of textures used when performing the post process. (default: 0)
  64326. * @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)
  64327. */
  64328. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64329. }
  64330. }
  64331. declare module "babylonjs/Shaders/highlights.fragment" {
  64332. /** @hidden */
  64333. export var highlightsPixelShader: {
  64334. name: string;
  64335. shader: string;
  64336. };
  64337. }
  64338. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  64339. import { Nullable } from "babylonjs/types";
  64340. import { Camera } from "babylonjs/Cameras/camera";
  64341. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64342. import { Engine } from "babylonjs/Engines/engine";
  64343. import "babylonjs/Shaders/highlights.fragment";
  64344. /**
  64345. * Extracts highlights from the image
  64346. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64347. */
  64348. export class HighlightsPostProcess extends PostProcess {
  64349. /**
  64350. * Extracts highlights from the image
  64351. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64352. * @param name The name of the effect.
  64353. * @param options The required width/height ratio to downsize to before computing the render pass.
  64354. * @param camera The camera to apply the render pass to.
  64355. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64356. * @param engine The engine which the post process will be applied. (default: current engine)
  64357. * @param reusable If the post process can be reused on the same frame. (default: false)
  64358. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  64359. */
  64360. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  64361. }
  64362. }
  64363. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  64364. /** @hidden */
  64365. export var mrtFragmentDeclaration: {
  64366. name: string;
  64367. shader: string;
  64368. };
  64369. }
  64370. declare module "babylonjs/Shaders/geometry.fragment" {
  64371. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  64372. /** @hidden */
  64373. export var geometryPixelShader: {
  64374. name: string;
  64375. shader: string;
  64376. };
  64377. }
  64378. declare module "babylonjs/Shaders/geometry.vertex" {
  64379. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  64380. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  64381. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  64382. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  64383. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  64384. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  64385. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  64386. /** @hidden */
  64387. export var geometryVertexShader: {
  64388. name: string;
  64389. shader: string;
  64390. };
  64391. }
  64392. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  64393. import { Matrix } from "babylonjs/Maths/math.vector";
  64394. import { SubMesh } from "babylonjs/Meshes/subMesh";
  64395. import { Mesh } from "babylonjs/Meshes/mesh";
  64396. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  64397. import { Effect } from "babylonjs/Materials/effect";
  64398. import { Scene } from "babylonjs/scene";
  64399. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64400. import "babylonjs/Shaders/geometry.fragment";
  64401. import "babylonjs/Shaders/geometry.vertex";
  64402. /** @hidden */
  64403. interface ISavedTransformationMatrix {
  64404. world: Matrix;
  64405. viewProjection: Matrix;
  64406. }
  64407. /**
  64408. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  64409. */
  64410. export class GeometryBufferRenderer {
  64411. /**
  64412. * Constant used to retrieve the position texture index in the G-Buffer textures array
  64413. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  64414. */
  64415. static readonly POSITION_TEXTURE_TYPE: number;
  64416. /**
  64417. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  64418. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  64419. */
  64420. static readonly VELOCITY_TEXTURE_TYPE: number;
  64421. /**
  64422. * Dictionary used to store the previous transformation matrices of each rendered mesh
  64423. * in order to compute objects velocities when enableVelocity is set to "true"
  64424. * @hidden
  64425. */
  64426. _previousTransformationMatrices: {
  64427. [index: number]: ISavedTransformationMatrix;
  64428. };
  64429. /**
  64430. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  64431. * in order to compute objects velocities when enableVelocity is set to "true"
  64432. * @hidden
  64433. */
  64434. _previousBonesTransformationMatrices: {
  64435. [index: number]: Float32Array;
  64436. };
  64437. /**
  64438. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  64439. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  64440. */
  64441. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  64442. private _scene;
  64443. private _multiRenderTarget;
  64444. private _ratio;
  64445. private _enablePosition;
  64446. private _enableVelocity;
  64447. private _positionIndex;
  64448. private _velocityIndex;
  64449. protected _effect: Effect;
  64450. protected _cachedDefines: string;
  64451. /**
  64452. * Set the render list (meshes to be rendered) used in the G buffer.
  64453. */
  64454. renderList: Mesh[];
  64455. /**
  64456. * Gets wether or not G buffer are supported by the running hardware.
  64457. * This requires draw buffer supports
  64458. */
  64459. readonly isSupported: boolean;
  64460. /**
  64461. * Returns the index of the given texture type in the G-Buffer textures array
  64462. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  64463. * @returns the index of the given texture type in the G-Buffer textures array
  64464. */
  64465. getTextureIndex(textureType: number): number;
  64466. /**
  64467. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  64468. */
  64469. /**
  64470. * Sets whether or not objects positions are enabled for the G buffer.
  64471. */
  64472. enablePosition: boolean;
  64473. /**
  64474. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  64475. */
  64476. /**
  64477. * Sets wether or not objects velocities are enabled for the G buffer.
  64478. */
  64479. enableVelocity: boolean;
  64480. /**
  64481. * Gets the scene associated with the buffer.
  64482. */
  64483. readonly scene: Scene;
  64484. /**
  64485. * Gets the ratio used by the buffer during its creation.
  64486. * How big is the buffer related to the main canvas.
  64487. */
  64488. readonly ratio: number;
  64489. /** @hidden */
  64490. static _SceneComponentInitialization: (scene: Scene) => void;
  64491. /**
  64492. * Creates a new G Buffer for the scene
  64493. * @param scene The scene the buffer belongs to
  64494. * @param ratio How big is the buffer related to the main canvas.
  64495. */
  64496. constructor(scene: Scene, ratio?: number);
  64497. /**
  64498. * Checks wether everything is ready to render a submesh to the G buffer.
  64499. * @param subMesh the submesh to check readiness for
  64500. * @param useInstances is the mesh drawn using instance or not
  64501. * @returns true if ready otherwise false
  64502. */
  64503. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  64504. /**
  64505. * Gets the current underlying G Buffer.
  64506. * @returns the buffer
  64507. */
  64508. getGBuffer(): MultiRenderTarget;
  64509. /**
  64510. * Gets the number of samples used to render the buffer (anti aliasing).
  64511. */
  64512. /**
  64513. * Sets the number of samples used to render the buffer (anti aliasing).
  64514. */
  64515. samples: number;
  64516. /**
  64517. * Disposes the renderer and frees up associated resources.
  64518. */
  64519. dispose(): void;
  64520. protected _createRenderTargets(): void;
  64521. private _copyBonesTransformationMatrices;
  64522. }
  64523. }
  64524. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  64525. import { Nullable } from "babylonjs/types";
  64526. import { Scene } from "babylonjs/scene";
  64527. import { ISceneComponent } from "babylonjs/sceneComponent";
  64528. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  64529. module "babylonjs/scene" {
  64530. interface Scene {
  64531. /** @hidden (Backing field) */
  64532. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64533. /**
  64534. * Gets or Sets the current geometry buffer associated to the scene.
  64535. */
  64536. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64537. /**
  64538. * Enables a GeometryBufferRender and associates it with the scene
  64539. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  64540. * @returns the GeometryBufferRenderer
  64541. */
  64542. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  64543. /**
  64544. * Disables the GeometryBufferRender associated with the scene
  64545. */
  64546. disableGeometryBufferRenderer(): void;
  64547. }
  64548. }
  64549. /**
  64550. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  64551. * in several rendering techniques.
  64552. */
  64553. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  64554. /**
  64555. * The component name helpful to identify the component in the list of scene components.
  64556. */
  64557. readonly name: string;
  64558. /**
  64559. * The scene the component belongs to.
  64560. */
  64561. scene: Scene;
  64562. /**
  64563. * Creates a new instance of the component for the given scene
  64564. * @param scene Defines the scene to register the component in
  64565. */
  64566. constructor(scene: Scene);
  64567. /**
  64568. * Registers the component in a given scene
  64569. */
  64570. register(): void;
  64571. /**
  64572. * Rebuilds the elements related to this component in case of
  64573. * context lost for instance.
  64574. */
  64575. rebuild(): void;
  64576. /**
  64577. * Disposes the component and the associated ressources
  64578. */
  64579. dispose(): void;
  64580. private _gatherRenderTargets;
  64581. }
  64582. }
  64583. declare module "babylonjs/Shaders/motionBlur.fragment" {
  64584. /** @hidden */
  64585. export var motionBlurPixelShader: {
  64586. name: string;
  64587. shader: string;
  64588. };
  64589. }
  64590. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  64591. import { Nullable } from "babylonjs/types";
  64592. import { Camera } from "babylonjs/Cameras/camera";
  64593. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64594. import { Scene } from "babylonjs/scene";
  64595. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64596. import "babylonjs/Animations/animatable";
  64597. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  64598. import "babylonjs/Shaders/motionBlur.fragment";
  64599. import { Engine } from "babylonjs/Engines/engine";
  64600. /**
  64601. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  64602. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  64603. * As an example, all you have to do is to create the post-process:
  64604. * var mb = new BABYLON.MotionBlurPostProcess(
  64605. * 'mb', // The name of the effect.
  64606. * scene, // The scene containing the objects to blur according to their velocity.
  64607. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  64608. * camera // The camera to apply the render pass to.
  64609. * );
  64610. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  64611. */
  64612. export class MotionBlurPostProcess extends PostProcess {
  64613. /**
  64614. * Defines how much the image is blurred by the movement. Default value is equal to 1
  64615. */
  64616. motionStrength: number;
  64617. /**
  64618. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  64619. */
  64620. /**
  64621. * Sets the number of iterations to be used for motion blur quality
  64622. */
  64623. motionBlurSamples: number;
  64624. private _motionBlurSamples;
  64625. private _geometryBufferRenderer;
  64626. /**
  64627. * Creates a new instance MotionBlurPostProcess
  64628. * @param name The name of the effect.
  64629. * @param scene The scene containing the objects to blur according to their velocity.
  64630. * @param options The required width/height ratio to downsize to before computing the render pass.
  64631. * @param camera The camera to apply the render pass to.
  64632. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64633. * @param engine The engine which the post process will be applied. (default: current engine)
  64634. * @param reusable If the post process can be reused on the same frame. (default: false)
  64635. * @param textureType Type of textures used when performing the post process. (default: 0)
  64636. * @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)
  64637. */
  64638. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64639. /**
  64640. * Excludes the given skinned mesh from computing bones velocities.
  64641. * 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.
  64642. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  64643. */
  64644. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64645. /**
  64646. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  64647. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  64648. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  64649. */
  64650. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64651. /**
  64652. * Disposes the post process.
  64653. * @param camera The camera to dispose the post process on.
  64654. */
  64655. dispose(camera?: Camera): void;
  64656. }
  64657. }
  64658. declare module "babylonjs/Shaders/refraction.fragment" {
  64659. /** @hidden */
  64660. export var refractionPixelShader: {
  64661. name: string;
  64662. shader: string;
  64663. };
  64664. }
  64665. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  64666. import { Color3 } from "babylonjs/Maths/math.color";
  64667. import { Camera } from "babylonjs/Cameras/camera";
  64668. import { Texture } from "babylonjs/Materials/Textures/texture";
  64669. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64670. import { Engine } from "babylonjs/Engines/engine";
  64671. import "babylonjs/Shaders/refraction.fragment";
  64672. /**
  64673. * Post process which applies a refractin texture
  64674. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64675. */
  64676. export class RefractionPostProcess extends PostProcess {
  64677. /** the base color of the refraction (used to taint the rendering) */
  64678. color: Color3;
  64679. /** simulated refraction depth */
  64680. depth: number;
  64681. /** the coefficient of the base color (0 to remove base color tainting) */
  64682. colorLevel: number;
  64683. private _refTexture;
  64684. private _ownRefractionTexture;
  64685. /**
  64686. * Gets or sets the refraction texture
  64687. * Please note that you are responsible for disposing the texture if you set it manually
  64688. */
  64689. refractionTexture: Texture;
  64690. /**
  64691. * Initializes the RefractionPostProcess
  64692. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64693. * @param name The name of the effect.
  64694. * @param refractionTextureUrl Url of the refraction texture to use
  64695. * @param color the base color of the refraction (used to taint the rendering)
  64696. * @param depth simulated refraction depth
  64697. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  64698. * @param camera The camera to apply the render pass to.
  64699. * @param options The required width/height ratio to downsize to before computing the render pass.
  64700. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64701. * @param engine The engine which the post process will be applied. (default: current engine)
  64702. * @param reusable If the post process can be reused on the same frame. (default: false)
  64703. */
  64704. constructor(name: string, refractionTextureUrl: string,
  64705. /** the base color of the refraction (used to taint the rendering) */
  64706. color: Color3,
  64707. /** simulated refraction depth */
  64708. depth: number,
  64709. /** the coefficient of the base color (0 to remove base color tainting) */
  64710. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64711. /**
  64712. * Disposes of the post process
  64713. * @param camera Camera to dispose post process on
  64714. */
  64715. dispose(camera: Camera): void;
  64716. }
  64717. }
  64718. declare module "babylonjs/Shaders/sharpen.fragment" {
  64719. /** @hidden */
  64720. export var sharpenPixelShader: {
  64721. name: string;
  64722. shader: string;
  64723. };
  64724. }
  64725. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  64726. import { Nullable } from "babylonjs/types";
  64727. import { Camera } from "babylonjs/Cameras/camera";
  64728. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64729. import "babylonjs/Shaders/sharpen.fragment";
  64730. import { Engine } from "babylonjs/Engines/engine";
  64731. /**
  64732. * The SharpenPostProcess applies a sharpen kernel to every pixel
  64733. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  64734. */
  64735. export class SharpenPostProcess extends PostProcess {
  64736. /**
  64737. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  64738. */
  64739. colorAmount: number;
  64740. /**
  64741. * How much sharpness should be applied (default: 0.3)
  64742. */
  64743. edgeAmount: number;
  64744. /**
  64745. * Creates a new instance ConvolutionPostProcess
  64746. * @param name The name of the effect.
  64747. * @param options The required width/height ratio to downsize to before computing the render pass.
  64748. * @param camera The camera to apply the render pass to.
  64749. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64750. * @param engine The engine which the post process will be applied. (default: current engine)
  64751. * @param reusable If the post process can be reused on the same frame. (default: false)
  64752. * @param textureType Type of textures used when performing the post process. (default: 0)
  64753. * @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)
  64754. */
  64755. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64756. }
  64757. }
  64758. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  64759. import { Nullable } from "babylonjs/types";
  64760. import { Camera } from "babylonjs/Cameras/camera";
  64761. import { Engine } from "babylonjs/Engines/engine";
  64762. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  64763. import { IInspectable } from "babylonjs/Misc/iInspectable";
  64764. /**
  64765. * PostProcessRenderPipeline
  64766. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64767. */
  64768. export class PostProcessRenderPipeline {
  64769. private engine;
  64770. private _renderEffects;
  64771. private _renderEffectsForIsolatedPass;
  64772. /**
  64773. * List of inspectable custom properties (used by the Inspector)
  64774. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  64775. */
  64776. inspectableCustomProperties: IInspectable[];
  64777. /**
  64778. * @hidden
  64779. */
  64780. protected _cameras: Camera[];
  64781. /** @hidden */
  64782. _name: string;
  64783. /**
  64784. * Gets pipeline name
  64785. */
  64786. readonly name: string;
  64787. /** Gets the list of attached cameras */
  64788. readonly cameras: Camera[];
  64789. /**
  64790. * Initializes a PostProcessRenderPipeline
  64791. * @param engine engine to add the pipeline to
  64792. * @param name name of the pipeline
  64793. */
  64794. constructor(engine: Engine, name: string);
  64795. /**
  64796. * Gets the class name
  64797. * @returns "PostProcessRenderPipeline"
  64798. */
  64799. getClassName(): string;
  64800. /**
  64801. * If all the render effects in the pipeline are supported
  64802. */
  64803. readonly isSupported: boolean;
  64804. /**
  64805. * Adds an effect to the pipeline
  64806. * @param renderEffect the effect to add
  64807. */
  64808. addEffect(renderEffect: PostProcessRenderEffect): void;
  64809. /** @hidden */
  64810. _rebuild(): void;
  64811. /** @hidden */
  64812. _enableEffect(renderEffectName: string, cameras: Camera): void;
  64813. /** @hidden */
  64814. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  64815. /** @hidden */
  64816. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64817. /** @hidden */
  64818. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64819. /** @hidden */
  64820. _attachCameras(cameras: Camera, unique: boolean): void;
  64821. /** @hidden */
  64822. _attachCameras(cameras: Camera[], unique: boolean): void;
  64823. /** @hidden */
  64824. _detachCameras(cameras: Camera): void;
  64825. /** @hidden */
  64826. _detachCameras(cameras: Nullable<Camera[]>): void;
  64827. /** @hidden */
  64828. _update(): void;
  64829. /** @hidden */
  64830. _reset(): void;
  64831. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  64832. /**
  64833. * Disposes of the pipeline
  64834. */
  64835. dispose(): void;
  64836. }
  64837. }
  64838. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  64839. import { Camera } from "babylonjs/Cameras/camera";
  64840. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64841. /**
  64842. * PostProcessRenderPipelineManager class
  64843. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64844. */
  64845. export class PostProcessRenderPipelineManager {
  64846. private _renderPipelines;
  64847. /**
  64848. * Initializes a PostProcessRenderPipelineManager
  64849. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64850. */
  64851. constructor();
  64852. /**
  64853. * Gets the list of supported render pipelines
  64854. */
  64855. readonly supportedPipelines: PostProcessRenderPipeline[];
  64856. /**
  64857. * Adds a pipeline to the manager
  64858. * @param renderPipeline The pipeline to add
  64859. */
  64860. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  64861. /**
  64862. * Attaches a camera to the pipeline
  64863. * @param renderPipelineName The name of the pipeline to attach to
  64864. * @param cameras the camera to attach
  64865. * @param unique if the camera can be attached multiple times to the pipeline
  64866. */
  64867. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  64868. /**
  64869. * Detaches a camera from the pipeline
  64870. * @param renderPipelineName The name of the pipeline to detach from
  64871. * @param cameras the camera to detach
  64872. */
  64873. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  64874. /**
  64875. * Enables an effect by name on a pipeline
  64876. * @param renderPipelineName the name of the pipeline to enable the effect in
  64877. * @param renderEffectName the name of the effect to enable
  64878. * @param cameras the cameras that the effect should be enabled on
  64879. */
  64880. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64881. /**
  64882. * Disables an effect by name on a pipeline
  64883. * @param renderPipelineName the name of the pipeline to disable the effect in
  64884. * @param renderEffectName the name of the effect to disable
  64885. * @param cameras the cameras that the effect should be disabled on
  64886. */
  64887. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64888. /**
  64889. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64890. */
  64891. update(): void;
  64892. /** @hidden */
  64893. _rebuild(): void;
  64894. /**
  64895. * Disposes of the manager and pipelines
  64896. */
  64897. dispose(): void;
  64898. }
  64899. }
  64900. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64901. import { ISceneComponent } from "babylonjs/sceneComponent";
  64902. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64903. import { Scene } from "babylonjs/scene";
  64904. module "babylonjs/scene" {
  64905. interface Scene {
  64906. /** @hidden (Backing field) */
  64907. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64908. /**
  64909. * Gets the postprocess render pipeline manager
  64910. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64911. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64912. */
  64913. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64914. }
  64915. }
  64916. /**
  64917. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64918. */
  64919. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64920. /**
  64921. * The component name helpfull to identify the component in the list of scene components.
  64922. */
  64923. readonly name: string;
  64924. /**
  64925. * The scene the component belongs to.
  64926. */
  64927. scene: Scene;
  64928. /**
  64929. * Creates a new instance of the component for the given scene
  64930. * @param scene Defines the scene to register the component in
  64931. */
  64932. constructor(scene: Scene);
  64933. /**
  64934. * Registers the component in a given scene
  64935. */
  64936. register(): void;
  64937. /**
  64938. * Rebuilds the elements related to this component in case of
  64939. * context lost for instance.
  64940. */
  64941. rebuild(): void;
  64942. /**
  64943. * Disposes the component and the associated ressources
  64944. */
  64945. dispose(): void;
  64946. private _gatherRenderTargets;
  64947. }
  64948. }
  64949. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64950. import { Nullable } from "babylonjs/types";
  64951. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64952. import { Camera } from "babylonjs/Cameras/camera";
  64953. import { IDisposable } from "babylonjs/scene";
  64954. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64955. import { Scene } from "babylonjs/scene";
  64956. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64957. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64958. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64959. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64960. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64961. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64962. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64963. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64964. import { Animation } from "babylonjs/Animations/animation";
  64965. /**
  64966. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64967. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64968. */
  64969. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64970. private _scene;
  64971. private _camerasToBeAttached;
  64972. /**
  64973. * ID of the sharpen post process,
  64974. */
  64975. private readonly SharpenPostProcessId;
  64976. /**
  64977. * @ignore
  64978. * ID of the image processing post process;
  64979. */
  64980. readonly ImageProcessingPostProcessId: string;
  64981. /**
  64982. * @ignore
  64983. * ID of the Fast Approximate Anti-Aliasing post process;
  64984. */
  64985. readonly FxaaPostProcessId: string;
  64986. /**
  64987. * ID of the chromatic aberration post process,
  64988. */
  64989. private readonly ChromaticAberrationPostProcessId;
  64990. /**
  64991. * ID of the grain post process
  64992. */
  64993. private readonly GrainPostProcessId;
  64994. /**
  64995. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64996. */
  64997. sharpen: SharpenPostProcess;
  64998. private _sharpenEffect;
  64999. private bloom;
  65000. /**
  65001. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  65002. */
  65003. depthOfField: DepthOfFieldEffect;
  65004. /**
  65005. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  65006. */
  65007. fxaa: FxaaPostProcess;
  65008. /**
  65009. * Image post processing pass used to perform operations such as tone mapping or color grading.
  65010. */
  65011. imageProcessing: ImageProcessingPostProcess;
  65012. /**
  65013. * Chromatic aberration post process which will shift rgb colors in the image
  65014. */
  65015. chromaticAberration: ChromaticAberrationPostProcess;
  65016. private _chromaticAberrationEffect;
  65017. /**
  65018. * Grain post process which add noise to the image
  65019. */
  65020. grain: GrainPostProcess;
  65021. private _grainEffect;
  65022. /**
  65023. * Glow post process which adds a glow to emissive areas of the image
  65024. */
  65025. private _glowLayer;
  65026. /**
  65027. * Animations which can be used to tweak settings over a period of time
  65028. */
  65029. animations: Animation[];
  65030. private _imageProcessingConfigurationObserver;
  65031. private _sharpenEnabled;
  65032. private _bloomEnabled;
  65033. private _depthOfFieldEnabled;
  65034. private _depthOfFieldBlurLevel;
  65035. private _fxaaEnabled;
  65036. private _imageProcessingEnabled;
  65037. private _defaultPipelineTextureType;
  65038. private _bloomScale;
  65039. private _chromaticAberrationEnabled;
  65040. private _grainEnabled;
  65041. private _buildAllowed;
  65042. /**
  65043. * Gets active scene
  65044. */
  65045. readonly scene: Scene;
  65046. /**
  65047. * Enable or disable the sharpen process from the pipeline
  65048. */
  65049. sharpenEnabled: boolean;
  65050. private _resizeObserver;
  65051. private _hardwareScaleLevel;
  65052. private _bloomKernel;
  65053. /**
  65054. * Specifies the size of the bloom blur kernel, relative to the final output size
  65055. */
  65056. bloomKernel: number;
  65057. /**
  65058. * Specifies the weight of the bloom in the final rendering
  65059. */
  65060. private _bloomWeight;
  65061. /**
  65062. * Specifies the luma threshold for the area that will be blurred by the bloom
  65063. */
  65064. private _bloomThreshold;
  65065. private _hdr;
  65066. /**
  65067. * The strength of the bloom.
  65068. */
  65069. bloomWeight: number;
  65070. /**
  65071. * The strength of the bloom.
  65072. */
  65073. bloomThreshold: number;
  65074. /**
  65075. * The scale of the bloom, lower value will provide better performance.
  65076. */
  65077. bloomScale: number;
  65078. /**
  65079. * Enable or disable the bloom from the pipeline
  65080. */
  65081. bloomEnabled: boolean;
  65082. private _rebuildBloom;
  65083. /**
  65084. * If the depth of field is enabled.
  65085. */
  65086. depthOfFieldEnabled: boolean;
  65087. /**
  65088. * Blur level of the depth of field effect. (Higher blur will effect performance)
  65089. */
  65090. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  65091. /**
  65092. * If the anti aliasing is enabled.
  65093. */
  65094. fxaaEnabled: boolean;
  65095. private _samples;
  65096. /**
  65097. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65098. */
  65099. samples: number;
  65100. /**
  65101. * If image processing is enabled.
  65102. */
  65103. imageProcessingEnabled: boolean;
  65104. /**
  65105. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  65106. */
  65107. glowLayerEnabled: boolean;
  65108. /**
  65109. * Gets the glow layer (or null if not defined)
  65110. */
  65111. readonly glowLayer: Nullable<GlowLayer>;
  65112. /**
  65113. * Enable or disable the chromaticAberration process from the pipeline
  65114. */
  65115. chromaticAberrationEnabled: boolean;
  65116. /**
  65117. * Enable or disable the grain process from the pipeline
  65118. */
  65119. grainEnabled: boolean;
  65120. /**
  65121. * @constructor
  65122. * @param name - The rendering pipeline name (default: "")
  65123. * @param hdr - If high dynamic range textures should be used (default: true)
  65124. * @param scene - The scene linked to this pipeline (default: the last created scene)
  65125. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  65126. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  65127. */
  65128. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  65129. /**
  65130. * Get the class name
  65131. * @returns "DefaultRenderingPipeline"
  65132. */
  65133. getClassName(): string;
  65134. /**
  65135. * Force the compilation of the entire pipeline.
  65136. */
  65137. prepare(): void;
  65138. private _hasCleared;
  65139. private _prevPostProcess;
  65140. private _prevPrevPostProcess;
  65141. private _setAutoClearAndTextureSharing;
  65142. private _depthOfFieldSceneObserver;
  65143. private _buildPipeline;
  65144. private _disposePostProcesses;
  65145. /**
  65146. * Adds a camera to the pipeline
  65147. * @param camera the camera to be added
  65148. */
  65149. addCamera(camera: Camera): void;
  65150. /**
  65151. * Removes a camera from the pipeline
  65152. * @param camera the camera to remove
  65153. */
  65154. removeCamera(camera: Camera): void;
  65155. /**
  65156. * Dispose of the pipeline and stop all post processes
  65157. */
  65158. dispose(): void;
  65159. /**
  65160. * Serialize the rendering pipeline (Used when exporting)
  65161. * @returns the serialized object
  65162. */
  65163. serialize(): any;
  65164. /**
  65165. * Parse the serialized pipeline
  65166. * @param source Source pipeline.
  65167. * @param scene The scene to load the pipeline to.
  65168. * @param rootUrl The URL of the serialized pipeline.
  65169. * @returns An instantiated pipeline from the serialized object.
  65170. */
  65171. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  65172. }
  65173. }
  65174. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  65175. /** @hidden */
  65176. export var lensHighlightsPixelShader: {
  65177. name: string;
  65178. shader: string;
  65179. };
  65180. }
  65181. declare module "babylonjs/Shaders/depthOfField.fragment" {
  65182. /** @hidden */
  65183. export var depthOfFieldPixelShader: {
  65184. name: string;
  65185. shader: string;
  65186. };
  65187. }
  65188. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  65189. import { Camera } from "babylonjs/Cameras/camera";
  65190. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65191. import { Scene } from "babylonjs/scene";
  65192. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65193. import "babylonjs/Shaders/chromaticAberration.fragment";
  65194. import "babylonjs/Shaders/lensHighlights.fragment";
  65195. import "babylonjs/Shaders/depthOfField.fragment";
  65196. /**
  65197. * BABYLON.JS Chromatic Aberration GLSL Shader
  65198. * Author: Olivier Guyot
  65199. * Separates very slightly R, G and B colors on the edges of the screen
  65200. * Inspired by Francois Tarlier & Martins Upitis
  65201. */
  65202. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  65203. /**
  65204. * @ignore
  65205. * The chromatic aberration PostProcess id in the pipeline
  65206. */
  65207. LensChromaticAberrationEffect: string;
  65208. /**
  65209. * @ignore
  65210. * The highlights enhancing PostProcess id in the pipeline
  65211. */
  65212. HighlightsEnhancingEffect: string;
  65213. /**
  65214. * @ignore
  65215. * The depth-of-field PostProcess id in the pipeline
  65216. */
  65217. LensDepthOfFieldEffect: string;
  65218. private _scene;
  65219. private _depthTexture;
  65220. private _grainTexture;
  65221. private _chromaticAberrationPostProcess;
  65222. private _highlightsPostProcess;
  65223. private _depthOfFieldPostProcess;
  65224. private _edgeBlur;
  65225. private _grainAmount;
  65226. private _chromaticAberration;
  65227. private _distortion;
  65228. private _highlightsGain;
  65229. private _highlightsThreshold;
  65230. private _dofDistance;
  65231. private _dofAperture;
  65232. private _dofDarken;
  65233. private _dofPentagon;
  65234. private _blurNoise;
  65235. /**
  65236. * @constructor
  65237. *
  65238. * Effect parameters are as follow:
  65239. * {
  65240. * chromatic_aberration: number; // from 0 to x (1 for realism)
  65241. * edge_blur: number; // from 0 to x (1 for realism)
  65242. * distortion: number; // from 0 to x (1 for realism)
  65243. * grain_amount: number; // from 0 to 1
  65244. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  65245. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  65246. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  65247. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  65248. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  65249. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  65250. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  65251. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  65252. * }
  65253. * Note: if an effect parameter is unset, effect is disabled
  65254. *
  65255. * @param name The rendering pipeline name
  65256. * @param parameters - An object containing all parameters (see above)
  65257. * @param scene The scene linked to this pipeline
  65258. * @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)
  65259. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65260. */
  65261. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  65262. /**
  65263. * Get the class name
  65264. * @returns "LensRenderingPipeline"
  65265. */
  65266. getClassName(): string;
  65267. /**
  65268. * Gets associated scene
  65269. */
  65270. readonly scene: Scene;
  65271. /**
  65272. * Gets or sets the edge blur
  65273. */
  65274. edgeBlur: number;
  65275. /**
  65276. * Gets or sets the grain amount
  65277. */
  65278. grainAmount: number;
  65279. /**
  65280. * Gets or sets the chromatic aberration amount
  65281. */
  65282. chromaticAberration: number;
  65283. /**
  65284. * Gets or sets the depth of field aperture
  65285. */
  65286. dofAperture: number;
  65287. /**
  65288. * Gets or sets the edge distortion
  65289. */
  65290. edgeDistortion: number;
  65291. /**
  65292. * Gets or sets the depth of field distortion
  65293. */
  65294. dofDistortion: number;
  65295. /**
  65296. * Gets or sets the darken out of focus amount
  65297. */
  65298. darkenOutOfFocus: number;
  65299. /**
  65300. * Gets or sets a boolean indicating if blur noise is enabled
  65301. */
  65302. blurNoise: boolean;
  65303. /**
  65304. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  65305. */
  65306. pentagonBokeh: boolean;
  65307. /**
  65308. * Gets or sets the highlight grain amount
  65309. */
  65310. highlightsGain: number;
  65311. /**
  65312. * Gets or sets the highlight threshold
  65313. */
  65314. highlightsThreshold: number;
  65315. /**
  65316. * Sets the amount of blur at the edges
  65317. * @param amount blur amount
  65318. */
  65319. setEdgeBlur(amount: number): void;
  65320. /**
  65321. * Sets edge blur to 0
  65322. */
  65323. disableEdgeBlur(): void;
  65324. /**
  65325. * Sets the amout of grain
  65326. * @param amount Amount of grain
  65327. */
  65328. setGrainAmount(amount: number): void;
  65329. /**
  65330. * Set grain amount to 0
  65331. */
  65332. disableGrain(): void;
  65333. /**
  65334. * Sets the chromatic aberration amount
  65335. * @param amount amount of chromatic aberration
  65336. */
  65337. setChromaticAberration(amount: number): void;
  65338. /**
  65339. * Sets chromatic aberration amount to 0
  65340. */
  65341. disableChromaticAberration(): void;
  65342. /**
  65343. * Sets the EdgeDistortion amount
  65344. * @param amount amount of EdgeDistortion
  65345. */
  65346. setEdgeDistortion(amount: number): void;
  65347. /**
  65348. * Sets edge distortion to 0
  65349. */
  65350. disableEdgeDistortion(): void;
  65351. /**
  65352. * Sets the FocusDistance amount
  65353. * @param amount amount of FocusDistance
  65354. */
  65355. setFocusDistance(amount: number): void;
  65356. /**
  65357. * Disables depth of field
  65358. */
  65359. disableDepthOfField(): void;
  65360. /**
  65361. * Sets the Aperture amount
  65362. * @param amount amount of Aperture
  65363. */
  65364. setAperture(amount: number): void;
  65365. /**
  65366. * Sets the DarkenOutOfFocus amount
  65367. * @param amount amount of DarkenOutOfFocus
  65368. */
  65369. setDarkenOutOfFocus(amount: number): void;
  65370. private _pentagonBokehIsEnabled;
  65371. /**
  65372. * Creates a pentagon bokeh effect
  65373. */
  65374. enablePentagonBokeh(): void;
  65375. /**
  65376. * Disables the pentagon bokeh effect
  65377. */
  65378. disablePentagonBokeh(): void;
  65379. /**
  65380. * Enables noise blur
  65381. */
  65382. enableNoiseBlur(): void;
  65383. /**
  65384. * Disables noise blur
  65385. */
  65386. disableNoiseBlur(): void;
  65387. /**
  65388. * Sets the HighlightsGain amount
  65389. * @param amount amount of HighlightsGain
  65390. */
  65391. setHighlightsGain(amount: number): void;
  65392. /**
  65393. * Sets the HighlightsThreshold amount
  65394. * @param amount amount of HighlightsThreshold
  65395. */
  65396. setHighlightsThreshold(amount: number): void;
  65397. /**
  65398. * Disables highlights
  65399. */
  65400. disableHighlights(): void;
  65401. /**
  65402. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  65403. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  65404. */
  65405. dispose(disableDepthRender?: boolean): void;
  65406. private _createChromaticAberrationPostProcess;
  65407. private _createHighlightsPostProcess;
  65408. private _createDepthOfFieldPostProcess;
  65409. private _createGrainTexture;
  65410. }
  65411. }
  65412. declare module "babylonjs/Shaders/ssao2.fragment" {
  65413. /** @hidden */
  65414. export var ssao2PixelShader: {
  65415. name: string;
  65416. shader: string;
  65417. };
  65418. }
  65419. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  65420. /** @hidden */
  65421. export var ssaoCombinePixelShader: {
  65422. name: string;
  65423. shader: string;
  65424. };
  65425. }
  65426. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  65427. import { Camera } from "babylonjs/Cameras/camera";
  65428. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65429. import { Scene } from "babylonjs/scene";
  65430. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65431. import "babylonjs/Shaders/ssao2.fragment";
  65432. import "babylonjs/Shaders/ssaoCombine.fragment";
  65433. /**
  65434. * Render pipeline to produce ssao effect
  65435. */
  65436. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  65437. /**
  65438. * @ignore
  65439. * The PassPostProcess id in the pipeline that contains the original scene color
  65440. */
  65441. SSAOOriginalSceneColorEffect: string;
  65442. /**
  65443. * @ignore
  65444. * The SSAO PostProcess id in the pipeline
  65445. */
  65446. SSAORenderEffect: string;
  65447. /**
  65448. * @ignore
  65449. * The horizontal blur PostProcess id in the pipeline
  65450. */
  65451. SSAOBlurHRenderEffect: string;
  65452. /**
  65453. * @ignore
  65454. * The vertical blur PostProcess id in the pipeline
  65455. */
  65456. SSAOBlurVRenderEffect: string;
  65457. /**
  65458. * @ignore
  65459. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65460. */
  65461. SSAOCombineRenderEffect: string;
  65462. /**
  65463. * The output strength of the SSAO post-process. Default value is 1.0.
  65464. */
  65465. totalStrength: number;
  65466. /**
  65467. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  65468. */
  65469. maxZ: number;
  65470. /**
  65471. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  65472. */
  65473. minZAspect: number;
  65474. private _samples;
  65475. /**
  65476. * Number of samples used for the SSAO calculations. Default value is 8
  65477. */
  65478. samples: number;
  65479. private _textureSamples;
  65480. /**
  65481. * Number of samples to use for antialiasing
  65482. */
  65483. textureSamples: number;
  65484. /**
  65485. * Ratio object used for SSAO ratio and blur ratio
  65486. */
  65487. private _ratio;
  65488. /**
  65489. * Dynamically generated sphere sampler.
  65490. */
  65491. private _sampleSphere;
  65492. /**
  65493. * Blur filter offsets
  65494. */
  65495. private _samplerOffsets;
  65496. private _expensiveBlur;
  65497. /**
  65498. * If bilateral blur should be used
  65499. */
  65500. expensiveBlur: boolean;
  65501. /**
  65502. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  65503. */
  65504. radius: number;
  65505. /**
  65506. * The base color of the SSAO post-process
  65507. * The final result is "base + ssao" between [0, 1]
  65508. */
  65509. base: number;
  65510. /**
  65511. * Support test.
  65512. */
  65513. static readonly IsSupported: boolean;
  65514. private _scene;
  65515. private _depthTexture;
  65516. private _normalTexture;
  65517. private _randomTexture;
  65518. private _originalColorPostProcess;
  65519. private _ssaoPostProcess;
  65520. private _blurHPostProcess;
  65521. private _blurVPostProcess;
  65522. private _ssaoCombinePostProcess;
  65523. /**
  65524. * Gets active scene
  65525. */
  65526. readonly scene: Scene;
  65527. /**
  65528. * @constructor
  65529. * @param name The rendering pipeline name
  65530. * @param scene The scene linked to this pipeline
  65531. * @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 }
  65532. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65533. */
  65534. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65535. /**
  65536. * Get the class name
  65537. * @returns "SSAO2RenderingPipeline"
  65538. */
  65539. getClassName(): string;
  65540. /**
  65541. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65542. */
  65543. dispose(disableGeometryBufferRenderer?: boolean): void;
  65544. private _createBlurPostProcess;
  65545. /** @hidden */
  65546. _rebuild(): void;
  65547. private _bits;
  65548. private _radicalInverse_VdC;
  65549. private _hammersley;
  65550. private _hemisphereSample_uniform;
  65551. private _generateHemisphere;
  65552. private _createSSAOPostProcess;
  65553. private _createSSAOCombinePostProcess;
  65554. private _createRandomTexture;
  65555. /**
  65556. * Serialize the rendering pipeline (Used when exporting)
  65557. * @returns the serialized object
  65558. */
  65559. serialize(): any;
  65560. /**
  65561. * Parse the serialized pipeline
  65562. * @param source Source pipeline.
  65563. * @param scene The scene to load the pipeline to.
  65564. * @param rootUrl The URL of the serialized pipeline.
  65565. * @returns An instantiated pipeline from the serialized object.
  65566. */
  65567. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  65568. }
  65569. }
  65570. declare module "babylonjs/Shaders/ssao.fragment" {
  65571. /** @hidden */
  65572. export var ssaoPixelShader: {
  65573. name: string;
  65574. shader: string;
  65575. };
  65576. }
  65577. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  65578. import { Camera } from "babylonjs/Cameras/camera";
  65579. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65580. import { Scene } from "babylonjs/scene";
  65581. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65582. import "babylonjs/Shaders/ssao.fragment";
  65583. import "babylonjs/Shaders/ssaoCombine.fragment";
  65584. /**
  65585. * Render pipeline to produce ssao effect
  65586. */
  65587. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  65588. /**
  65589. * @ignore
  65590. * The PassPostProcess id in the pipeline that contains the original scene color
  65591. */
  65592. SSAOOriginalSceneColorEffect: string;
  65593. /**
  65594. * @ignore
  65595. * The SSAO PostProcess id in the pipeline
  65596. */
  65597. SSAORenderEffect: string;
  65598. /**
  65599. * @ignore
  65600. * The horizontal blur PostProcess id in the pipeline
  65601. */
  65602. SSAOBlurHRenderEffect: string;
  65603. /**
  65604. * @ignore
  65605. * The vertical blur PostProcess id in the pipeline
  65606. */
  65607. SSAOBlurVRenderEffect: string;
  65608. /**
  65609. * @ignore
  65610. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65611. */
  65612. SSAOCombineRenderEffect: string;
  65613. /**
  65614. * The output strength of the SSAO post-process. Default value is 1.0.
  65615. */
  65616. totalStrength: number;
  65617. /**
  65618. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  65619. */
  65620. radius: number;
  65621. /**
  65622. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  65623. * Must not be equal to fallOff and superior to fallOff.
  65624. * Default value is 0.0075
  65625. */
  65626. area: number;
  65627. /**
  65628. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  65629. * Must not be equal to area and inferior to area.
  65630. * Default value is 0.000001
  65631. */
  65632. fallOff: number;
  65633. /**
  65634. * The base color of the SSAO post-process
  65635. * The final result is "base + ssao" between [0, 1]
  65636. */
  65637. base: number;
  65638. private _scene;
  65639. private _depthTexture;
  65640. private _randomTexture;
  65641. private _originalColorPostProcess;
  65642. private _ssaoPostProcess;
  65643. private _blurHPostProcess;
  65644. private _blurVPostProcess;
  65645. private _ssaoCombinePostProcess;
  65646. private _firstUpdate;
  65647. /**
  65648. * Gets active scene
  65649. */
  65650. readonly scene: Scene;
  65651. /**
  65652. * @constructor
  65653. * @param name - The rendering pipeline name
  65654. * @param scene - The scene linked to this pipeline
  65655. * @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 }
  65656. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  65657. */
  65658. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65659. /**
  65660. * Get the class name
  65661. * @returns "SSAORenderingPipeline"
  65662. */
  65663. getClassName(): string;
  65664. /**
  65665. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65666. */
  65667. dispose(disableDepthRender?: boolean): void;
  65668. private _createBlurPostProcess;
  65669. /** @hidden */
  65670. _rebuild(): void;
  65671. private _createSSAOPostProcess;
  65672. private _createSSAOCombinePostProcess;
  65673. private _createRandomTexture;
  65674. }
  65675. }
  65676. declare module "babylonjs/Shaders/standard.fragment" {
  65677. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65678. /** @hidden */
  65679. export var standardPixelShader: {
  65680. name: string;
  65681. shader: string;
  65682. };
  65683. }
  65684. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  65685. import { Nullable } from "babylonjs/types";
  65686. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  65687. import { Camera } from "babylonjs/Cameras/camera";
  65688. import { Texture } from "babylonjs/Materials/Textures/texture";
  65689. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65690. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65691. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  65692. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  65693. import { IDisposable } from "babylonjs/scene";
  65694. import { SpotLight } from "babylonjs/Lights/spotLight";
  65695. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  65696. import { Scene } from "babylonjs/scene";
  65697. import { Animation } from "babylonjs/Animations/animation";
  65698. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65699. import "babylonjs/Shaders/standard.fragment";
  65700. /**
  65701. * Standard rendering pipeline
  65702. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65703. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  65704. */
  65705. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  65706. /**
  65707. * Public members
  65708. */
  65709. /**
  65710. * Post-process which contains the original scene color before the pipeline applies all the effects
  65711. */
  65712. originalPostProcess: Nullable<PostProcess>;
  65713. /**
  65714. * Post-process used to down scale an image x4
  65715. */
  65716. downSampleX4PostProcess: Nullable<PostProcess>;
  65717. /**
  65718. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  65719. */
  65720. brightPassPostProcess: Nullable<PostProcess>;
  65721. /**
  65722. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  65723. */
  65724. blurHPostProcesses: PostProcess[];
  65725. /**
  65726. * Post-process array storing all the vertical blur post-processes used by the pipeline
  65727. */
  65728. blurVPostProcesses: PostProcess[];
  65729. /**
  65730. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  65731. */
  65732. textureAdderPostProcess: Nullable<PostProcess>;
  65733. /**
  65734. * Post-process used to create volumetric lighting effect
  65735. */
  65736. volumetricLightPostProcess: Nullable<PostProcess>;
  65737. /**
  65738. * Post-process used to smooth the previous volumetric light post-process on the X axis
  65739. */
  65740. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  65741. /**
  65742. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  65743. */
  65744. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  65745. /**
  65746. * Post-process used to merge the volumetric light effect and the real scene color
  65747. */
  65748. volumetricLightMergePostProces: Nullable<PostProcess>;
  65749. /**
  65750. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  65751. */
  65752. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  65753. /**
  65754. * Base post-process used to calculate the average luminance of the final image for HDR
  65755. */
  65756. luminancePostProcess: Nullable<PostProcess>;
  65757. /**
  65758. * Post-processes used to create down sample post-processes in order to get
  65759. * the average luminance of the final image for HDR
  65760. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  65761. */
  65762. luminanceDownSamplePostProcesses: PostProcess[];
  65763. /**
  65764. * Post-process used to create a HDR effect (light adaptation)
  65765. */
  65766. hdrPostProcess: Nullable<PostProcess>;
  65767. /**
  65768. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  65769. */
  65770. textureAdderFinalPostProcess: Nullable<PostProcess>;
  65771. /**
  65772. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  65773. */
  65774. lensFlareFinalPostProcess: Nullable<PostProcess>;
  65775. /**
  65776. * Post-process used to merge the final HDR post-process and the real scene color
  65777. */
  65778. hdrFinalPostProcess: Nullable<PostProcess>;
  65779. /**
  65780. * Post-process used to create a lens flare effect
  65781. */
  65782. lensFlarePostProcess: Nullable<PostProcess>;
  65783. /**
  65784. * Post-process that merges the result of the lens flare post-process and the real scene color
  65785. */
  65786. lensFlareComposePostProcess: Nullable<PostProcess>;
  65787. /**
  65788. * Post-process used to create a motion blur effect
  65789. */
  65790. motionBlurPostProcess: Nullable<PostProcess>;
  65791. /**
  65792. * Post-process used to create a depth of field effect
  65793. */
  65794. depthOfFieldPostProcess: Nullable<PostProcess>;
  65795. /**
  65796. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  65797. */
  65798. fxaaPostProcess: Nullable<FxaaPostProcess>;
  65799. /**
  65800. * Represents the brightness threshold in order to configure the illuminated surfaces
  65801. */
  65802. brightThreshold: number;
  65803. /**
  65804. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  65805. */
  65806. blurWidth: number;
  65807. /**
  65808. * Sets if the blur for highlighted surfaces must be only horizontal
  65809. */
  65810. horizontalBlur: boolean;
  65811. /**
  65812. * Gets the overall exposure used by the pipeline
  65813. */
  65814. /**
  65815. * Sets the overall exposure used by the pipeline
  65816. */
  65817. exposure: number;
  65818. /**
  65819. * Texture used typically to simulate "dirty" on camera lens
  65820. */
  65821. lensTexture: Nullable<Texture>;
  65822. /**
  65823. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  65824. */
  65825. volumetricLightCoefficient: number;
  65826. /**
  65827. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  65828. */
  65829. volumetricLightPower: number;
  65830. /**
  65831. * Used the set the blur intensity to smooth the volumetric lights
  65832. */
  65833. volumetricLightBlurScale: number;
  65834. /**
  65835. * Light (spot or directional) used to generate the volumetric lights rays
  65836. * The source light must have a shadow generate so the pipeline can get its
  65837. * depth map
  65838. */
  65839. sourceLight: Nullable<SpotLight | DirectionalLight>;
  65840. /**
  65841. * For eye adaptation, represents the minimum luminance the eye can see
  65842. */
  65843. hdrMinimumLuminance: number;
  65844. /**
  65845. * For eye adaptation, represents the decrease luminance speed
  65846. */
  65847. hdrDecreaseRate: number;
  65848. /**
  65849. * For eye adaptation, represents the increase luminance speed
  65850. */
  65851. hdrIncreaseRate: number;
  65852. /**
  65853. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65854. */
  65855. /**
  65856. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65857. */
  65858. hdrAutoExposure: boolean;
  65859. /**
  65860. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  65861. */
  65862. lensColorTexture: Nullable<Texture>;
  65863. /**
  65864. * The overall strengh for the lens flare effect
  65865. */
  65866. lensFlareStrength: number;
  65867. /**
  65868. * Dispersion coefficient for lens flare ghosts
  65869. */
  65870. lensFlareGhostDispersal: number;
  65871. /**
  65872. * Main lens flare halo width
  65873. */
  65874. lensFlareHaloWidth: number;
  65875. /**
  65876. * Based on the lens distortion effect, defines how much the lens flare result
  65877. * is distorted
  65878. */
  65879. lensFlareDistortionStrength: number;
  65880. /**
  65881. * Configures the blur intensity used for for lens flare (halo)
  65882. */
  65883. lensFlareBlurWidth: number;
  65884. /**
  65885. * Lens star texture must be used to simulate rays on the flares and is available
  65886. * in the documentation
  65887. */
  65888. lensStarTexture: Nullable<Texture>;
  65889. /**
  65890. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65891. * flare effect by taking account of the dirt texture
  65892. */
  65893. lensFlareDirtTexture: Nullable<Texture>;
  65894. /**
  65895. * Represents the focal length for the depth of field effect
  65896. */
  65897. depthOfFieldDistance: number;
  65898. /**
  65899. * Represents the blur intensity for the blurred part of the depth of field effect
  65900. */
  65901. depthOfFieldBlurWidth: number;
  65902. /**
  65903. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65904. */
  65905. /**
  65906. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65907. */
  65908. motionStrength: number;
  65909. /**
  65910. * Gets wether or not the motion blur post-process is object based or screen based.
  65911. */
  65912. /**
  65913. * Sets wether or not the motion blur post-process should be object based or screen based
  65914. */
  65915. objectBasedMotionBlur: boolean;
  65916. /**
  65917. * List of animations for the pipeline (IAnimatable implementation)
  65918. */
  65919. animations: Animation[];
  65920. /**
  65921. * Private members
  65922. */
  65923. private _scene;
  65924. private _currentDepthOfFieldSource;
  65925. private _basePostProcess;
  65926. private _fixedExposure;
  65927. private _currentExposure;
  65928. private _hdrAutoExposure;
  65929. private _hdrCurrentLuminance;
  65930. private _motionStrength;
  65931. private _isObjectBasedMotionBlur;
  65932. private _floatTextureType;
  65933. private _camerasToBeAttached;
  65934. private _ratio;
  65935. private _bloomEnabled;
  65936. private _depthOfFieldEnabled;
  65937. private _vlsEnabled;
  65938. private _lensFlareEnabled;
  65939. private _hdrEnabled;
  65940. private _motionBlurEnabled;
  65941. private _fxaaEnabled;
  65942. private _motionBlurSamples;
  65943. private _volumetricLightStepsCount;
  65944. private _samples;
  65945. /**
  65946. * @ignore
  65947. * Specifies if the bloom pipeline is enabled
  65948. */
  65949. BloomEnabled: boolean;
  65950. /**
  65951. * @ignore
  65952. * Specifies if the depth of field pipeline is enabed
  65953. */
  65954. DepthOfFieldEnabled: boolean;
  65955. /**
  65956. * @ignore
  65957. * Specifies if the lens flare pipeline is enabed
  65958. */
  65959. LensFlareEnabled: boolean;
  65960. /**
  65961. * @ignore
  65962. * Specifies if the HDR pipeline is enabled
  65963. */
  65964. HDREnabled: boolean;
  65965. /**
  65966. * @ignore
  65967. * Specifies if the volumetric lights scattering effect is enabled
  65968. */
  65969. VLSEnabled: boolean;
  65970. /**
  65971. * @ignore
  65972. * Specifies if the motion blur effect is enabled
  65973. */
  65974. MotionBlurEnabled: boolean;
  65975. /**
  65976. * Specifies if anti-aliasing is enabled
  65977. */
  65978. fxaaEnabled: boolean;
  65979. /**
  65980. * Specifies the number of steps used to calculate the volumetric lights
  65981. * Typically in interval [50, 200]
  65982. */
  65983. volumetricLightStepsCount: number;
  65984. /**
  65985. * Specifies the number of samples used for the motion blur effect
  65986. * Typically in interval [16, 64]
  65987. */
  65988. motionBlurSamples: number;
  65989. /**
  65990. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65991. */
  65992. samples: number;
  65993. /**
  65994. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65995. * @constructor
  65996. * @param name The rendering pipeline name
  65997. * @param scene The scene linked to this pipeline
  65998. * @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)
  65999. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  66000. * @param cameras The array of cameras that the rendering pipeline will be attached to
  66001. */
  66002. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  66003. private _buildPipeline;
  66004. private _createDownSampleX4PostProcess;
  66005. private _createBrightPassPostProcess;
  66006. private _createBlurPostProcesses;
  66007. private _createTextureAdderPostProcess;
  66008. private _createVolumetricLightPostProcess;
  66009. private _createLuminancePostProcesses;
  66010. private _createHdrPostProcess;
  66011. private _createLensFlarePostProcess;
  66012. private _createDepthOfFieldPostProcess;
  66013. private _createMotionBlurPostProcess;
  66014. private _getDepthTexture;
  66015. private _disposePostProcesses;
  66016. /**
  66017. * Dispose of the pipeline and stop all post processes
  66018. */
  66019. dispose(): void;
  66020. /**
  66021. * Serialize the rendering pipeline (Used when exporting)
  66022. * @returns the serialized object
  66023. */
  66024. serialize(): any;
  66025. /**
  66026. * Parse the serialized pipeline
  66027. * @param source Source pipeline.
  66028. * @param scene The scene to load the pipeline to.
  66029. * @param rootUrl The URL of the serialized pipeline.
  66030. * @returns An instantiated pipeline from the serialized object.
  66031. */
  66032. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  66033. /**
  66034. * Luminance steps
  66035. */
  66036. static LuminanceSteps: number;
  66037. }
  66038. }
  66039. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  66040. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  66041. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  66042. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  66043. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  66044. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  66045. }
  66046. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  66047. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  66048. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  66049. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  66050. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  66051. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  66052. }
  66053. declare module "babylonjs/Shaders/tonemap.fragment" {
  66054. /** @hidden */
  66055. export var tonemapPixelShader: {
  66056. name: string;
  66057. shader: string;
  66058. };
  66059. }
  66060. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  66061. import { Camera } from "babylonjs/Cameras/camera";
  66062. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  66063. import "babylonjs/Shaders/tonemap.fragment";
  66064. import { Engine } from "babylonjs/Engines/engine";
  66065. /** Defines operator used for tonemapping */
  66066. export enum TonemappingOperator {
  66067. /** Hable */
  66068. Hable = 0,
  66069. /** Reinhard */
  66070. Reinhard = 1,
  66071. /** HejiDawson */
  66072. HejiDawson = 2,
  66073. /** Photographic */
  66074. Photographic = 3
  66075. }
  66076. /**
  66077. * Defines a post process to apply tone mapping
  66078. */
  66079. export class TonemapPostProcess extends PostProcess {
  66080. private _operator;
  66081. /** Defines the required exposure adjustement */
  66082. exposureAdjustment: number;
  66083. /**
  66084. * Creates a new TonemapPostProcess
  66085. * @param name defines the name of the postprocess
  66086. * @param _operator defines the operator to use
  66087. * @param exposureAdjustment defines the required exposure adjustement
  66088. * @param camera defines the camera to use (can be null)
  66089. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  66090. * @param engine defines the hosting engine (can be ignore if camera is set)
  66091. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  66092. */
  66093. constructor(name: string, _operator: TonemappingOperator,
  66094. /** Defines the required exposure adjustement */
  66095. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  66096. }
  66097. }
  66098. declare module "babylonjs/Shaders/depth.vertex" {
  66099. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66100. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66101. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66102. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66103. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66104. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66105. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66106. /** @hidden */
  66107. export var depthVertexShader: {
  66108. name: string;
  66109. shader: string;
  66110. };
  66111. }
  66112. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  66113. /** @hidden */
  66114. export var volumetricLightScatteringPixelShader: {
  66115. name: string;
  66116. shader: string;
  66117. };
  66118. }
  66119. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  66120. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66121. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66122. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66123. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66124. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66125. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66126. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66127. /** @hidden */
  66128. export var volumetricLightScatteringPassVertexShader: {
  66129. name: string;
  66130. shader: string;
  66131. };
  66132. }
  66133. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  66134. /** @hidden */
  66135. export var volumetricLightScatteringPassPixelShader: {
  66136. name: string;
  66137. shader: string;
  66138. };
  66139. }
  66140. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  66141. import { Vector3 } from "babylonjs/Maths/math.vector";
  66142. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66143. import { Mesh } from "babylonjs/Meshes/mesh";
  66144. import { Camera } from "babylonjs/Cameras/camera";
  66145. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  66146. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  66147. import { Scene } from "babylonjs/scene";
  66148. import "babylonjs/Meshes/Builders/planeBuilder";
  66149. import "babylonjs/Shaders/depth.vertex";
  66150. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  66151. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  66152. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  66153. import { Engine } from "babylonjs/Engines/engine";
  66154. /**
  66155. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  66156. */
  66157. export class VolumetricLightScatteringPostProcess extends PostProcess {
  66158. private _volumetricLightScatteringPass;
  66159. private _volumetricLightScatteringRTT;
  66160. private _viewPort;
  66161. private _screenCoordinates;
  66162. private _cachedDefines;
  66163. /**
  66164. * If not undefined, the mesh position is computed from the attached node position
  66165. */
  66166. attachedNode: {
  66167. position: Vector3;
  66168. };
  66169. /**
  66170. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  66171. */
  66172. customMeshPosition: Vector3;
  66173. /**
  66174. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  66175. */
  66176. useCustomMeshPosition: boolean;
  66177. /**
  66178. * If the post-process should inverse the light scattering direction
  66179. */
  66180. invert: boolean;
  66181. /**
  66182. * The internal mesh used by the post-process
  66183. */
  66184. mesh: Mesh;
  66185. /**
  66186. * @hidden
  66187. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  66188. */
  66189. useDiffuseColor: boolean;
  66190. /**
  66191. * Array containing the excluded meshes not rendered in the internal pass
  66192. */
  66193. excludedMeshes: AbstractMesh[];
  66194. /**
  66195. * Controls the overall intensity of the post-process
  66196. */
  66197. exposure: number;
  66198. /**
  66199. * Dissipates each sample's contribution in range [0, 1]
  66200. */
  66201. decay: number;
  66202. /**
  66203. * Controls the overall intensity of each sample
  66204. */
  66205. weight: number;
  66206. /**
  66207. * Controls the density of each sample
  66208. */
  66209. density: number;
  66210. /**
  66211. * @constructor
  66212. * @param name The post-process name
  66213. * @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)
  66214. * @param camera The camera that the post-process will be attached to
  66215. * @param mesh The mesh used to create the light scattering
  66216. * @param samples The post-process quality, default 100
  66217. * @param samplingModeThe post-process filtering mode
  66218. * @param engine The babylon engine
  66219. * @param reusable If the post-process is reusable
  66220. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  66221. */
  66222. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  66223. /**
  66224. * Returns the string "VolumetricLightScatteringPostProcess"
  66225. * @returns "VolumetricLightScatteringPostProcess"
  66226. */
  66227. getClassName(): string;
  66228. private _isReady;
  66229. /**
  66230. * Sets the new light position for light scattering effect
  66231. * @param position The new custom light position
  66232. */
  66233. setCustomMeshPosition(position: Vector3): void;
  66234. /**
  66235. * Returns the light position for light scattering effect
  66236. * @return Vector3 The custom light position
  66237. */
  66238. getCustomMeshPosition(): Vector3;
  66239. /**
  66240. * Disposes the internal assets and detaches the post-process from the camera
  66241. */
  66242. dispose(camera: Camera): void;
  66243. /**
  66244. * Returns the render target texture used by the post-process
  66245. * @return the render target texture used by the post-process
  66246. */
  66247. getPass(): RenderTargetTexture;
  66248. private _meshExcluded;
  66249. private _createPass;
  66250. private _updateMeshScreenCoordinates;
  66251. /**
  66252. * Creates a default mesh for the Volumeric Light Scattering post-process
  66253. * @param name The mesh name
  66254. * @param scene The scene where to create the mesh
  66255. * @return the default mesh
  66256. */
  66257. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  66258. }
  66259. }
  66260. declare module "babylonjs/PostProcesses/index" {
  66261. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  66262. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  66263. export * from "babylonjs/PostProcesses/bloomEffect";
  66264. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  66265. export * from "babylonjs/PostProcesses/blurPostProcess";
  66266. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  66267. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  66268. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  66269. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  66270. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  66271. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  66272. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  66273. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  66274. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  66275. export * from "babylonjs/PostProcesses/filterPostProcess";
  66276. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  66277. export * from "babylonjs/PostProcesses/grainPostProcess";
  66278. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  66279. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  66280. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  66281. export * from "babylonjs/PostProcesses/passPostProcess";
  66282. export * from "babylonjs/PostProcesses/postProcess";
  66283. export * from "babylonjs/PostProcesses/postProcessManager";
  66284. export * from "babylonjs/PostProcesses/refractionPostProcess";
  66285. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  66286. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  66287. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  66288. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  66289. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  66290. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  66291. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  66292. }
  66293. declare module "babylonjs/Probes/index" {
  66294. export * from "babylonjs/Probes/reflectionProbe";
  66295. }
  66296. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  66297. import { Scene } from "babylonjs/scene";
  66298. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66299. import { SmartArray } from "babylonjs/Misc/smartArray";
  66300. import { ISceneComponent } from "babylonjs/sceneComponent";
  66301. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  66302. import "babylonjs/Meshes/Builders/boxBuilder";
  66303. import "babylonjs/Shaders/color.fragment";
  66304. import "babylonjs/Shaders/color.vertex";
  66305. import { Color3 } from "babylonjs/Maths/math.color";
  66306. module "babylonjs/scene" {
  66307. interface Scene {
  66308. /** @hidden (Backing field) */
  66309. _boundingBoxRenderer: BoundingBoxRenderer;
  66310. /** @hidden (Backing field) */
  66311. _forceShowBoundingBoxes: boolean;
  66312. /**
  66313. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  66314. */
  66315. forceShowBoundingBoxes: boolean;
  66316. /**
  66317. * Gets the bounding box renderer associated with the scene
  66318. * @returns a BoundingBoxRenderer
  66319. */
  66320. getBoundingBoxRenderer(): BoundingBoxRenderer;
  66321. }
  66322. }
  66323. module "babylonjs/Meshes/abstractMesh" {
  66324. interface AbstractMesh {
  66325. /** @hidden (Backing field) */
  66326. _showBoundingBox: boolean;
  66327. /**
  66328. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  66329. */
  66330. showBoundingBox: boolean;
  66331. }
  66332. }
  66333. /**
  66334. * Component responsible of rendering the bounding box of the meshes in a scene.
  66335. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66336. */
  66337. export class BoundingBoxRenderer implements ISceneComponent {
  66338. /**
  66339. * The component name helpfull to identify the component in the list of scene components.
  66340. */
  66341. readonly name: string;
  66342. /**
  66343. * The scene the component belongs to.
  66344. */
  66345. scene: Scene;
  66346. /**
  66347. * Color of the bounding box lines placed in front of an object
  66348. */
  66349. frontColor: Color3;
  66350. /**
  66351. * Color of the bounding box lines placed behind an object
  66352. */
  66353. backColor: Color3;
  66354. /**
  66355. * Defines if the renderer should show the back lines or not
  66356. */
  66357. showBackLines: boolean;
  66358. /**
  66359. * @hidden
  66360. */
  66361. renderList: SmartArray<BoundingBox>;
  66362. private _colorShader;
  66363. private _vertexBuffers;
  66364. private _indexBuffer;
  66365. private _fillIndexBuffer;
  66366. private _fillIndexData;
  66367. /**
  66368. * Instantiates a new bounding box renderer in a scene.
  66369. * @param scene the scene the renderer renders in
  66370. */
  66371. constructor(scene: Scene);
  66372. /**
  66373. * Registers the component in a given scene
  66374. */
  66375. register(): void;
  66376. private _evaluateSubMesh;
  66377. private _activeMesh;
  66378. private _prepareRessources;
  66379. private _createIndexBuffer;
  66380. /**
  66381. * Rebuilds the elements related to this component in case of
  66382. * context lost for instance.
  66383. */
  66384. rebuild(): void;
  66385. /**
  66386. * @hidden
  66387. */
  66388. reset(): void;
  66389. /**
  66390. * Render the bounding boxes of a specific rendering group
  66391. * @param renderingGroupId defines the rendering group to render
  66392. */
  66393. render(renderingGroupId: number): void;
  66394. /**
  66395. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66396. * @param mesh Define the mesh to render the occlusion bounding box for
  66397. */
  66398. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  66399. /**
  66400. * Dispose and release the resources attached to this renderer.
  66401. */
  66402. dispose(): void;
  66403. }
  66404. }
  66405. declare module "babylonjs/Shaders/depth.fragment" {
  66406. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  66407. /** @hidden */
  66408. export var depthPixelShader: {
  66409. name: string;
  66410. shader: string;
  66411. };
  66412. }
  66413. declare module "babylonjs/Rendering/depthRenderer" {
  66414. import { Nullable } from "babylonjs/types";
  66415. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66416. import { Scene } from "babylonjs/scene";
  66417. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  66418. import { Camera } from "babylonjs/Cameras/camera";
  66419. import "babylonjs/Shaders/depth.fragment";
  66420. import "babylonjs/Shaders/depth.vertex";
  66421. /**
  66422. * This represents a depth renderer in Babylon.
  66423. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  66424. */
  66425. export class DepthRenderer {
  66426. private _scene;
  66427. private _depthMap;
  66428. private _effect;
  66429. private readonly _storeNonLinearDepth;
  66430. private readonly _clearColor;
  66431. /** Get if the depth renderer is using packed depth or not */
  66432. readonly isPacked: boolean;
  66433. private _cachedDefines;
  66434. private _camera;
  66435. /**
  66436. * Specifiess that the depth renderer will only be used within
  66437. * the camera it is created for.
  66438. * This can help forcing its rendering during the camera processing.
  66439. */
  66440. useOnlyInActiveCamera: boolean;
  66441. /** @hidden */
  66442. static _SceneComponentInitialization: (scene: Scene) => void;
  66443. /**
  66444. * Instantiates a depth renderer
  66445. * @param scene The scene the renderer belongs to
  66446. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  66447. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  66448. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66449. */
  66450. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  66451. /**
  66452. * Creates the depth rendering effect and checks if the effect is ready.
  66453. * @param subMesh The submesh to be used to render the depth map of
  66454. * @param useInstances If multiple world instances should be used
  66455. * @returns if the depth renderer is ready to render the depth map
  66456. */
  66457. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66458. /**
  66459. * Gets the texture which the depth map will be written to.
  66460. * @returns The depth map texture
  66461. */
  66462. getDepthMap(): RenderTargetTexture;
  66463. /**
  66464. * Disposes of the depth renderer.
  66465. */
  66466. dispose(): void;
  66467. }
  66468. }
  66469. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  66470. import { Nullable } from "babylonjs/types";
  66471. import { Scene } from "babylonjs/scene";
  66472. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  66473. import { Camera } from "babylonjs/Cameras/camera";
  66474. import { ISceneComponent } from "babylonjs/sceneComponent";
  66475. module "babylonjs/scene" {
  66476. interface Scene {
  66477. /** @hidden (Backing field) */
  66478. _depthRenderer: {
  66479. [id: string]: DepthRenderer;
  66480. };
  66481. /**
  66482. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  66483. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  66484. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66485. * @returns the created depth renderer
  66486. */
  66487. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  66488. /**
  66489. * Disables a depth renderer for a given camera
  66490. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  66491. */
  66492. disableDepthRenderer(camera?: Nullable<Camera>): void;
  66493. }
  66494. }
  66495. /**
  66496. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  66497. * in several rendering techniques.
  66498. */
  66499. export class DepthRendererSceneComponent implements ISceneComponent {
  66500. /**
  66501. * The component name helpfull to identify the component in the list of scene components.
  66502. */
  66503. readonly name: string;
  66504. /**
  66505. * The scene the component belongs to.
  66506. */
  66507. scene: Scene;
  66508. /**
  66509. * Creates a new instance of the component for the given scene
  66510. * @param scene Defines the scene to register the component in
  66511. */
  66512. constructor(scene: Scene);
  66513. /**
  66514. * Registers the component in a given scene
  66515. */
  66516. register(): void;
  66517. /**
  66518. * Rebuilds the elements related to this component in case of
  66519. * context lost for instance.
  66520. */
  66521. rebuild(): void;
  66522. /**
  66523. * Disposes the component and the associated ressources
  66524. */
  66525. dispose(): void;
  66526. private _gatherRenderTargets;
  66527. private _gatherActiveCameraRenderTargets;
  66528. }
  66529. }
  66530. declare module "babylonjs/Shaders/outline.fragment" {
  66531. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66532. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  66533. /** @hidden */
  66534. export var outlinePixelShader: {
  66535. name: string;
  66536. shader: string;
  66537. };
  66538. }
  66539. declare module "babylonjs/Shaders/outline.vertex" {
  66540. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66541. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66542. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66543. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66544. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66545. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66546. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66547. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66548. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  66549. /** @hidden */
  66550. export var outlineVertexShader: {
  66551. name: string;
  66552. shader: string;
  66553. };
  66554. }
  66555. declare module "babylonjs/Rendering/outlineRenderer" {
  66556. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66557. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  66558. import { Scene } from "babylonjs/scene";
  66559. import { ISceneComponent } from "babylonjs/sceneComponent";
  66560. import "babylonjs/Shaders/outline.fragment";
  66561. import "babylonjs/Shaders/outline.vertex";
  66562. module "babylonjs/scene" {
  66563. interface Scene {
  66564. /** @hidden */
  66565. _outlineRenderer: OutlineRenderer;
  66566. /**
  66567. * Gets the outline renderer associated with the scene
  66568. * @returns a OutlineRenderer
  66569. */
  66570. getOutlineRenderer(): OutlineRenderer;
  66571. }
  66572. }
  66573. module "babylonjs/Meshes/abstractMesh" {
  66574. interface AbstractMesh {
  66575. /** @hidden (Backing field) */
  66576. _renderOutline: boolean;
  66577. /**
  66578. * Gets or sets a boolean indicating if the outline must be rendered as well
  66579. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  66580. */
  66581. renderOutline: boolean;
  66582. /** @hidden (Backing field) */
  66583. _renderOverlay: boolean;
  66584. /**
  66585. * Gets or sets a boolean indicating if the overlay must be rendered as well
  66586. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  66587. */
  66588. renderOverlay: boolean;
  66589. }
  66590. }
  66591. /**
  66592. * This class is responsible to draw bothe outline/overlay of meshes.
  66593. * It should not be used directly but through the available method on mesh.
  66594. */
  66595. export class OutlineRenderer implements ISceneComponent {
  66596. /**
  66597. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  66598. */
  66599. private static _StencilReference;
  66600. /**
  66601. * The name of the component. Each component must have a unique name.
  66602. */
  66603. name: string;
  66604. /**
  66605. * The scene the component belongs to.
  66606. */
  66607. scene: Scene;
  66608. /**
  66609. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  66610. */
  66611. zOffset: number;
  66612. private _engine;
  66613. private _effect;
  66614. private _cachedDefines;
  66615. private _savedDepthWrite;
  66616. /**
  66617. * Instantiates a new outline renderer. (There could be only one per scene).
  66618. * @param scene Defines the scene it belongs to
  66619. */
  66620. constructor(scene: Scene);
  66621. /**
  66622. * Register the component to one instance of a scene.
  66623. */
  66624. register(): void;
  66625. /**
  66626. * Rebuilds the elements related to this component in case of
  66627. * context lost for instance.
  66628. */
  66629. rebuild(): void;
  66630. /**
  66631. * Disposes the component and the associated ressources.
  66632. */
  66633. dispose(): void;
  66634. /**
  66635. * Renders the outline in the canvas.
  66636. * @param subMesh Defines the sumesh to render
  66637. * @param batch Defines the batch of meshes in case of instances
  66638. * @param useOverlay Defines if the rendering is for the overlay or the outline
  66639. */
  66640. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  66641. /**
  66642. * Returns whether or not the outline renderer is ready for a given submesh.
  66643. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  66644. * @param subMesh Defines the submesh to check readyness for
  66645. * @param useInstances Defines wheter wee are trying to render instances or not
  66646. * @returns true if ready otherwise false
  66647. */
  66648. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66649. private _beforeRenderingMesh;
  66650. private _afterRenderingMesh;
  66651. }
  66652. }
  66653. declare module "babylonjs/Rendering/index" {
  66654. export * from "babylonjs/Rendering/boundingBoxRenderer";
  66655. export * from "babylonjs/Rendering/depthRenderer";
  66656. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  66657. export * from "babylonjs/Rendering/edgesRenderer";
  66658. export * from "babylonjs/Rendering/geometryBufferRenderer";
  66659. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  66660. export * from "babylonjs/Rendering/outlineRenderer";
  66661. export * from "babylonjs/Rendering/renderingGroup";
  66662. export * from "babylonjs/Rendering/renderingManager";
  66663. export * from "babylonjs/Rendering/utilityLayerRenderer";
  66664. }
  66665. declare module "babylonjs/Sprites/spritePackedManager" {
  66666. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  66667. import { Scene } from "babylonjs/scene";
  66668. /**
  66669. * Class used to manage multiple sprites of different sizes on the same spritesheet
  66670. * @see http://doc.babylonjs.com/babylon101/sprites
  66671. */
  66672. export class SpritePackedManager extends SpriteManager {
  66673. /** defines the packed manager's name */
  66674. name: string;
  66675. /**
  66676. * Creates a new sprite manager from a packed sprite sheet
  66677. * @param name defines the manager's name
  66678. * @param imgUrl defines the sprite sheet url
  66679. * @param capacity defines the maximum allowed number of sprites
  66680. * @param scene defines the hosting scene
  66681. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  66682. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  66683. * @param samplingMode defines the smapling mode to use with spritesheet
  66684. * @param fromPacked set to true; do not alter
  66685. */
  66686. constructor(
  66687. /** defines the packed manager's name */
  66688. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  66689. }
  66690. }
  66691. declare module "babylonjs/Sprites/index" {
  66692. export * from "babylonjs/Sprites/sprite";
  66693. export * from "babylonjs/Sprites/spriteManager";
  66694. export * from "babylonjs/Sprites/spritePackedManager";
  66695. export * from "babylonjs/Sprites/spriteSceneComponent";
  66696. }
  66697. declare module "babylonjs/States/index" {
  66698. export * from "babylonjs/States/alphaCullingState";
  66699. export * from "babylonjs/States/depthCullingState";
  66700. export * from "babylonjs/States/stencilState";
  66701. }
  66702. declare module "babylonjs/Misc/assetsManager" {
  66703. import { Scene } from "babylonjs/scene";
  66704. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66705. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66706. import { Skeleton } from "babylonjs/Bones/skeleton";
  66707. import { Observable } from "babylonjs/Misc/observable";
  66708. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  66709. import { Texture } from "babylonjs/Materials/Textures/texture";
  66710. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  66711. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  66712. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  66713. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  66714. /**
  66715. * Defines the list of states available for a task inside a AssetsManager
  66716. */
  66717. export enum AssetTaskState {
  66718. /**
  66719. * Initialization
  66720. */
  66721. INIT = 0,
  66722. /**
  66723. * Running
  66724. */
  66725. RUNNING = 1,
  66726. /**
  66727. * Done
  66728. */
  66729. DONE = 2,
  66730. /**
  66731. * Error
  66732. */
  66733. ERROR = 3
  66734. }
  66735. /**
  66736. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  66737. */
  66738. export abstract class AbstractAssetTask {
  66739. /**
  66740. * Task name
  66741. */ name: string;
  66742. /**
  66743. * Callback called when the task is successful
  66744. */
  66745. onSuccess: (task: any) => void;
  66746. /**
  66747. * Callback called when the task is not successful
  66748. */
  66749. onError: (task: any, message?: string, exception?: any) => void;
  66750. /**
  66751. * Creates a new AssetsManager
  66752. * @param name defines the name of the task
  66753. */
  66754. constructor(
  66755. /**
  66756. * Task name
  66757. */ name: string);
  66758. private _isCompleted;
  66759. private _taskState;
  66760. private _errorObject;
  66761. /**
  66762. * Get if the task is completed
  66763. */
  66764. readonly isCompleted: boolean;
  66765. /**
  66766. * Gets the current state of the task
  66767. */
  66768. readonly taskState: AssetTaskState;
  66769. /**
  66770. * Gets the current error object (if task is in error)
  66771. */
  66772. readonly errorObject: {
  66773. message?: string;
  66774. exception?: any;
  66775. };
  66776. /**
  66777. * Internal only
  66778. * @hidden
  66779. */
  66780. _setErrorObject(message?: string, exception?: any): void;
  66781. /**
  66782. * Execute the current task
  66783. * @param scene defines the scene where you want your assets to be loaded
  66784. * @param onSuccess is a callback called when the task is successfully executed
  66785. * @param onError is a callback called if an error occurs
  66786. */
  66787. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66788. /**
  66789. * Execute the current task
  66790. * @param scene defines the scene where you want your assets to be loaded
  66791. * @param onSuccess is a callback called when the task is successfully executed
  66792. * @param onError is a callback called if an error occurs
  66793. */
  66794. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66795. /**
  66796. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  66797. * This can be used with failed tasks that have the reason for failure fixed.
  66798. */
  66799. reset(): void;
  66800. private onErrorCallback;
  66801. private onDoneCallback;
  66802. }
  66803. /**
  66804. * Define the interface used by progress events raised during assets loading
  66805. */
  66806. export interface IAssetsProgressEvent {
  66807. /**
  66808. * Defines the number of remaining tasks to process
  66809. */
  66810. remainingCount: number;
  66811. /**
  66812. * Defines the total number of tasks
  66813. */
  66814. totalCount: number;
  66815. /**
  66816. * Defines the task that was just processed
  66817. */
  66818. task: AbstractAssetTask;
  66819. }
  66820. /**
  66821. * Class used to share progress information about assets loading
  66822. */
  66823. export class AssetsProgressEvent implements IAssetsProgressEvent {
  66824. /**
  66825. * Defines the number of remaining tasks to process
  66826. */
  66827. remainingCount: number;
  66828. /**
  66829. * Defines the total number of tasks
  66830. */
  66831. totalCount: number;
  66832. /**
  66833. * Defines the task that was just processed
  66834. */
  66835. task: AbstractAssetTask;
  66836. /**
  66837. * Creates a AssetsProgressEvent
  66838. * @param remainingCount defines the number of remaining tasks to process
  66839. * @param totalCount defines the total number of tasks
  66840. * @param task defines the task that was just processed
  66841. */
  66842. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  66843. }
  66844. /**
  66845. * Define a task used by AssetsManager to load meshes
  66846. */
  66847. export class MeshAssetTask extends AbstractAssetTask {
  66848. /**
  66849. * Defines the name of the task
  66850. */
  66851. name: string;
  66852. /**
  66853. * Defines the list of mesh's names you want to load
  66854. */
  66855. meshesNames: any;
  66856. /**
  66857. * Defines the root url to use as a base to load your meshes and associated resources
  66858. */
  66859. rootUrl: string;
  66860. /**
  66861. * Defines the filename of the scene to load from
  66862. */
  66863. sceneFilename: string;
  66864. /**
  66865. * Gets the list of loaded meshes
  66866. */
  66867. loadedMeshes: Array<AbstractMesh>;
  66868. /**
  66869. * Gets the list of loaded particle systems
  66870. */
  66871. loadedParticleSystems: Array<IParticleSystem>;
  66872. /**
  66873. * Gets the list of loaded skeletons
  66874. */
  66875. loadedSkeletons: Array<Skeleton>;
  66876. /**
  66877. * Gets the list of loaded animation groups
  66878. */
  66879. loadedAnimationGroups: Array<AnimationGroup>;
  66880. /**
  66881. * Callback called when the task is successful
  66882. */
  66883. onSuccess: (task: MeshAssetTask) => void;
  66884. /**
  66885. * Callback called when the task is successful
  66886. */
  66887. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66888. /**
  66889. * Creates a new MeshAssetTask
  66890. * @param name defines the name of the task
  66891. * @param meshesNames defines the list of mesh's names you want to load
  66892. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66893. * @param sceneFilename defines the filename of the scene to load from
  66894. */
  66895. constructor(
  66896. /**
  66897. * Defines the name of the task
  66898. */
  66899. name: string,
  66900. /**
  66901. * Defines the list of mesh's names you want to load
  66902. */
  66903. meshesNames: any,
  66904. /**
  66905. * Defines the root url to use as a base to load your meshes and associated resources
  66906. */
  66907. rootUrl: string,
  66908. /**
  66909. * Defines the filename of the scene to load from
  66910. */
  66911. sceneFilename: string);
  66912. /**
  66913. * Execute the current task
  66914. * @param scene defines the scene where you want your assets to be loaded
  66915. * @param onSuccess is a callback called when the task is successfully executed
  66916. * @param onError is a callback called if an error occurs
  66917. */
  66918. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66919. }
  66920. /**
  66921. * Define a task used by AssetsManager to load text content
  66922. */
  66923. export class TextFileAssetTask extends AbstractAssetTask {
  66924. /**
  66925. * Defines the name of the task
  66926. */
  66927. name: string;
  66928. /**
  66929. * Defines the location of the file to load
  66930. */
  66931. url: string;
  66932. /**
  66933. * Gets the loaded text string
  66934. */
  66935. text: string;
  66936. /**
  66937. * Callback called when the task is successful
  66938. */
  66939. onSuccess: (task: TextFileAssetTask) => void;
  66940. /**
  66941. * Callback called when the task is successful
  66942. */
  66943. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66944. /**
  66945. * Creates a new TextFileAssetTask object
  66946. * @param name defines the name of the task
  66947. * @param url defines the location of the file to load
  66948. */
  66949. constructor(
  66950. /**
  66951. * Defines the name of the task
  66952. */
  66953. name: string,
  66954. /**
  66955. * Defines the location of the file to load
  66956. */
  66957. url: string);
  66958. /**
  66959. * Execute the current task
  66960. * @param scene defines the scene where you want your assets to be loaded
  66961. * @param onSuccess is a callback called when the task is successfully executed
  66962. * @param onError is a callback called if an error occurs
  66963. */
  66964. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66965. }
  66966. /**
  66967. * Define a task used by AssetsManager to load binary data
  66968. */
  66969. export class BinaryFileAssetTask extends AbstractAssetTask {
  66970. /**
  66971. * Defines the name of the task
  66972. */
  66973. name: string;
  66974. /**
  66975. * Defines the location of the file to load
  66976. */
  66977. url: string;
  66978. /**
  66979. * Gets the lodaded data (as an array buffer)
  66980. */
  66981. data: ArrayBuffer;
  66982. /**
  66983. * Callback called when the task is successful
  66984. */
  66985. onSuccess: (task: BinaryFileAssetTask) => void;
  66986. /**
  66987. * Callback called when the task is successful
  66988. */
  66989. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66990. /**
  66991. * Creates a new BinaryFileAssetTask object
  66992. * @param name defines the name of the new task
  66993. * @param url defines the location of the file to load
  66994. */
  66995. constructor(
  66996. /**
  66997. * Defines the name of the task
  66998. */
  66999. name: string,
  67000. /**
  67001. * Defines the location of the file to load
  67002. */
  67003. url: string);
  67004. /**
  67005. * Execute the current task
  67006. * @param scene defines the scene where you want your assets to be loaded
  67007. * @param onSuccess is a callback called when the task is successfully executed
  67008. * @param onError is a callback called if an error occurs
  67009. */
  67010. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67011. }
  67012. /**
  67013. * Define a task used by AssetsManager to load images
  67014. */
  67015. export class ImageAssetTask extends AbstractAssetTask {
  67016. /**
  67017. * Defines the name of the task
  67018. */
  67019. name: string;
  67020. /**
  67021. * Defines the location of the image to load
  67022. */
  67023. url: string;
  67024. /**
  67025. * Gets the loaded images
  67026. */
  67027. image: HTMLImageElement;
  67028. /**
  67029. * Callback called when the task is successful
  67030. */
  67031. onSuccess: (task: ImageAssetTask) => void;
  67032. /**
  67033. * Callback called when the task is successful
  67034. */
  67035. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  67036. /**
  67037. * Creates a new ImageAssetTask
  67038. * @param name defines the name of the task
  67039. * @param url defines the location of the image to load
  67040. */
  67041. constructor(
  67042. /**
  67043. * Defines the name of the task
  67044. */
  67045. name: string,
  67046. /**
  67047. * Defines the location of the image to load
  67048. */
  67049. url: string);
  67050. /**
  67051. * Execute the current task
  67052. * @param scene defines the scene where you want your assets to be loaded
  67053. * @param onSuccess is a callback called when the task is successfully executed
  67054. * @param onError is a callback called if an error occurs
  67055. */
  67056. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67057. }
  67058. /**
  67059. * Defines the interface used by texture loading tasks
  67060. */
  67061. export interface ITextureAssetTask<TEX extends BaseTexture> {
  67062. /**
  67063. * Gets the loaded texture
  67064. */
  67065. texture: TEX;
  67066. }
  67067. /**
  67068. * Define a task used by AssetsManager to load 2D textures
  67069. */
  67070. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  67071. /**
  67072. * Defines the name of the task
  67073. */
  67074. name: string;
  67075. /**
  67076. * Defines the location of the file to load
  67077. */
  67078. url: string;
  67079. /**
  67080. * Defines if mipmap should not be generated (default is false)
  67081. */
  67082. noMipmap?: boolean | undefined;
  67083. /**
  67084. * Defines if texture must be inverted on Y axis (default is false)
  67085. */
  67086. invertY?: boolean | undefined;
  67087. /**
  67088. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  67089. */
  67090. samplingMode: number;
  67091. /**
  67092. * Gets the loaded texture
  67093. */
  67094. texture: Texture;
  67095. /**
  67096. * Callback called when the task is successful
  67097. */
  67098. onSuccess: (task: TextureAssetTask) => void;
  67099. /**
  67100. * Callback called when the task is successful
  67101. */
  67102. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  67103. /**
  67104. * Creates a new TextureAssetTask object
  67105. * @param name defines the name of the task
  67106. * @param url defines the location of the file to load
  67107. * @param noMipmap defines if mipmap should not be generated (default is false)
  67108. * @param invertY defines if texture must be inverted on Y axis (default is false)
  67109. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  67110. */
  67111. constructor(
  67112. /**
  67113. * Defines the name of the task
  67114. */
  67115. name: string,
  67116. /**
  67117. * Defines the location of the file to load
  67118. */
  67119. url: string,
  67120. /**
  67121. * Defines if mipmap should not be generated (default is false)
  67122. */
  67123. noMipmap?: boolean | undefined,
  67124. /**
  67125. * Defines if texture must be inverted on Y axis (default is false)
  67126. */
  67127. invertY?: boolean | undefined,
  67128. /**
  67129. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  67130. */
  67131. samplingMode?: number);
  67132. /**
  67133. * Execute the current task
  67134. * @param scene defines the scene where you want your assets to be loaded
  67135. * @param onSuccess is a callback called when the task is successfully executed
  67136. * @param onError is a callback called if an error occurs
  67137. */
  67138. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67139. }
  67140. /**
  67141. * Define a task used by AssetsManager to load cube textures
  67142. */
  67143. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  67144. /**
  67145. * Defines the name of the task
  67146. */
  67147. name: string;
  67148. /**
  67149. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  67150. */
  67151. url: string;
  67152. /**
  67153. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  67154. */
  67155. extensions?: string[] | undefined;
  67156. /**
  67157. * Defines if mipmaps should not be generated (default is false)
  67158. */
  67159. noMipmap?: boolean | undefined;
  67160. /**
  67161. * Defines the explicit list of files (undefined by default)
  67162. */
  67163. files?: string[] | undefined;
  67164. /**
  67165. * Gets the loaded texture
  67166. */
  67167. texture: CubeTexture;
  67168. /**
  67169. * Callback called when the task is successful
  67170. */
  67171. onSuccess: (task: CubeTextureAssetTask) => void;
  67172. /**
  67173. * Callback called when the task is successful
  67174. */
  67175. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  67176. /**
  67177. * Creates a new CubeTextureAssetTask
  67178. * @param name defines the name of the task
  67179. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  67180. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  67181. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67182. * @param files defines the explicit list of files (undefined by default)
  67183. */
  67184. constructor(
  67185. /**
  67186. * Defines the name of the task
  67187. */
  67188. name: string,
  67189. /**
  67190. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  67191. */
  67192. url: string,
  67193. /**
  67194. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  67195. */
  67196. extensions?: string[] | undefined,
  67197. /**
  67198. * Defines if mipmaps should not be generated (default is false)
  67199. */
  67200. noMipmap?: boolean | undefined,
  67201. /**
  67202. * Defines the explicit list of files (undefined by default)
  67203. */
  67204. files?: string[] | undefined);
  67205. /**
  67206. * Execute the current task
  67207. * @param scene defines the scene where you want your assets to be loaded
  67208. * @param onSuccess is a callback called when the task is successfully executed
  67209. * @param onError is a callback called if an error occurs
  67210. */
  67211. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67212. }
  67213. /**
  67214. * Define a task used by AssetsManager to load HDR cube textures
  67215. */
  67216. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  67217. /**
  67218. * Defines the name of the task
  67219. */
  67220. name: string;
  67221. /**
  67222. * Defines the location of the file to load
  67223. */
  67224. url: string;
  67225. /**
  67226. * Defines the desired size (the more it increases the longer the generation will be)
  67227. */
  67228. size: number;
  67229. /**
  67230. * Defines if mipmaps should not be generated (default is false)
  67231. */
  67232. noMipmap: boolean;
  67233. /**
  67234. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67235. */
  67236. generateHarmonics: boolean;
  67237. /**
  67238. * 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)
  67239. */
  67240. gammaSpace: boolean;
  67241. /**
  67242. * Internal Use Only
  67243. */
  67244. reserved: boolean;
  67245. /**
  67246. * Gets the loaded texture
  67247. */
  67248. texture: HDRCubeTexture;
  67249. /**
  67250. * Callback called when the task is successful
  67251. */
  67252. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  67253. /**
  67254. * Callback called when the task is successful
  67255. */
  67256. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  67257. /**
  67258. * Creates a new HDRCubeTextureAssetTask object
  67259. * @param name defines the name of the task
  67260. * @param url defines the location of the file to load
  67261. * @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.
  67262. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67263. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67264. * @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)
  67265. * @param reserved Internal use only
  67266. */
  67267. constructor(
  67268. /**
  67269. * Defines the name of the task
  67270. */
  67271. name: string,
  67272. /**
  67273. * Defines the location of the file to load
  67274. */
  67275. url: string,
  67276. /**
  67277. * Defines the desired size (the more it increases the longer the generation will be)
  67278. */
  67279. size: number,
  67280. /**
  67281. * Defines if mipmaps should not be generated (default is false)
  67282. */
  67283. noMipmap?: boolean,
  67284. /**
  67285. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67286. */
  67287. generateHarmonics?: boolean,
  67288. /**
  67289. * 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)
  67290. */
  67291. gammaSpace?: boolean,
  67292. /**
  67293. * Internal Use Only
  67294. */
  67295. reserved?: boolean);
  67296. /**
  67297. * Execute the current task
  67298. * @param scene defines the scene where you want your assets to be loaded
  67299. * @param onSuccess is a callback called when the task is successfully executed
  67300. * @param onError is a callback called if an error occurs
  67301. */
  67302. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67303. }
  67304. /**
  67305. * Define a task used by AssetsManager to load Equirectangular cube textures
  67306. */
  67307. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  67308. /**
  67309. * Defines the name of the task
  67310. */
  67311. name: string;
  67312. /**
  67313. * Defines the location of the file to load
  67314. */
  67315. url: string;
  67316. /**
  67317. * Defines the desired size (the more it increases the longer the generation will be)
  67318. */
  67319. size: number;
  67320. /**
  67321. * Defines if mipmaps should not be generated (default is false)
  67322. */
  67323. noMipmap: boolean;
  67324. /**
  67325. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67326. * but the standard material would require them in Gamma space) (default is true)
  67327. */
  67328. gammaSpace: boolean;
  67329. /**
  67330. * Gets the loaded texture
  67331. */
  67332. texture: EquiRectangularCubeTexture;
  67333. /**
  67334. * Callback called when the task is successful
  67335. */
  67336. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  67337. /**
  67338. * Callback called when the task is successful
  67339. */
  67340. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  67341. /**
  67342. * Creates a new EquiRectangularCubeTextureAssetTask object
  67343. * @param name defines the name of the task
  67344. * @param url defines the location of the file to load
  67345. * @param size defines the desired size (the more it increases the longer the generation will be)
  67346. * If the size is omitted this implies you are using a preprocessed cubemap.
  67347. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67348. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  67349. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  67350. * (default is true)
  67351. */
  67352. constructor(
  67353. /**
  67354. * Defines the name of the task
  67355. */
  67356. name: string,
  67357. /**
  67358. * Defines the location of the file to load
  67359. */
  67360. url: string,
  67361. /**
  67362. * Defines the desired size (the more it increases the longer the generation will be)
  67363. */
  67364. size: number,
  67365. /**
  67366. * Defines if mipmaps should not be generated (default is false)
  67367. */
  67368. noMipmap?: boolean,
  67369. /**
  67370. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67371. * but the standard material would require them in Gamma space) (default is true)
  67372. */
  67373. gammaSpace?: boolean);
  67374. /**
  67375. * Execute the current task
  67376. * @param scene defines the scene where you want your assets to be loaded
  67377. * @param onSuccess is a callback called when the task is successfully executed
  67378. * @param onError is a callback called if an error occurs
  67379. */
  67380. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67381. }
  67382. /**
  67383. * This class can be used to easily import assets into a scene
  67384. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  67385. */
  67386. export class AssetsManager {
  67387. private _scene;
  67388. private _isLoading;
  67389. protected _tasks: AbstractAssetTask[];
  67390. protected _waitingTasksCount: number;
  67391. protected _totalTasksCount: number;
  67392. /**
  67393. * Callback called when all tasks are processed
  67394. */
  67395. onFinish: (tasks: AbstractAssetTask[]) => void;
  67396. /**
  67397. * Callback called when a task is successful
  67398. */
  67399. onTaskSuccess: (task: AbstractAssetTask) => void;
  67400. /**
  67401. * Callback called when a task had an error
  67402. */
  67403. onTaskError: (task: AbstractAssetTask) => void;
  67404. /**
  67405. * Callback called when a task is done (whatever the result is)
  67406. */
  67407. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  67408. /**
  67409. * Observable called when all tasks are processed
  67410. */
  67411. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  67412. /**
  67413. * Observable called when a task had an error
  67414. */
  67415. onTaskErrorObservable: Observable<AbstractAssetTask>;
  67416. /**
  67417. * Observable called when all tasks were executed
  67418. */
  67419. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  67420. /**
  67421. * Observable called when a task is done (whatever the result is)
  67422. */
  67423. onProgressObservable: Observable<IAssetsProgressEvent>;
  67424. /**
  67425. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  67426. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  67427. */
  67428. useDefaultLoadingScreen: boolean;
  67429. /**
  67430. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  67431. * when all assets have been downloaded.
  67432. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  67433. */
  67434. autoHideLoadingUI: boolean;
  67435. /**
  67436. * Creates a new AssetsManager
  67437. * @param scene defines the scene to work on
  67438. */
  67439. constructor(scene: Scene);
  67440. /**
  67441. * Add a MeshAssetTask to the list of active tasks
  67442. * @param taskName defines the name of the new task
  67443. * @param meshesNames defines the name of meshes to load
  67444. * @param rootUrl defines the root url to use to locate files
  67445. * @param sceneFilename defines the filename of the scene file
  67446. * @returns a new MeshAssetTask object
  67447. */
  67448. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  67449. /**
  67450. * Add a TextFileAssetTask to the list of active tasks
  67451. * @param taskName defines the name of the new task
  67452. * @param url defines the url of the file to load
  67453. * @returns a new TextFileAssetTask object
  67454. */
  67455. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  67456. /**
  67457. * Add a BinaryFileAssetTask to the list of active tasks
  67458. * @param taskName defines the name of the new task
  67459. * @param url defines the url of the file to load
  67460. * @returns a new BinaryFileAssetTask object
  67461. */
  67462. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  67463. /**
  67464. * Add a ImageAssetTask to the list of active tasks
  67465. * @param taskName defines the name of the new task
  67466. * @param url defines the url of the file to load
  67467. * @returns a new ImageAssetTask object
  67468. */
  67469. addImageTask(taskName: string, url: string): ImageAssetTask;
  67470. /**
  67471. * Add a TextureAssetTask to the list of active tasks
  67472. * @param taskName defines the name of the new task
  67473. * @param url defines the url of the file to load
  67474. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67475. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  67476. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  67477. * @returns a new TextureAssetTask object
  67478. */
  67479. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  67480. /**
  67481. * Add a CubeTextureAssetTask to the list of active tasks
  67482. * @param taskName defines the name of the new task
  67483. * @param url defines the url of the file to load
  67484. * @param extensions defines the extension to use to load the cube map (can be null)
  67485. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67486. * @param files defines the list of files to load (can be null)
  67487. * @returns a new CubeTextureAssetTask object
  67488. */
  67489. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  67490. /**
  67491. *
  67492. * Add a HDRCubeTextureAssetTask to the list of active tasks
  67493. * @param taskName defines the name of the new task
  67494. * @param url defines the url of the file to load
  67495. * @param size defines the size you want for the cubemap (can be null)
  67496. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67497. * @param generateHarmonics defines if you want to automatically generate (true by default)
  67498. * @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)
  67499. * @param reserved Internal use only
  67500. * @returns a new HDRCubeTextureAssetTask object
  67501. */
  67502. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  67503. /**
  67504. *
  67505. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  67506. * @param taskName defines the name of the new task
  67507. * @param url defines the url of the file to load
  67508. * @param size defines the size you want for the cubemap (can be null)
  67509. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67510. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  67511. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  67512. * @returns a new EquiRectangularCubeTextureAssetTask object
  67513. */
  67514. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  67515. /**
  67516. * Remove a task from the assets manager.
  67517. * @param task the task to remove
  67518. */
  67519. removeTask(task: AbstractAssetTask): void;
  67520. private _decreaseWaitingTasksCount;
  67521. private _runTask;
  67522. /**
  67523. * Reset the AssetsManager and remove all tasks
  67524. * @return the current instance of the AssetsManager
  67525. */
  67526. reset(): AssetsManager;
  67527. /**
  67528. * Start the loading process
  67529. * @return the current instance of the AssetsManager
  67530. */
  67531. load(): AssetsManager;
  67532. /**
  67533. * Start the loading process as an async operation
  67534. * @return a promise returning the list of failed tasks
  67535. */
  67536. loadAsync(): Promise<void>;
  67537. }
  67538. }
  67539. declare module "babylonjs/Misc/deferred" {
  67540. /**
  67541. * Wrapper class for promise with external resolve and reject.
  67542. */
  67543. export class Deferred<T> {
  67544. /**
  67545. * The promise associated with this deferred object.
  67546. */
  67547. readonly promise: Promise<T>;
  67548. private _resolve;
  67549. private _reject;
  67550. /**
  67551. * The resolve method of the promise associated with this deferred object.
  67552. */
  67553. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  67554. /**
  67555. * The reject method of the promise associated with this deferred object.
  67556. */
  67557. readonly reject: (reason?: any) => void;
  67558. /**
  67559. * Constructor for this deferred object.
  67560. */
  67561. constructor();
  67562. }
  67563. }
  67564. declare module "babylonjs/Misc/meshExploder" {
  67565. import { Mesh } from "babylonjs/Meshes/mesh";
  67566. /**
  67567. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  67568. */
  67569. export class MeshExploder {
  67570. private _centerMesh;
  67571. private _meshes;
  67572. private _meshesOrigins;
  67573. private _toCenterVectors;
  67574. private _scaledDirection;
  67575. private _newPosition;
  67576. private _centerPosition;
  67577. /**
  67578. * Explodes meshes from a center mesh.
  67579. * @param meshes The meshes to explode.
  67580. * @param centerMesh The mesh to be center of explosion.
  67581. */
  67582. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  67583. private _setCenterMesh;
  67584. /**
  67585. * Get class name
  67586. * @returns "MeshExploder"
  67587. */
  67588. getClassName(): string;
  67589. /**
  67590. * "Exploded meshes"
  67591. * @returns Array of meshes with the centerMesh at index 0.
  67592. */
  67593. getMeshes(): Array<Mesh>;
  67594. /**
  67595. * Explodes meshes giving a specific direction
  67596. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  67597. */
  67598. explode(direction?: number): void;
  67599. }
  67600. }
  67601. declare module "babylonjs/Misc/filesInput" {
  67602. import { Engine } from "babylonjs/Engines/engine";
  67603. import { Scene } from "babylonjs/scene";
  67604. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  67605. /**
  67606. * Class used to help managing file picking and drag'n'drop
  67607. */
  67608. export class FilesInput {
  67609. /**
  67610. * List of files ready to be loaded
  67611. */
  67612. static readonly FilesToLoad: {
  67613. [key: string]: File;
  67614. };
  67615. /**
  67616. * Callback called when a file is processed
  67617. */
  67618. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  67619. private _engine;
  67620. private _currentScene;
  67621. private _sceneLoadedCallback;
  67622. private _progressCallback;
  67623. private _additionalRenderLoopLogicCallback;
  67624. private _textureLoadingCallback;
  67625. private _startingProcessingFilesCallback;
  67626. private _onReloadCallback;
  67627. private _errorCallback;
  67628. private _elementToMonitor;
  67629. private _sceneFileToLoad;
  67630. private _filesToLoad;
  67631. /**
  67632. * Creates a new FilesInput
  67633. * @param engine defines the rendering engine
  67634. * @param scene defines the hosting scene
  67635. * @param sceneLoadedCallback callback called when scene is loaded
  67636. * @param progressCallback callback called to track progress
  67637. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  67638. * @param textureLoadingCallback callback called when a texture is loading
  67639. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  67640. * @param onReloadCallback callback called when a reload is requested
  67641. * @param errorCallback callback call if an error occurs
  67642. */
  67643. 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);
  67644. private _dragEnterHandler;
  67645. private _dragOverHandler;
  67646. private _dropHandler;
  67647. /**
  67648. * Calls this function to listen to drag'n'drop events on a specific DOM element
  67649. * @param elementToMonitor defines the DOM element to track
  67650. */
  67651. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  67652. /**
  67653. * Release all associated resources
  67654. */
  67655. dispose(): void;
  67656. private renderFunction;
  67657. private drag;
  67658. private drop;
  67659. private _traverseFolder;
  67660. private _processFiles;
  67661. /**
  67662. * Load files from a drop event
  67663. * @param event defines the drop event to use as source
  67664. */
  67665. loadFiles(event: any): void;
  67666. private _processReload;
  67667. /**
  67668. * Reload the current scene from the loaded files
  67669. */
  67670. reload(): void;
  67671. }
  67672. }
  67673. declare module "babylonjs/Misc/HighDynamicRange/index" {
  67674. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  67675. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  67676. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  67677. }
  67678. declare module "babylonjs/Misc/sceneOptimizer" {
  67679. import { Scene, IDisposable } from "babylonjs/scene";
  67680. import { Observable } from "babylonjs/Misc/observable";
  67681. /**
  67682. * Defines the root class used to create scene optimization to use with SceneOptimizer
  67683. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67684. */
  67685. export class SceneOptimization {
  67686. /**
  67687. * Defines the priority of this optimization (0 by default which means first in the list)
  67688. */
  67689. priority: number;
  67690. /**
  67691. * Gets a string describing the action executed by the current optimization
  67692. * @returns description string
  67693. */
  67694. getDescription(): string;
  67695. /**
  67696. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67697. * @param scene defines the current scene where to apply this optimization
  67698. * @param optimizer defines the current optimizer
  67699. * @returns true if everything that can be done was applied
  67700. */
  67701. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67702. /**
  67703. * Creates the SceneOptimization object
  67704. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67705. * @param desc defines the description associated with the optimization
  67706. */
  67707. constructor(
  67708. /**
  67709. * Defines the priority of this optimization (0 by default which means first in the list)
  67710. */
  67711. priority?: number);
  67712. }
  67713. /**
  67714. * Defines an optimization used to reduce the size of render target textures
  67715. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67716. */
  67717. export class TextureOptimization extends SceneOptimization {
  67718. /**
  67719. * Defines the priority of this optimization (0 by default which means first in the list)
  67720. */
  67721. priority: number;
  67722. /**
  67723. * 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
  67724. */
  67725. maximumSize: number;
  67726. /**
  67727. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67728. */
  67729. step: number;
  67730. /**
  67731. * Gets a string describing the action executed by the current optimization
  67732. * @returns description string
  67733. */
  67734. getDescription(): string;
  67735. /**
  67736. * Creates the TextureOptimization object
  67737. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67738. * @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
  67739. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67740. */
  67741. constructor(
  67742. /**
  67743. * Defines the priority of this optimization (0 by default which means first in the list)
  67744. */
  67745. priority?: number,
  67746. /**
  67747. * 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
  67748. */
  67749. maximumSize?: number,
  67750. /**
  67751. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67752. */
  67753. step?: number);
  67754. /**
  67755. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67756. * @param scene defines the current scene where to apply this optimization
  67757. * @param optimizer defines the current optimizer
  67758. * @returns true if everything that can be done was applied
  67759. */
  67760. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67761. }
  67762. /**
  67763. * Defines an optimization used to increase or decrease the rendering resolution
  67764. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67765. */
  67766. export class HardwareScalingOptimization extends SceneOptimization {
  67767. /**
  67768. * Defines the priority of this optimization (0 by default which means first in the list)
  67769. */
  67770. priority: number;
  67771. /**
  67772. * Defines the maximum scale to use (2 by default)
  67773. */
  67774. maximumScale: number;
  67775. /**
  67776. * Defines the step to use between two passes (0.5 by default)
  67777. */
  67778. step: number;
  67779. private _currentScale;
  67780. private _directionOffset;
  67781. /**
  67782. * Gets a string describing the action executed by the current optimization
  67783. * @return description string
  67784. */
  67785. getDescription(): string;
  67786. /**
  67787. * Creates the HardwareScalingOptimization object
  67788. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67789. * @param maximumScale defines the maximum scale to use (2 by default)
  67790. * @param step defines the step to use between two passes (0.5 by default)
  67791. */
  67792. constructor(
  67793. /**
  67794. * Defines the priority of this optimization (0 by default which means first in the list)
  67795. */
  67796. priority?: number,
  67797. /**
  67798. * Defines the maximum scale to use (2 by default)
  67799. */
  67800. maximumScale?: number,
  67801. /**
  67802. * Defines the step to use between two passes (0.5 by default)
  67803. */
  67804. step?: number);
  67805. /**
  67806. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67807. * @param scene defines the current scene where to apply this optimization
  67808. * @param optimizer defines the current optimizer
  67809. * @returns true if everything that can be done was applied
  67810. */
  67811. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67812. }
  67813. /**
  67814. * Defines an optimization used to remove shadows
  67815. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67816. */
  67817. export class ShadowsOptimization extends SceneOptimization {
  67818. /**
  67819. * Gets a string describing the action executed by the current optimization
  67820. * @return description string
  67821. */
  67822. getDescription(): string;
  67823. /**
  67824. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67825. * @param scene defines the current scene where to apply this optimization
  67826. * @param optimizer defines the current optimizer
  67827. * @returns true if everything that can be done was applied
  67828. */
  67829. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67830. }
  67831. /**
  67832. * Defines an optimization used to turn post-processes off
  67833. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67834. */
  67835. export class PostProcessesOptimization extends SceneOptimization {
  67836. /**
  67837. * Gets a string describing the action executed by the current optimization
  67838. * @return description string
  67839. */
  67840. getDescription(): string;
  67841. /**
  67842. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67843. * @param scene defines the current scene where to apply this optimization
  67844. * @param optimizer defines the current optimizer
  67845. * @returns true if everything that can be done was applied
  67846. */
  67847. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67848. }
  67849. /**
  67850. * Defines an optimization used to turn lens flares off
  67851. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67852. */
  67853. export class LensFlaresOptimization extends SceneOptimization {
  67854. /**
  67855. * Gets a string describing the action executed by the current optimization
  67856. * @return description string
  67857. */
  67858. getDescription(): string;
  67859. /**
  67860. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67861. * @param scene defines the current scene where to apply this optimization
  67862. * @param optimizer defines the current optimizer
  67863. * @returns true if everything that can be done was applied
  67864. */
  67865. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67866. }
  67867. /**
  67868. * Defines an optimization based on user defined callback.
  67869. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67870. */
  67871. export class CustomOptimization extends SceneOptimization {
  67872. /**
  67873. * Callback called to apply the custom optimization.
  67874. */
  67875. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  67876. /**
  67877. * Callback called to get custom description
  67878. */
  67879. onGetDescription: () => string;
  67880. /**
  67881. * Gets a string describing the action executed by the current optimization
  67882. * @returns description string
  67883. */
  67884. getDescription(): string;
  67885. /**
  67886. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67887. * @param scene defines the current scene where to apply this optimization
  67888. * @param optimizer defines the current optimizer
  67889. * @returns true if everything that can be done was applied
  67890. */
  67891. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67892. }
  67893. /**
  67894. * Defines an optimization used to turn particles off
  67895. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67896. */
  67897. export class ParticlesOptimization extends SceneOptimization {
  67898. /**
  67899. * Gets a string describing the action executed by the current optimization
  67900. * @return description string
  67901. */
  67902. getDescription(): string;
  67903. /**
  67904. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67905. * @param scene defines the current scene where to apply this optimization
  67906. * @param optimizer defines the current optimizer
  67907. * @returns true if everything that can be done was applied
  67908. */
  67909. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67910. }
  67911. /**
  67912. * Defines an optimization used to turn render targets off
  67913. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67914. */
  67915. export class RenderTargetsOptimization extends SceneOptimization {
  67916. /**
  67917. * Gets a string describing the action executed by the current optimization
  67918. * @return description string
  67919. */
  67920. getDescription(): string;
  67921. /**
  67922. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67923. * @param scene defines the current scene where to apply this optimization
  67924. * @param optimizer defines the current optimizer
  67925. * @returns true if everything that can be done was applied
  67926. */
  67927. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67928. }
  67929. /**
  67930. * Defines an optimization used to merge meshes with compatible materials
  67931. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67932. */
  67933. export class MergeMeshesOptimization extends SceneOptimization {
  67934. private static _UpdateSelectionTree;
  67935. /**
  67936. * Gets or sets a boolean which defines if optimization octree has to be updated
  67937. */
  67938. /**
  67939. * Gets or sets a boolean which defines if optimization octree has to be updated
  67940. */
  67941. static UpdateSelectionTree: boolean;
  67942. /**
  67943. * Gets a string describing the action executed by the current optimization
  67944. * @return description string
  67945. */
  67946. getDescription(): string;
  67947. private _canBeMerged;
  67948. /**
  67949. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67950. * @param scene defines the current scene where to apply this optimization
  67951. * @param optimizer defines the current optimizer
  67952. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67953. * @returns true if everything that can be done was applied
  67954. */
  67955. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67956. }
  67957. /**
  67958. * Defines a list of options used by SceneOptimizer
  67959. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67960. */
  67961. export class SceneOptimizerOptions {
  67962. /**
  67963. * Defines the target frame rate to reach (60 by default)
  67964. */
  67965. targetFrameRate: number;
  67966. /**
  67967. * Defines the interval between two checkes (2000ms by default)
  67968. */
  67969. trackerDuration: number;
  67970. /**
  67971. * Gets the list of optimizations to apply
  67972. */
  67973. optimizations: SceneOptimization[];
  67974. /**
  67975. * Creates a new list of options used by SceneOptimizer
  67976. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67977. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67978. */
  67979. constructor(
  67980. /**
  67981. * Defines the target frame rate to reach (60 by default)
  67982. */
  67983. targetFrameRate?: number,
  67984. /**
  67985. * Defines the interval between two checkes (2000ms by default)
  67986. */
  67987. trackerDuration?: number);
  67988. /**
  67989. * Add a new optimization
  67990. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67991. * @returns the current SceneOptimizerOptions
  67992. */
  67993. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67994. /**
  67995. * Add a new custom optimization
  67996. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67997. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67998. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67999. * @returns the current SceneOptimizerOptions
  68000. */
  68001. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  68002. /**
  68003. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  68004. * @param targetFrameRate defines the target frame rate (60 by default)
  68005. * @returns a SceneOptimizerOptions object
  68006. */
  68007. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  68008. /**
  68009. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  68010. * @param targetFrameRate defines the target frame rate (60 by default)
  68011. * @returns a SceneOptimizerOptions object
  68012. */
  68013. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  68014. /**
  68015. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  68016. * @param targetFrameRate defines the target frame rate (60 by default)
  68017. * @returns a SceneOptimizerOptions object
  68018. */
  68019. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  68020. }
  68021. /**
  68022. * Class used to run optimizations in order to reach a target frame rate
  68023. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  68024. */
  68025. export class SceneOptimizer implements IDisposable {
  68026. private _isRunning;
  68027. private _options;
  68028. private _scene;
  68029. private _currentPriorityLevel;
  68030. private _targetFrameRate;
  68031. private _trackerDuration;
  68032. private _currentFrameRate;
  68033. private _sceneDisposeObserver;
  68034. private _improvementMode;
  68035. /**
  68036. * Defines an observable called when the optimizer reaches the target frame rate
  68037. */
  68038. onSuccessObservable: Observable<SceneOptimizer>;
  68039. /**
  68040. * Defines an observable called when the optimizer enables an optimization
  68041. */
  68042. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  68043. /**
  68044. * Defines an observable called when the optimizer is not able to reach the target frame rate
  68045. */
  68046. onFailureObservable: Observable<SceneOptimizer>;
  68047. /**
  68048. * Gets a boolean indicating if the optimizer is in improvement mode
  68049. */
  68050. readonly isInImprovementMode: boolean;
  68051. /**
  68052. * Gets the current priority level (0 at start)
  68053. */
  68054. readonly currentPriorityLevel: number;
  68055. /**
  68056. * Gets the current frame rate checked by the SceneOptimizer
  68057. */
  68058. readonly currentFrameRate: number;
  68059. /**
  68060. * Gets or sets the current target frame rate (60 by default)
  68061. */
  68062. /**
  68063. * Gets or sets the current target frame rate (60 by default)
  68064. */
  68065. targetFrameRate: number;
  68066. /**
  68067. * Gets or sets the current interval between two checks (every 2000ms by default)
  68068. */
  68069. /**
  68070. * Gets or sets the current interval between two checks (every 2000ms by default)
  68071. */
  68072. trackerDuration: number;
  68073. /**
  68074. * Gets the list of active optimizations
  68075. */
  68076. readonly optimizations: SceneOptimization[];
  68077. /**
  68078. * Creates a new SceneOptimizer
  68079. * @param scene defines the scene to work on
  68080. * @param options defines the options to use with the SceneOptimizer
  68081. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  68082. * @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)
  68083. */
  68084. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  68085. /**
  68086. * Stops the current optimizer
  68087. */
  68088. stop(): void;
  68089. /**
  68090. * Reset the optimizer to initial step (current priority level = 0)
  68091. */
  68092. reset(): void;
  68093. /**
  68094. * Start the optimizer. By default it will try to reach a specific framerate
  68095. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  68096. */
  68097. start(): void;
  68098. private _checkCurrentState;
  68099. /**
  68100. * Release all resources
  68101. */
  68102. dispose(): void;
  68103. /**
  68104. * Helper function to create a SceneOptimizer with one single line of code
  68105. * @param scene defines the scene to work on
  68106. * @param options defines the options to use with the SceneOptimizer
  68107. * @param onSuccess defines a callback to call on success
  68108. * @param onFailure defines a callback to call on failure
  68109. * @returns the new SceneOptimizer object
  68110. */
  68111. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  68112. }
  68113. }
  68114. declare module "babylonjs/Misc/sceneSerializer" {
  68115. import { Scene } from "babylonjs/scene";
  68116. /**
  68117. * Class used to serialize a scene into a string
  68118. */
  68119. export class SceneSerializer {
  68120. /**
  68121. * Clear cache used by a previous serialization
  68122. */
  68123. static ClearCache(): void;
  68124. /**
  68125. * Serialize a scene into a JSON compatible object
  68126. * @param scene defines the scene to serialize
  68127. * @returns a JSON compatible object
  68128. */
  68129. static Serialize(scene: Scene): any;
  68130. /**
  68131. * Serialize a mesh into a JSON compatible object
  68132. * @param toSerialize defines the mesh to serialize
  68133. * @param withParents defines if parents must be serialized as well
  68134. * @param withChildren defines if children must be serialized as well
  68135. * @returns a JSON compatible object
  68136. */
  68137. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  68138. }
  68139. }
  68140. declare module "babylonjs/Misc/textureTools" {
  68141. import { Texture } from "babylonjs/Materials/Textures/texture";
  68142. /**
  68143. * Class used to host texture specific utilities
  68144. */
  68145. export class TextureTools {
  68146. /**
  68147. * Uses the GPU to create a copy texture rescaled at a given size
  68148. * @param texture Texture to copy from
  68149. * @param width defines the desired width
  68150. * @param height defines the desired height
  68151. * @param useBilinearMode defines if bilinear mode has to be used
  68152. * @return the generated texture
  68153. */
  68154. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  68155. }
  68156. }
  68157. declare module "babylonjs/Misc/videoRecorder" {
  68158. import { Nullable } from "babylonjs/types";
  68159. import { Engine } from "babylonjs/Engines/engine";
  68160. /**
  68161. * This represents the different options available for the video capture.
  68162. */
  68163. export interface VideoRecorderOptions {
  68164. /** Defines the mime type of the video. */
  68165. mimeType: string;
  68166. /** Defines the FPS the video should be recorded at. */
  68167. fps: number;
  68168. /** Defines the chunk size for the recording data. */
  68169. recordChunckSize: number;
  68170. /** The audio tracks to attach to the recording. */
  68171. audioTracks?: MediaStreamTrack[];
  68172. }
  68173. /**
  68174. * This can help with recording videos from BabylonJS.
  68175. * This is based on the available WebRTC functionalities of the browser.
  68176. *
  68177. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  68178. */
  68179. export class VideoRecorder {
  68180. private static readonly _defaultOptions;
  68181. /**
  68182. * Returns whether or not the VideoRecorder is available in your browser.
  68183. * @param engine Defines the Babylon Engine.
  68184. * @returns true if supported otherwise false.
  68185. */
  68186. static IsSupported(engine: Engine): boolean;
  68187. private readonly _options;
  68188. private _canvas;
  68189. private _mediaRecorder;
  68190. private _recordedChunks;
  68191. private _fileName;
  68192. private _resolve;
  68193. private _reject;
  68194. /**
  68195. * True when a recording is already in progress.
  68196. */
  68197. readonly isRecording: boolean;
  68198. /**
  68199. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  68200. * @param engine Defines the BabylonJS Engine you wish to record.
  68201. * @param options Defines options that can be used to customize the capture.
  68202. */
  68203. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  68204. /**
  68205. * Stops the current recording before the default capture timeout passed in the startRecording function.
  68206. */
  68207. stopRecording(): void;
  68208. /**
  68209. * Starts recording the canvas for a max duration specified in parameters.
  68210. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  68211. * If null no automatic download will start and you can rely on the promise to get the data back.
  68212. * @param maxDuration Defines the maximum recording time in seconds.
  68213. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  68214. * @return A promise callback at the end of the recording with the video data in Blob.
  68215. */
  68216. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  68217. /**
  68218. * Releases internal resources used during the recording.
  68219. */
  68220. dispose(): void;
  68221. private _handleDataAvailable;
  68222. private _handleError;
  68223. private _handleStop;
  68224. }
  68225. }
  68226. declare module "babylonjs/Misc/screenshotTools" {
  68227. import { Camera } from "babylonjs/Cameras/camera";
  68228. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  68229. import { Engine } from "babylonjs/Engines/engine";
  68230. /**
  68231. * Class containing a set of static utilities functions for screenshots
  68232. */
  68233. export class ScreenshotTools {
  68234. /**
  68235. * Captures a screenshot of the current rendering
  68236. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68237. * @param engine defines the rendering engine
  68238. * @param camera defines the source camera
  68239. * @param size This parameter can be set to a single number or to an object with the
  68240. * following (optional) properties: precision, width, height. If a single number is passed,
  68241. * it will be used for both width and height. If an object is passed, the screenshot size
  68242. * will be derived from the parameters. The precision property is a multiplier allowing
  68243. * rendering at a higher or lower resolution
  68244. * @param successCallback defines the callback receives a single parameter which contains the
  68245. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  68246. * src parameter of an <img> to display it
  68247. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  68248. * Check your browser for supported MIME types
  68249. */
  68250. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  68251. /**
  68252. * Captures a screenshot of the current rendering
  68253. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68254. * @param engine defines the rendering engine
  68255. * @param camera defines the source camera
  68256. * @param size This parameter can be set to a single number or to an object with the
  68257. * following (optional) properties: precision, width, height. If a single number is passed,
  68258. * it will be used for both width and height. If an object is passed, the screenshot size
  68259. * will be derived from the parameters. The precision property is a multiplier allowing
  68260. * rendering at a higher or lower resolution
  68261. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  68262. * Check your browser for supported MIME types
  68263. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  68264. * to the src parameter of an <img> to display it
  68265. */
  68266. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  68267. /**
  68268. * Generates an image screenshot from the specified camera.
  68269. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68270. * @param engine The engine to use for rendering
  68271. * @param camera The camera to use for rendering
  68272. * @param size This parameter can be set to a single number or to an object with the
  68273. * following (optional) properties: precision, width, height. If a single number is passed,
  68274. * it will be used for both width and height. If an object is passed, the screenshot size
  68275. * will be derived from the parameters. The precision property is a multiplier allowing
  68276. * rendering at a higher or lower resolution
  68277. * @param successCallback The callback receives a single parameter which contains the
  68278. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  68279. * src parameter of an <img> to display it
  68280. * @param mimeType The MIME type of the screenshot image (default: image/png).
  68281. * Check your browser for supported MIME types
  68282. * @param samples Texture samples (default: 1)
  68283. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  68284. * @param fileName A name for for the downloaded file.
  68285. */
  68286. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  68287. /**
  68288. * Generates an image screenshot from the specified camera.
  68289. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68290. * @param engine The engine to use for rendering
  68291. * @param camera The camera to use for rendering
  68292. * @param size This parameter can be set to a single number or to an object with the
  68293. * following (optional) properties: precision, width, height. If a single number is passed,
  68294. * it will be used for both width and height. If an object is passed, the screenshot size
  68295. * will be derived from the parameters. The precision property is a multiplier allowing
  68296. * rendering at a higher or lower resolution
  68297. * @param mimeType The MIME type of the screenshot image (default: image/png).
  68298. * Check your browser for supported MIME types
  68299. * @param samples Texture samples (default: 1)
  68300. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  68301. * @param fileName A name for for the downloaded file.
  68302. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  68303. * to the src parameter of an <img> to display it
  68304. */
  68305. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  68306. /**
  68307. * Gets height and width for screenshot size
  68308. * @private
  68309. */
  68310. private static _getScreenshotSize;
  68311. }
  68312. }
  68313. declare module "babylonjs/Misc/dataReader" {
  68314. /**
  68315. * Interface for a data buffer
  68316. */
  68317. export interface IDataBuffer {
  68318. /**
  68319. * Reads bytes from the data buffer.
  68320. * @param byteOffset The byte offset to read
  68321. * @param byteLength The byte length to read
  68322. * @returns A promise that resolves when the bytes are read
  68323. */
  68324. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  68325. /**
  68326. * The byte length of the buffer.
  68327. */
  68328. readonly byteLength: number;
  68329. }
  68330. /**
  68331. * Utility class for reading from a data buffer
  68332. */
  68333. export class DataReader {
  68334. /**
  68335. * The data buffer associated with this data reader.
  68336. */
  68337. readonly buffer: IDataBuffer;
  68338. /**
  68339. * The current byte offset from the beginning of the data buffer.
  68340. */
  68341. byteOffset: number;
  68342. private _dataView;
  68343. private _dataByteOffset;
  68344. /**
  68345. * Constructor
  68346. * @param buffer The buffer to read
  68347. */
  68348. constructor(buffer: IDataBuffer);
  68349. /**
  68350. * Loads the given byte length.
  68351. * @param byteLength The byte length to load
  68352. * @returns A promise that resolves when the load is complete
  68353. */
  68354. loadAsync(byteLength: number): Promise<void>;
  68355. /**
  68356. * Read a unsigned 32-bit integer from the currently loaded data range.
  68357. * @returns The 32-bit integer read
  68358. */
  68359. readUint32(): number;
  68360. /**
  68361. * Read a byte array from the currently loaded data range.
  68362. * @param byteLength The byte length to read
  68363. * @returns The byte array read
  68364. */
  68365. readUint8Array(byteLength: number): Uint8Array;
  68366. /**
  68367. * Read a string from the currently loaded data range.
  68368. * @param byteLength The byte length to read
  68369. * @returns The string read
  68370. */
  68371. readString(byteLength: number): string;
  68372. /**
  68373. * Skips the given byte length the currently loaded data range.
  68374. * @param byteLength The byte length to skip
  68375. */
  68376. skipBytes(byteLength: number): void;
  68377. }
  68378. }
  68379. declare module "babylonjs/Misc/index" {
  68380. export * from "babylonjs/Misc/andOrNotEvaluator";
  68381. export * from "babylonjs/Misc/assetsManager";
  68382. export * from "babylonjs/Misc/dds";
  68383. export * from "babylonjs/Misc/decorators";
  68384. export * from "babylonjs/Misc/deferred";
  68385. export * from "babylonjs/Misc/environmentTextureTools";
  68386. export * from "babylonjs/Misc/meshExploder";
  68387. export * from "babylonjs/Misc/filesInput";
  68388. export * from "babylonjs/Misc/HighDynamicRange/index";
  68389. export * from "babylonjs/Misc/khronosTextureContainer";
  68390. export * from "babylonjs/Misc/observable";
  68391. export * from "babylonjs/Misc/performanceMonitor";
  68392. export * from "babylonjs/Misc/promise";
  68393. export * from "babylonjs/Misc/sceneOptimizer";
  68394. export * from "babylonjs/Misc/sceneSerializer";
  68395. export * from "babylonjs/Misc/smartArray";
  68396. export * from "babylonjs/Misc/stringDictionary";
  68397. export * from "babylonjs/Misc/tags";
  68398. export * from "babylonjs/Misc/textureTools";
  68399. export * from "babylonjs/Misc/tga";
  68400. export * from "babylonjs/Misc/tools";
  68401. export * from "babylonjs/Misc/videoRecorder";
  68402. export * from "babylonjs/Misc/virtualJoystick";
  68403. export * from "babylonjs/Misc/workerPool";
  68404. export * from "babylonjs/Misc/logger";
  68405. export * from "babylonjs/Misc/typeStore";
  68406. export * from "babylonjs/Misc/filesInputStore";
  68407. export * from "babylonjs/Misc/deepCopier";
  68408. export * from "babylonjs/Misc/pivotTools";
  68409. export * from "babylonjs/Misc/precisionDate";
  68410. export * from "babylonjs/Misc/screenshotTools";
  68411. export * from "babylonjs/Misc/typeStore";
  68412. export * from "babylonjs/Misc/webRequest";
  68413. export * from "babylonjs/Misc/iInspectable";
  68414. export * from "babylonjs/Misc/brdfTextureTools";
  68415. export * from "babylonjs/Misc/rgbdTextureTools";
  68416. export * from "babylonjs/Misc/gradients";
  68417. export * from "babylonjs/Misc/perfCounter";
  68418. export * from "babylonjs/Misc/fileRequest";
  68419. export * from "babylonjs/Misc/customAnimationFrameRequester";
  68420. export * from "babylonjs/Misc/retryStrategy";
  68421. export * from "babylonjs/Misc/interfaces/screenshotSize";
  68422. export * from "babylonjs/Misc/canvasGenerator";
  68423. export * from "babylonjs/Misc/fileTools";
  68424. export * from "babylonjs/Misc/stringTools";
  68425. export * from "babylonjs/Misc/dataReader";
  68426. }
  68427. declare module "babylonjs/index" {
  68428. export * from "babylonjs/abstractScene";
  68429. export * from "babylonjs/Actions/index";
  68430. export * from "babylonjs/Animations/index";
  68431. export * from "babylonjs/assetContainer";
  68432. export * from "babylonjs/Audio/index";
  68433. export * from "babylonjs/Behaviors/index";
  68434. export * from "babylonjs/Bones/index";
  68435. export * from "babylonjs/Cameras/index";
  68436. export * from "babylonjs/Collisions/index";
  68437. export * from "babylonjs/Culling/index";
  68438. export * from "babylonjs/Debug/index";
  68439. export * from "babylonjs/Engines/index";
  68440. export * from "babylonjs/Events/index";
  68441. export * from "babylonjs/Gamepads/index";
  68442. export * from "babylonjs/Gizmos/index";
  68443. export * from "babylonjs/Helpers/index";
  68444. export * from "babylonjs/Instrumentation/index";
  68445. export * from "babylonjs/Layers/index";
  68446. export * from "babylonjs/LensFlares/index";
  68447. export * from "babylonjs/Lights/index";
  68448. export * from "babylonjs/Loading/index";
  68449. export * from "babylonjs/Materials/index";
  68450. export * from "babylonjs/Maths/index";
  68451. export * from "babylonjs/Meshes/index";
  68452. export * from "babylonjs/Morph/index";
  68453. export * from "babylonjs/Navigation/index";
  68454. export * from "babylonjs/node";
  68455. export * from "babylonjs/Offline/index";
  68456. export * from "babylonjs/Particles/index";
  68457. export * from "babylonjs/Physics/index";
  68458. export * from "babylonjs/PostProcesses/index";
  68459. export * from "babylonjs/Probes/index";
  68460. export * from "babylonjs/Rendering/index";
  68461. export * from "babylonjs/scene";
  68462. export * from "babylonjs/sceneComponent";
  68463. export * from "babylonjs/Sprites/index";
  68464. export * from "babylonjs/States/index";
  68465. export * from "babylonjs/Misc/index";
  68466. export * from "babylonjs/types";
  68467. }
  68468. declare module "babylonjs/Animations/pathCursor" {
  68469. import { Vector3 } from "babylonjs/Maths/math.vector";
  68470. import { Path2 } from "babylonjs/Maths/math.path";
  68471. /**
  68472. * A cursor which tracks a point on a path
  68473. */
  68474. export class PathCursor {
  68475. private path;
  68476. /**
  68477. * Stores path cursor callbacks for when an onchange event is triggered
  68478. */
  68479. private _onchange;
  68480. /**
  68481. * The value of the path cursor
  68482. */
  68483. value: number;
  68484. /**
  68485. * The animation array of the path cursor
  68486. */
  68487. animations: Animation[];
  68488. /**
  68489. * Initializes the path cursor
  68490. * @param path The path to track
  68491. */
  68492. constructor(path: Path2);
  68493. /**
  68494. * Gets the cursor point on the path
  68495. * @returns A point on the path cursor at the cursor location
  68496. */
  68497. getPoint(): Vector3;
  68498. /**
  68499. * Moves the cursor ahead by the step amount
  68500. * @param step The amount to move the cursor forward
  68501. * @returns This path cursor
  68502. */
  68503. moveAhead(step?: number): PathCursor;
  68504. /**
  68505. * Moves the cursor behind by the step amount
  68506. * @param step The amount to move the cursor back
  68507. * @returns This path cursor
  68508. */
  68509. moveBack(step?: number): PathCursor;
  68510. /**
  68511. * Moves the cursor by the step amount
  68512. * If the step amount is greater than one, an exception is thrown
  68513. * @param step The amount to move the cursor
  68514. * @returns This path cursor
  68515. */
  68516. move(step: number): PathCursor;
  68517. /**
  68518. * Ensures that the value is limited between zero and one
  68519. * @returns This path cursor
  68520. */
  68521. private ensureLimits;
  68522. /**
  68523. * Runs onchange callbacks on change (used by the animation engine)
  68524. * @returns This path cursor
  68525. */
  68526. private raiseOnChange;
  68527. /**
  68528. * Executes a function on change
  68529. * @param f A path cursor onchange callback
  68530. * @returns This path cursor
  68531. */
  68532. onchange(f: (cursor: PathCursor) => void): PathCursor;
  68533. }
  68534. }
  68535. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  68536. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  68537. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  68538. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  68539. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  68540. }
  68541. declare module "babylonjs/Engines/Processors/Expressions/index" {
  68542. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  68543. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  68544. }
  68545. declare module "babylonjs/Engines/Processors/index" {
  68546. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  68547. export * from "babylonjs/Engines/Processors/Expressions/index";
  68548. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  68549. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  68550. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  68551. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  68552. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  68553. export * from "babylonjs/Engines/Processors/shaderProcessor";
  68554. }
  68555. declare module "babylonjs/Legacy/legacy" {
  68556. import * as Babylon from "babylonjs/index";
  68557. export * from "babylonjs/index";
  68558. }
  68559. declare module "babylonjs/Shaders/blur.fragment" {
  68560. /** @hidden */
  68561. export var blurPixelShader: {
  68562. name: string;
  68563. shader: string;
  68564. };
  68565. }
  68566. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  68567. /** @hidden */
  68568. export var pointCloudVertexDeclaration: {
  68569. name: string;
  68570. shader: string;
  68571. };
  68572. }
  68573. declare module "babylonjs" {
  68574. export * from "babylonjs/Legacy/legacy";
  68575. }
  68576. declare module BABYLON {
  68577. /** Alias type for value that can be null */
  68578. export type Nullable<T> = T | null;
  68579. /**
  68580. * Alias type for number that are floats
  68581. * @ignorenaming
  68582. */
  68583. export type float = number;
  68584. /**
  68585. * Alias type for number that are doubles.
  68586. * @ignorenaming
  68587. */
  68588. export type double = number;
  68589. /**
  68590. * Alias type for number that are integer
  68591. * @ignorenaming
  68592. */
  68593. export type int = number;
  68594. /** Alias type for number array or Float32Array */
  68595. export type FloatArray = number[] | Float32Array;
  68596. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  68597. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  68598. /**
  68599. * Alias for types that can be used by a Buffer or VertexBuffer.
  68600. */
  68601. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  68602. /**
  68603. * Alias type for primitive types
  68604. * @ignorenaming
  68605. */
  68606. type Primitive = undefined | null | boolean | string | number | Function;
  68607. /**
  68608. * Type modifier to make all the properties of an object Readonly
  68609. */
  68610. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  68611. /**
  68612. * Type modifier to make all the properties of an object Readonly recursively
  68613. */
  68614. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  68615. /**
  68616. * Type modifier to make object properties readonly.
  68617. */
  68618. export type DeepImmutableObject<T> = {
  68619. readonly [K in keyof T]: DeepImmutable<T[K]>;
  68620. };
  68621. /** @hidden */
  68622. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  68623. }
  68624. }
  68625. declare module BABYLON {
  68626. /**
  68627. * A class serves as a medium between the observable and its observers
  68628. */
  68629. export class EventState {
  68630. /**
  68631. * Create a new EventState
  68632. * @param mask defines the mask associated with this state
  68633. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68634. * @param target defines the original target of the state
  68635. * @param currentTarget defines the current target of the state
  68636. */
  68637. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  68638. /**
  68639. * Initialize the current event state
  68640. * @param mask defines the mask associated with this state
  68641. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68642. * @param target defines the original target of the state
  68643. * @param currentTarget defines the current target of the state
  68644. * @returns the current event state
  68645. */
  68646. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  68647. /**
  68648. * An Observer can set this property to true to prevent subsequent observers of being notified
  68649. */
  68650. skipNextObservers: boolean;
  68651. /**
  68652. * Get the mask value that were used to trigger the event corresponding to this EventState object
  68653. */
  68654. mask: number;
  68655. /**
  68656. * The object that originally notified the event
  68657. */
  68658. target?: any;
  68659. /**
  68660. * The current object in the bubbling phase
  68661. */
  68662. currentTarget?: any;
  68663. /**
  68664. * This will be populated with the return value of the last function that was executed.
  68665. * If it is the first function in the callback chain it will be the event data.
  68666. */
  68667. lastReturnValue?: any;
  68668. }
  68669. /**
  68670. * Represent an Observer registered to a given Observable object.
  68671. */
  68672. export class Observer<T> {
  68673. /**
  68674. * Defines the callback to call when the observer is notified
  68675. */
  68676. callback: (eventData: T, eventState: EventState) => void;
  68677. /**
  68678. * Defines the mask of the observer (used to filter notifications)
  68679. */
  68680. mask: number;
  68681. /**
  68682. * Defines the current scope used to restore the JS context
  68683. */
  68684. scope: any;
  68685. /** @hidden */
  68686. _willBeUnregistered: boolean;
  68687. /**
  68688. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  68689. */
  68690. unregisterOnNextCall: boolean;
  68691. /**
  68692. * Creates a new observer
  68693. * @param callback defines the callback to call when the observer is notified
  68694. * @param mask defines the mask of the observer (used to filter notifications)
  68695. * @param scope defines the current scope used to restore the JS context
  68696. */
  68697. constructor(
  68698. /**
  68699. * Defines the callback to call when the observer is notified
  68700. */
  68701. callback: (eventData: T, eventState: EventState) => void,
  68702. /**
  68703. * Defines the mask of the observer (used to filter notifications)
  68704. */
  68705. mask: number,
  68706. /**
  68707. * Defines the current scope used to restore the JS context
  68708. */
  68709. scope?: any);
  68710. }
  68711. /**
  68712. * Represent a list of observers registered to multiple Observables object.
  68713. */
  68714. export class MultiObserver<T> {
  68715. private _observers;
  68716. private _observables;
  68717. /**
  68718. * Release associated resources
  68719. */
  68720. dispose(): void;
  68721. /**
  68722. * Raise a callback when one of the observable will notify
  68723. * @param observables defines a list of observables to watch
  68724. * @param callback defines the callback to call on notification
  68725. * @param mask defines the mask used to filter notifications
  68726. * @param scope defines the current scope used to restore the JS context
  68727. * @returns the new MultiObserver
  68728. */
  68729. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  68730. }
  68731. /**
  68732. * The Observable class is a simple implementation of the Observable pattern.
  68733. *
  68734. * 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.
  68735. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  68736. * 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).
  68737. * 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.
  68738. */
  68739. export class Observable<T> {
  68740. private _observers;
  68741. private _eventState;
  68742. private _onObserverAdded;
  68743. /**
  68744. * Gets the list of observers
  68745. */
  68746. readonly observers: Array<Observer<T>>;
  68747. /**
  68748. * Creates a new observable
  68749. * @param onObserverAdded defines a callback to call when a new observer is added
  68750. */
  68751. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  68752. /**
  68753. * Create a new Observer with the specified callback
  68754. * @param callback the callback that will be executed for that Observer
  68755. * @param mask the mask used to filter observers
  68756. * @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.
  68757. * @param scope optional scope for the callback to be called from
  68758. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  68759. * @returns the new observer created for the callback
  68760. */
  68761. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  68762. /**
  68763. * Create a new Observer with the specified callback and unregisters after the next notification
  68764. * @param callback the callback that will be executed for that Observer
  68765. * @returns the new observer created for the callback
  68766. */
  68767. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  68768. /**
  68769. * Remove an Observer from the Observable object
  68770. * @param observer the instance of the Observer to remove
  68771. * @returns false if it doesn't belong to this Observable
  68772. */
  68773. remove(observer: Nullable<Observer<T>>): boolean;
  68774. /**
  68775. * Remove a callback from the Observable object
  68776. * @param callback the callback to remove
  68777. * @param scope optional scope. If used only the callbacks with this scope will be removed
  68778. * @returns false if it doesn't belong to this Observable
  68779. */
  68780. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  68781. private _deferUnregister;
  68782. private _remove;
  68783. /**
  68784. * Moves the observable to the top of the observer list making it get called first when notified
  68785. * @param observer the observer to move
  68786. */
  68787. makeObserverTopPriority(observer: Observer<T>): void;
  68788. /**
  68789. * Moves the observable to the bottom of the observer list making it get called last when notified
  68790. * @param observer the observer to move
  68791. */
  68792. makeObserverBottomPriority(observer: Observer<T>): void;
  68793. /**
  68794. * Notify all Observers by calling their respective callback with the given data
  68795. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  68796. * @param eventData defines the data to send to all observers
  68797. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  68798. * @param target defines the original target of the state
  68799. * @param currentTarget defines the current target of the state
  68800. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  68801. */
  68802. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  68803. /**
  68804. * Calling this will execute each callback, expecting it to be a promise or return a value.
  68805. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  68806. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  68807. * and it is crucial that all callbacks will be executed.
  68808. * The order of the callbacks is kept, callbacks are not executed parallel.
  68809. *
  68810. * @param eventData The data to be sent to each callback
  68811. * @param mask is used to filter observers defaults to -1
  68812. * @param target defines the callback target (see EventState)
  68813. * @param currentTarget defines he current object in the bubbling phase
  68814. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  68815. */
  68816. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  68817. /**
  68818. * Notify a specific observer
  68819. * @param observer defines the observer to notify
  68820. * @param eventData defines the data to be sent to each callback
  68821. * @param mask is used to filter observers defaults to -1
  68822. */
  68823. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  68824. /**
  68825. * Gets a boolean indicating if the observable has at least one observer
  68826. * @returns true is the Observable has at least one Observer registered
  68827. */
  68828. hasObservers(): boolean;
  68829. /**
  68830. * Clear the list of observers
  68831. */
  68832. clear(): void;
  68833. /**
  68834. * Clone the current observable
  68835. * @returns a new observable
  68836. */
  68837. clone(): Observable<T>;
  68838. /**
  68839. * Does this observable handles observer registered with a given mask
  68840. * @param mask defines the mask to be tested
  68841. * @return whether or not one observer registered with the given mask is handeled
  68842. **/
  68843. hasSpecificMask(mask?: number): boolean;
  68844. }
  68845. }
  68846. declare module BABYLON {
  68847. /**
  68848. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  68849. * Babylon.js
  68850. */
  68851. export class DomManagement {
  68852. /**
  68853. * Checks if the window object exists
  68854. * @returns true if the window object exists
  68855. */
  68856. static IsWindowObjectExist(): boolean;
  68857. /**
  68858. * Checks if the navigator object exists
  68859. * @returns true if the navigator object exists
  68860. */
  68861. static IsNavigatorAvailable(): boolean;
  68862. /**
  68863. * Extracts text content from a DOM element hierarchy
  68864. * @param element defines the root element
  68865. * @returns a string
  68866. */
  68867. static GetDOMTextContent(element: HTMLElement): string;
  68868. }
  68869. }
  68870. declare module BABYLON {
  68871. /**
  68872. * Logger used througouht the application to allow configuration of
  68873. * the log level required for the messages.
  68874. */
  68875. export class Logger {
  68876. /**
  68877. * No log
  68878. */
  68879. static readonly NoneLogLevel: number;
  68880. /**
  68881. * Only message logs
  68882. */
  68883. static readonly MessageLogLevel: number;
  68884. /**
  68885. * Only warning logs
  68886. */
  68887. static readonly WarningLogLevel: number;
  68888. /**
  68889. * Only error logs
  68890. */
  68891. static readonly ErrorLogLevel: number;
  68892. /**
  68893. * All logs
  68894. */
  68895. static readonly AllLogLevel: number;
  68896. private static _LogCache;
  68897. /**
  68898. * Gets a value indicating the number of loading errors
  68899. * @ignorenaming
  68900. */
  68901. static errorsCount: number;
  68902. /**
  68903. * Callback called when a new log is added
  68904. */
  68905. static OnNewCacheEntry: (entry: string) => void;
  68906. private static _AddLogEntry;
  68907. private static _FormatMessage;
  68908. private static _LogDisabled;
  68909. private static _LogEnabled;
  68910. private static _WarnDisabled;
  68911. private static _WarnEnabled;
  68912. private static _ErrorDisabled;
  68913. private static _ErrorEnabled;
  68914. /**
  68915. * Log a message to the console
  68916. */
  68917. static Log: (message: string) => void;
  68918. /**
  68919. * Write a warning message to the console
  68920. */
  68921. static Warn: (message: string) => void;
  68922. /**
  68923. * Write an error message to the console
  68924. */
  68925. static Error: (message: string) => void;
  68926. /**
  68927. * Gets current log cache (list of logs)
  68928. */
  68929. static readonly LogCache: string;
  68930. /**
  68931. * Clears the log cache
  68932. */
  68933. static ClearLogCache(): void;
  68934. /**
  68935. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68936. */
  68937. static LogLevels: number;
  68938. }
  68939. }
  68940. declare module BABYLON {
  68941. /** @hidden */
  68942. export class _TypeStore {
  68943. /** @hidden */
  68944. static RegisteredTypes: {
  68945. [key: string]: Object;
  68946. };
  68947. /** @hidden */
  68948. static GetClass(fqdn: string): any;
  68949. }
  68950. }
  68951. declare module BABYLON {
  68952. /**
  68953. * Helper to manipulate strings
  68954. */
  68955. export class StringTools {
  68956. /**
  68957. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68958. * @param str Source string
  68959. * @param suffix Suffix to search for in the source string
  68960. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68961. */
  68962. static EndsWith(str: string, suffix: string): boolean;
  68963. /**
  68964. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68965. * @param str Source string
  68966. * @param suffix Suffix to search for in the source string
  68967. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68968. */
  68969. static StartsWith(str: string, suffix: string): boolean;
  68970. /**
  68971. * Decodes a buffer into a string
  68972. * @param buffer The buffer to decode
  68973. * @returns The decoded string
  68974. */
  68975. static Decode(buffer: Uint8Array | Uint16Array): string;
  68976. /**
  68977. * Encode a buffer to a base64 string
  68978. * @param buffer defines the buffer to encode
  68979. * @returns the encoded string
  68980. */
  68981. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68982. }
  68983. }
  68984. declare module BABYLON {
  68985. /**
  68986. * Class containing a set of static utilities functions for deep copy.
  68987. */
  68988. export class DeepCopier {
  68989. /**
  68990. * Tries to copy an object by duplicating every property
  68991. * @param source defines the source object
  68992. * @param destination defines the target object
  68993. * @param doNotCopyList defines a list of properties to avoid
  68994. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68995. */
  68996. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68997. }
  68998. }
  68999. declare module BABYLON {
  69000. /**
  69001. * Class containing a set of static utilities functions for precision date
  69002. */
  69003. export class PrecisionDate {
  69004. /**
  69005. * Gets either window.performance.now() if supported or Date.now() else
  69006. */
  69007. static readonly Now: number;
  69008. }
  69009. }
  69010. declare module BABYLON {
  69011. /** @hidden */
  69012. export class _DevTools {
  69013. static WarnImport(name: string): string;
  69014. }
  69015. }
  69016. declare module BABYLON {
  69017. /**
  69018. * Interface used to define the mechanism to get data from the network
  69019. */
  69020. export interface IWebRequest {
  69021. /**
  69022. * Returns client's response url
  69023. */
  69024. responseURL: string;
  69025. /**
  69026. * Returns client's status
  69027. */
  69028. status: number;
  69029. /**
  69030. * Returns client's status as a text
  69031. */
  69032. statusText: string;
  69033. }
  69034. }
  69035. declare module BABYLON {
  69036. /**
  69037. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  69038. */
  69039. export class WebRequest implements IWebRequest {
  69040. private _xhr;
  69041. /**
  69042. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  69043. * i.e. when loading files, where the server/service expects an Authorization header
  69044. */
  69045. static CustomRequestHeaders: {
  69046. [key: string]: string;
  69047. };
  69048. /**
  69049. * Add callback functions in this array to update all the requests before they get sent to the network
  69050. */
  69051. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  69052. private _injectCustomRequestHeaders;
  69053. /**
  69054. * Gets or sets a function to be called when loading progress changes
  69055. */
  69056. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  69057. /**
  69058. * Returns client's state
  69059. */
  69060. readonly readyState: number;
  69061. /**
  69062. * Returns client's status
  69063. */
  69064. readonly status: number;
  69065. /**
  69066. * Returns client's status as a text
  69067. */
  69068. readonly statusText: string;
  69069. /**
  69070. * Returns client's response
  69071. */
  69072. readonly response: any;
  69073. /**
  69074. * Returns client's response url
  69075. */
  69076. readonly responseURL: string;
  69077. /**
  69078. * Returns client's response as text
  69079. */
  69080. readonly responseText: string;
  69081. /**
  69082. * Gets or sets the expected response type
  69083. */
  69084. responseType: XMLHttpRequestResponseType;
  69085. /** @hidden */
  69086. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  69087. /** @hidden */
  69088. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  69089. /**
  69090. * Cancels any network activity
  69091. */
  69092. abort(): void;
  69093. /**
  69094. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  69095. * @param body defines an optional request body
  69096. */
  69097. send(body?: Document | BodyInit | null): void;
  69098. /**
  69099. * Sets the request method, request URL
  69100. * @param method defines the method to use (GET, POST, etc..)
  69101. * @param url defines the url to connect with
  69102. */
  69103. open(method: string, url: string): void;
  69104. /**
  69105. * Sets the value of a request header.
  69106. * @param name The name of the header whose value is to be set
  69107. * @param value The value to set as the body of the header
  69108. */
  69109. setRequestHeader(name: string, value: string): void;
  69110. /**
  69111. * Get the string containing the text of a particular header's value.
  69112. * @param name The name of the header
  69113. * @returns The string containing the text of the given header name
  69114. */
  69115. getResponseHeader(name: string): Nullable<string>;
  69116. }
  69117. }
  69118. declare module BABYLON {
  69119. /**
  69120. * File request interface
  69121. */
  69122. export interface IFileRequest {
  69123. /**
  69124. * Raised when the request is complete (success or error).
  69125. */
  69126. onCompleteObservable: Observable<IFileRequest>;
  69127. /**
  69128. * Aborts the request for a file.
  69129. */
  69130. abort: () => void;
  69131. }
  69132. }
  69133. declare module BABYLON {
  69134. /**
  69135. * Define options used to create a render target texture
  69136. */
  69137. export class RenderTargetCreationOptions {
  69138. /**
  69139. * Specifies is mipmaps must be generated
  69140. */
  69141. generateMipMaps?: boolean;
  69142. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69143. generateDepthBuffer?: boolean;
  69144. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69145. generateStencilBuffer?: boolean;
  69146. /** Defines texture type (int by default) */
  69147. type?: number;
  69148. /** Defines sampling mode (trilinear by default) */
  69149. samplingMode?: number;
  69150. /** Defines format (RGBA by default) */
  69151. format?: number;
  69152. }
  69153. }
  69154. declare module BABYLON {
  69155. /**
  69156. * @hidden
  69157. **/
  69158. export class _TimeToken {
  69159. _startTimeQuery: Nullable<WebGLQuery>;
  69160. _endTimeQuery: Nullable<WebGLQuery>;
  69161. _timeElapsedQuery: Nullable<WebGLQuery>;
  69162. _timeElapsedQueryEnded: boolean;
  69163. }
  69164. }
  69165. declare module BABYLON {
  69166. /** Defines the cross module used constants to avoid circular dependncies */
  69167. export class Constants {
  69168. /** Defines that alpha blending is disabled */
  69169. static readonly ALPHA_DISABLE: number;
  69170. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  69171. static readonly ALPHA_ADD: number;
  69172. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  69173. static readonly ALPHA_COMBINE: number;
  69174. /** Defines that alpha blending to DEST - SRC * DEST */
  69175. static readonly ALPHA_SUBTRACT: number;
  69176. /** Defines that alpha blending to SRC * DEST */
  69177. static readonly ALPHA_MULTIPLY: number;
  69178. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  69179. static readonly ALPHA_MAXIMIZED: number;
  69180. /** Defines that alpha blending to SRC + DEST */
  69181. static readonly ALPHA_ONEONE: number;
  69182. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  69183. static readonly ALPHA_PREMULTIPLIED: number;
  69184. /**
  69185. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  69186. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  69187. */
  69188. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  69189. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  69190. static readonly ALPHA_INTERPOLATE: number;
  69191. /**
  69192. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  69193. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  69194. */
  69195. static readonly ALPHA_SCREENMODE: number;
  69196. /**
  69197. * Defines that alpha blending to SRC + DST
  69198. * Alpha will be set to SRC ALPHA + DST ALPHA
  69199. */
  69200. static readonly ALPHA_ONEONE_ONEONE: number;
  69201. /**
  69202. * Defines that alpha blending to SRC * DST ALPHA + DST
  69203. * Alpha will be set to 0
  69204. */
  69205. static readonly ALPHA_ALPHATOCOLOR: number;
  69206. /**
  69207. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  69208. */
  69209. static readonly ALPHA_REVERSEONEMINUS: number;
  69210. /**
  69211. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  69212. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  69213. */
  69214. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  69215. /**
  69216. * Defines that alpha blending to SRC + DST
  69217. * Alpha will be set to SRC ALPHA
  69218. */
  69219. static readonly ALPHA_ONEONE_ONEZERO: number;
  69220. /** Defines that alpha blending equation a SUM */
  69221. static readonly ALPHA_EQUATION_ADD: number;
  69222. /** Defines that alpha blending equation a SUBSTRACTION */
  69223. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  69224. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  69225. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  69226. /** Defines that alpha blending equation a MAX operation */
  69227. static readonly ALPHA_EQUATION_MAX: number;
  69228. /** Defines that alpha blending equation a MIN operation */
  69229. static readonly ALPHA_EQUATION_MIN: number;
  69230. /**
  69231. * Defines that alpha blending equation a DARKEN operation:
  69232. * It takes the min of the src and sums the alpha channels.
  69233. */
  69234. static readonly ALPHA_EQUATION_DARKEN: number;
  69235. /** Defines that the ressource is not delayed*/
  69236. static readonly DELAYLOADSTATE_NONE: number;
  69237. /** Defines that the ressource was successfully delay loaded */
  69238. static readonly DELAYLOADSTATE_LOADED: number;
  69239. /** Defines that the ressource is currently delay loading */
  69240. static readonly DELAYLOADSTATE_LOADING: number;
  69241. /** Defines that the ressource is delayed and has not started loading */
  69242. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69243. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69244. static readonly NEVER: number;
  69245. /** 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 */
  69246. static readonly ALWAYS: number;
  69247. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69248. static readonly LESS: number;
  69249. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69250. static readonly EQUAL: number;
  69251. /** 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 */
  69252. static readonly LEQUAL: number;
  69253. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69254. static readonly GREATER: number;
  69255. /** 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 */
  69256. static readonly GEQUAL: number;
  69257. /** 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 */
  69258. static readonly NOTEQUAL: number;
  69259. /** Passed to stencilOperation to specify that stencil value must be kept */
  69260. static readonly KEEP: number;
  69261. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69262. static readonly REPLACE: number;
  69263. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69264. static readonly INCR: number;
  69265. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69266. static readonly DECR: number;
  69267. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69268. static readonly INVERT: number;
  69269. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69270. static readonly INCR_WRAP: number;
  69271. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69272. static readonly DECR_WRAP: number;
  69273. /** Texture is not repeating outside of 0..1 UVs */
  69274. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69275. /** Texture is repeating outside of 0..1 UVs */
  69276. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69277. /** Texture is repeating and mirrored */
  69278. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69279. /** ALPHA */
  69280. static readonly TEXTUREFORMAT_ALPHA: number;
  69281. /** LUMINANCE */
  69282. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69283. /** LUMINANCE_ALPHA */
  69284. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69285. /** RGB */
  69286. static readonly TEXTUREFORMAT_RGB: number;
  69287. /** RGBA */
  69288. static readonly TEXTUREFORMAT_RGBA: number;
  69289. /** RED */
  69290. static readonly TEXTUREFORMAT_RED: number;
  69291. /** RED (2nd reference) */
  69292. static readonly TEXTUREFORMAT_R: number;
  69293. /** RG */
  69294. static readonly TEXTUREFORMAT_RG: number;
  69295. /** RED_INTEGER */
  69296. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69297. /** RED_INTEGER (2nd reference) */
  69298. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69299. /** RG_INTEGER */
  69300. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69301. /** RGB_INTEGER */
  69302. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69303. /** RGBA_INTEGER */
  69304. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69305. /** UNSIGNED_BYTE */
  69306. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69307. /** UNSIGNED_BYTE (2nd reference) */
  69308. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69309. /** FLOAT */
  69310. static readonly TEXTURETYPE_FLOAT: number;
  69311. /** HALF_FLOAT */
  69312. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69313. /** BYTE */
  69314. static readonly TEXTURETYPE_BYTE: number;
  69315. /** SHORT */
  69316. static readonly TEXTURETYPE_SHORT: number;
  69317. /** UNSIGNED_SHORT */
  69318. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69319. /** INT */
  69320. static readonly TEXTURETYPE_INT: number;
  69321. /** UNSIGNED_INT */
  69322. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69323. /** UNSIGNED_SHORT_4_4_4_4 */
  69324. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69325. /** UNSIGNED_SHORT_5_5_5_1 */
  69326. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69327. /** UNSIGNED_SHORT_5_6_5 */
  69328. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69329. /** UNSIGNED_INT_2_10_10_10_REV */
  69330. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69331. /** UNSIGNED_INT_24_8 */
  69332. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69333. /** UNSIGNED_INT_10F_11F_11F_REV */
  69334. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69335. /** UNSIGNED_INT_5_9_9_9_REV */
  69336. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69337. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69338. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69339. /** nearest is mag = nearest and min = nearest and mip = nearest */
  69340. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69341. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69342. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69343. /** Trilinear is mag = linear and min = linear and mip = linear */
  69344. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69345. /** nearest is mag = nearest and min = nearest and mip = linear */
  69346. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69347. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69348. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69349. /** Trilinear is mag = linear and min = linear and mip = linear */
  69350. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69351. /** mag = nearest and min = nearest and mip = nearest */
  69352. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69353. /** mag = nearest and min = linear and mip = nearest */
  69354. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69355. /** mag = nearest and min = linear and mip = linear */
  69356. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69357. /** mag = nearest and min = linear and mip = none */
  69358. static readonly TEXTURE_NEAREST_LINEAR: number;
  69359. /** mag = nearest and min = nearest and mip = none */
  69360. static readonly TEXTURE_NEAREST_NEAREST: number;
  69361. /** mag = linear and min = nearest and mip = nearest */
  69362. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69363. /** mag = linear and min = nearest and mip = linear */
  69364. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69365. /** mag = linear and min = linear and mip = none */
  69366. static readonly TEXTURE_LINEAR_LINEAR: number;
  69367. /** mag = linear and min = nearest and mip = none */
  69368. static readonly TEXTURE_LINEAR_NEAREST: number;
  69369. /** Explicit coordinates mode */
  69370. static readonly TEXTURE_EXPLICIT_MODE: number;
  69371. /** Spherical coordinates mode */
  69372. static readonly TEXTURE_SPHERICAL_MODE: number;
  69373. /** Planar coordinates mode */
  69374. static readonly TEXTURE_PLANAR_MODE: number;
  69375. /** Cubic coordinates mode */
  69376. static readonly TEXTURE_CUBIC_MODE: number;
  69377. /** Projection coordinates mode */
  69378. static readonly TEXTURE_PROJECTION_MODE: number;
  69379. /** Skybox coordinates mode */
  69380. static readonly TEXTURE_SKYBOX_MODE: number;
  69381. /** Inverse Cubic coordinates mode */
  69382. static readonly TEXTURE_INVCUBIC_MODE: number;
  69383. /** Equirectangular coordinates mode */
  69384. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69385. /** Equirectangular Fixed coordinates mode */
  69386. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69387. /** Equirectangular Fixed Mirrored coordinates mode */
  69388. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69389. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69390. static readonly SCALEMODE_FLOOR: number;
  69391. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69392. static readonly SCALEMODE_NEAREST: number;
  69393. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69394. static readonly SCALEMODE_CEILING: number;
  69395. /**
  69396. * The dirty texture flag value
  69397. */
  69398. static readonly MATERIAL_TextureDirtyFlag: number;
  69399. /**
  69400. * The dirty light flag value
  69401. */
  69402. static readonly MATERIAL_LightDirtyFlag: number;
  69403. /**
  69404. * The dirty fresnel flag value
  69405. */
  69406. static readonly MATERIAL_FresnelDirtyFlag: number;
  69407. /**
  69408. * The dirty attribute flag value
  69409. */
  69410. static readonly MATERIAL_AttributesDirtyFlag: number;
  69411. /**
  69412. * The dirty misc flag value
  69413. */
  69414. static readonly MATERIAL_MiscDirtyFlag: number;
  69415. /**
  69416. * The all dirty flag value
  69417. */
  69418. static readonly MATERIAL_AllDirtyFlag: number;
  69419. /**
  69420. * Returns the triangle fill mode
  69421. */
  69422. static readonly MATERIAL_TriangleFillMode: number;
  69423. /**
  69424. * Returns the wireframe mode
  69425. */
  69426. static readonly MATERIAL_WireFrameFillMode: number;
  69427. /**
  69428. * Returns the point fill mode
  69429. */
  69430. static readonly MATERIAL_PointFillMode: number;
  69431. /**
  69432. * Returns the point list draw mode
  69433. */
  69434. static readonly MATERIAL_PointListDrawMode: number;
  69435. /**
  69436. * Returns the line list draw mode
  69437. */
  69438. static readonly MATERIAL_LineListDrawMode: number;
  69439. /**
  69440. * Returns the line loop draw mode
  69441. */
  69442. static readonly MATERIAL_LineLoopDrawMode: number;
  69443. /**
  69444. * Returns the line strip draw mode
  69445. */
  69446. static readonly MATERIAL_LineStripDrawMode: number;
  69447. /**
  69448. * Returns the triangle strip draw mode
  69449. */
  69450. static readonly MATERIAL_TriangleStripDrawMode: number;
  69451. /**
  69452. * Returns the triangle fan draw mode
  69453. */
  69454. static readonly MATERIAL_TriangleFanDrawMode: number;
  69455. /**
  69456. * Stores the clock-wise side orientation
  69457. */
  69458. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69459. /**
  69460. * Stores the counter clock-wise side orientation
  69461. */
  69462. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69463. /**
  69464. * Nothing
  69465. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69466. */
  69467. static readonly ACTION_NothingTrigger: number;
  69468. /**
  69469. * On pick
  69470. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69471. */
  69472. static readonly ACTION_OnPickTrigger: number;
  69473. /**
  69474. * On left pick
  69475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69476. */
  69477. static readonly ACTION_OnLeftPickTrigger: number;
  69478. /**
  69479. * On right pick
  69480. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69481. */
  69482. static readonly ACTION_OnRightPickTrigger: number;
  69483. /**
  69484. * On center pick
  69485. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69486. */
  69487. static readonly ACTION_OnCenterPickTrigger: number;
  69488. /**
  69489. * On pick down
  69490. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69491. */
  69492. static readonly ACTION_OnPickDownTrigger: number;
  69493. /**
  69494. * On double pick
  69495. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69496. */
  69497. static readonly ACTION_OnDoublePickTrigger: number;
  69498. /**
  69499. * On pick up
  69500. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69501. */
  69502. static readonly ACTION_OnPickUpTrigger: number;
  69503. /**
  69504. * On pick out.
  69505. * This trigger will only be raised if you also declared a OnPickDown
  69506. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69507. */
  69508. static readonly ACTION_OnPickOutTrigger: number;
  69509. /**
  69510. * On long press
  69511. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69512. */
  69513. static readonly ACTION_OnLongPressTrigger: number;
  69514. /**
  69515. * On pointer over
  69516. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69517. */
  69518. static readonly ACTION_OnPointerOverTrigger: number;
  69519. /**
  69520. * On pointer out
  69521. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69522. */
  69523. static readonly ACTION_OnPointerOutTrigger: number;
  69524. /**
  69525. * On every frame
  69526. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69527. */
  69528. static readonly ACTION_OnEveryFrameTrigger: number;
  69529. /**
  69530. * On intersection enter
  69531. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69532. */
  69533. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69534. /**
  69535. * On intersection exit
  69536. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69537. */
  69538. static readonly ACTION_OnIntersectionExitTrigger: number;
  69539. /**
  69540. * On key down
  69541. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69542. */
  69543. static readonly ACTION_OnKeyDownTrigger: number;
  69544. /**
  69545. * On key up
  69546. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69547. */
  69548. static readonly ACTION_OnKeyUpTrigger: number;
  69549. /**
  69550. * Billboard mode will only apply to Y axis
  69551. */
  69552. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69553. /**
  69554. * Billboard mode will apply to all axes
  69555. */
  69556. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69557. /**
  69558. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69559. */
  69560. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69561. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69562. * Test order :
  69563. * Is the bounding sphere outside the frustum ?
  69564. * If not, are the bounding box vertices outside the frustum ?
  69565. * It not, then the cullable object is in the frustum.
  69566. */
  69567. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69568. /** Culling strategy : Bounding Sphere Only.
  69569. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69570. * It's also less accurate than the standard because some not visible objects can still be selected.
  69571. * Test : is the bounding sphere outside the frustum ?
  69572. * If not, then the cullable object is in the frustum.
  69573. */
  69574. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69575. /** Culling strategy : Optimistic Inclusion.
  69576. * This in an inclusion test first, then the standard exclusion test.
  69577. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69578. * 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.
  69579. * Anyway, it's as accurate as the standard strategy.
  69580. * Test :
  69581. * Is the cullable object bounding sphere center in the frustum ?
  69582. * If not, apply the default culling strategy.
  69583. */
  69584. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69585. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69586. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69587. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69588. * 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.
  69589. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69590. * Test :
  69591. * Is the cullable object bounding sphere center in the frustum ?
  69592. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69593. */
  69594. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69595. /**
  69596. * No logging while loading
  69597. */
  69598. static readonly SCENELOADER_NO_LOGGING: number;
  69599. /**
  69600. * Minimal logging while loading
  69601. */
  69602. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69603. /**
  69604. * Summary logging while loading
  69605. */
  69606. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69607. /**
  69608. * Detailled logging while loading
  69609. */
  69610. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69611. }
  69612. }
  69613. declare module BABYLON {
  69614. /**
  69615. * This represents the required contract to create a new type of texture loader.
  69616. */
  69617. export interface IInternalTextureLoader {
  69618. /**
  69619. * Defines wether the loader supports cascade loading the different faces.
  69620. */
  69621. supportCascades: boolean;
  69622. /**
  69623. * This returns if the loader support the current file information.
  69624. * @param extension defines the file extension of the file being loaded
  69625. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69626. * @param fallback defines the fallback internal texture if any
  69627. * @param isBase64 defines whether the texture is encoded as a base64
  69628. * @param isBuffer defines whether the texture data are stored as a buffer
  69629. * @returns true if the loader can load the specified file
  69630. */
  69631. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  69632. /**
  69633. * Transform the url before loading if required.
  69634. * @param rootUrl the url of the texture
  69635. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69636. * @returns the transformed texture
  69637. */
  69638. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  69639. /**
  69640. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  69641. * @param rootUrl the url of the texture
  69642. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69643. * @returns the fallback texture
  69644. */
  69645. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  69646. /**
  69647. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  69648. * @param data contains the texture data
  69649. * @param texture defines the BabylonJS internal texture
  69650. * @param createPolynomials will be true if polynomials have been requested
  69651. * @param onLoad defines the callback to trigger once the texture is ready
  69652. * @param onError defines the callback to trigger in case of error
  69653. */
  69654. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  69655. /**
  69656. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  69657. * @param data contains the texture data
  69658. * @param texture defines the BabylonJS internal texture
  69659. * @param callback defines the method to call once ready to upload
  69660. */
  69661. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  69662. }
  69663. }
  69664. declare module BABYLON {
  69665. /**
  69666. * Class used to store and describe the pipeline context associated with an effect
  69667. */
  69668. export interface IPipelineContext {
  69669. /**
  69670. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69671. */
  69672. isAsync: boolean;
  69673. /**
  69674. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69675. */
  69676. isReady: boolean;
  69677. /** @hidden */
  69678. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69679. }
  69680. }
  69681. declare module BABYLON {
  69682. /**
  69683. * Class used to store gfx data (like WebGLBuffer)
  69684. */
  69685. export class DataBuffer {
  69686. /**
  69687. * Gets or sets the number of objects referencing this buffer
  69688. */
  69689. references: number;
  69690. /** Gets or sets the size of the underlying buffer */
  69691. capacity: number;
  69692. /**
  69693. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  69694. */
  69695. is32Bits: boolean;
  69696. /**
  69697. * Gets the underlying buffer
  69698. */
  69699. readonly underlyingResource: any;
  69700. }
  69701. }
  69702. declare module BABYLON {
  69703. /** @hidden */
  69704. export interface IShaderProcessor {
  69705. attributeProcessor?: (attribute: string) => string;
  69706. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69707. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69708. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69709. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69710. lineProcessor?: (line: string, isFragment: boolean) => string;
  69711. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69712. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69713. }
  69714. }
  69715. declare module BABYLON {
  69716. /** @hidden */
  69717. export interface ProcessingOptions {
  69718. defines: string[];
  69719. indexParameters: any;
  69720. isFragment: boolean;
  69721. shouldUseHighPrecisionShader: boolean;
  69722. supportsUniformBuffers: boolean;
  69723. shadersRepository: string;
  69724. includesShadersStore: {
  69725. [key: string]: string;
  69726. };
  69727. processor?: IShaderProcessor;
  69728. version: string;
  69729. platformName: string;
  69730. lookForClosingBracketForUniformBuffer?: boolean;
  69731. }
  69732. }
  69733. declare module BABYLON {
  69734. /** @hidden */
  69735. export class ShaderCodeNode {
  69736. line: string;
  69737. children: ShaderCodeNode[];
  69738. additionalDefineKey?: string;
  69739. additionalDefineValue?: string;
  69740. isValid(preprocessors: {
  69741. [key: string]: string;
  69742. }): boolean;
  69743. process(preprocessors: {
  69744. [key: string]: string;
  69745. }, options: ProcessingOptions): string;
  69746. }
  69747. }
  69748. declare module BABYLON {
  69749. /** @hidden */
  69750. export class ShaderCodeCursor {
  69751. private _lines;
  69752. lineIndex: number;
  69753. readonly currentLine: string;
  69754. readonly canRead: boolean;
  69755. lines: string[];
  69756. }
  69757. }
  69758. declare module BABYLON {
  69759. /** @hidden */
  69760. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69761. process(preprocessors: {
  69762. [key: string]: string;
  69763. }, options: ProcessingOptions): string;
  69764. }
  69765. }
  69766. declare module BABYLON {
  69767. /** @hidden */
  69768. export class ShaderDefineExpression {
  69769. isTrue(preprocessors: {
  69770. [key: string]: string;
  69771. }): boolean;
  69772. }
  69773. }
  69774. declare module BABYLON {
  69775. /** @hidden */
  69776. export class ShaderCodeTestNode extends ShaderCodeNode {
  69777. testExpression: ShaderDefineExpression;
  69778. isValid(preprocessors: {
  69779. [key: string]: string;
  69780. }): boolean;
  69781. }
  69782. }
  69783. declare module BABYLON {
  69784. /** @hidden */
  69785. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69786. define: string;
  69787. not: boolean;
  69788. constructor(define: string, not?: boolean);
  69789. isTrue(preprocessors: {
  69790. [key: string]: string;
  69791. }): boolean;
  69792. }
  69793. }
  69794. declare module BABYLON {
  69795. /** @hidden */
  69796. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69797. leftOperand: ShaderDefineExpression;
  69798. rightOperand: ShaderDefineExpression;
  69799. isTrue(preprocessors: {
  69800. [key: string]: string;
  69801. }): boolean;
  69802. }
  69803. }
  69804. declare module BABYLON {
  69805. /** @hidden */
  69806. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69807. leftOperand: ShaderDefineExpression;
  69808. rightOperand: ShaderDefineExpression;
  69809. isTrue(preprocessors: {
  69810. [key: string]: string;
  69811. }): boolean;
  69812. }
  69813. }
  69814. declare module BABYLON {
  69815. /** @hidden */
  69816. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69817. define: string;
  69818. operand: string;
  69819. testValue: string;
  69820. constructor(define: string, operand: string, testValue: string);
  69821. isTrue(preprocessors: {
  69822. [key: string]: string;
  69823. }): boolean;
  69824. }
  69825. }
  69826. declare module BABYLON {
  69827. /**
  69828. * Class used to enable access to offline support
  69829. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69830. */
  69831. export interface IOfflineProvider {
  69832. /**
  69833. * Gets a boolean indicating if scene must be saved in the database
  69834. */
  69835. enableSceneOffline: boolean;
  69836. /**
  69837. * Gets a boolean indicating if textures must be saved in the database
  69838. */
  69839. enableTexturesOffline: boolean;
  69840. /**
  69841. * Open the offline support and make it available
  69842. * @param successCallback defines the callback to call on success
  69843. * @param errorCallback defines the callback to call on error
  69844. */
  69845. open(successCallback: () => void, errorCallback: () => void): void;
  69846. /**
  69847. * Loads an image from the offline support
  69848. * @param url defines the url to load from
  69849. * @param image defines the target DOM image
  69850. */
  69851. loadImage(url: string, image: HTMLImageElement): void;
  69852. /**
  69853. * Loads a file from offline support
  69854. * @param url defines the URL to load from
  69855. * @param sceneLoaded defines a callback to call on success
  69856. * @param progressCallBack defines a callback to call when progress changed
  69857. * @param errorCallback defines a callback to call on error
  69858. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69859. */
  69860. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69861. }
  69862. }
  69863. declare module BABYLON {
  69864. /**
  69865. * Class used to help managing file picking and drag'n'drop
  69866. * File Storage
  69867. */
  69868. export class FilesInputStore {
  69869. /**
  69870. * List of files ready to be loaded
  69871. */
  69872. static FilesToLoad: {
  69873. [key: string]: File;
  69874. };
  69875. }
  69876. }
  69877. declare module BABYLON {
  69878. /**
  69879. * Class used to define a retry strategy when error happens while loading assets
  69880. */
  69881. export class RetryStrategy {
  69882. /**
  69883. * Function used to defines an exponential back off strategy
  69884. * @param maxRetries defines the maximum number of retries (3 by default)
  69885. * @param baseInterval defines the interval between retries
  69886. * @returns the strategy function to use
  69887. */
  69888. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69889. }
  69890. }
  69891. declare module BABYLON {
  69892. /**
  69893. * @ignore
  69894. * Application error to support additional information when loading a file
  69895. */
  69896. export abstract class BaseError extends Error {
  69897. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69898. }
  69899. }
  69900. declare module BABYLON {
  69901. /** @ignore */
  69902. export class LoadFileError extends BaseError {
  69903. request?: WebRequest;
  69904. file?: File;
  69905. /**
  69906. * Creates a new LoadFileError
  69907. * @param message defines the message of the error
  69908. * @param request defines the optional web request
  69909. * @param file defines the optional file
  69910. */
  69911. constructor(message: string, object?: WebRequest | File);
  69912. }
  69913. /** @ignore */
  69914. export class RequestFileError extends BaseError {
  69915. request: WebRequest;
  69916. /**
  69917. * Creates a new LoadFileError
  69918. * @param message defines the message of the error
  69919. * @param request defines the optional web request
  69920. */
  69921. constructor(message: string, request: WebRequest);
  69922. }
  69923. /** @ignore */
  69924. export class ReadFileError extends BaseError {
  69925. file: File;
  69926. /**
  69927. * Creates a new ReadFileError
  69928. * @param message defines the message of the error
  69929. * @param file defines the optional file
  69930. */
  69931. constructor(message: string, file: File);
  69932. }
  69933. /**
  69934. * @hidden
  69935. */
  69936. export class FileTools {
  69937. /**
  69938. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69939. */
  69940. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69941. /**
  69942. * Gets or sets the base URL to use to load assets
  69943. */
  69944. static BaseUrl: string;
  69945. /**
  69946. * Default behaviour for cors in the application.
  69947. * It can be a string if the expected behavior is identical in the entire app.
  69948. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69949. */
  69950. static CorsBehavior: string | ((url: string | string[]) => string);
  69951. /**
  69952. * Gets or sets a function used to pre-process url before using them to load assets
  69953. */
  69954. static PreprocessUrl: (url: string) => string;
  69955. /**
  69956. * Removes unwanted characters from an url
  69957. * @param url defines the url to clean
  69958. * @returns the cleaned url
  69959. */
  69960. private static _CleanUrl;
  69961. /**
  69962. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69963. * @param url define the url we are trying
  69964. * @param element define the dom element where to configure the cors policy
  69965. */
  69966. static SetCorsBehavior(url: string | string[], element: {
  69967. crossOrigin: string | null;
  69968. }): void;
  69969. /**
  69970. * Loads an image as an HTMLImageElement.
  69971. * @param input url string, ArrayBuffer, or Blob to load
  69972. * @param onLoad callback called when the image successfully loads
  69973. * @param onError callback called when the image fails to load
  69974. * @param offlineProvider offline provider for caching
  69975. * @param mimeType optional mime type
  69976. * @returns the HTMLImageElement of the loaded image
  69977. */
  69978. 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>;
  69979. /**
  69980. * Reads a file from a File object
  69981. * @param file defines the file to load
  69982. * @param onSuccess defines the callback to call when data is loaded
  69983. * @param onProgress defines the callback to call during loading process
  69984. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69985. * @param onError defines the callback to call when an error occurs
  69986. * @returns a file request object
  69987. */
  69988. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69989. /**
  69990. * Loads a file from a url
  69991. * @param url url to load
  69992. * @param onSuccess callback called when the file successfully loads
  69993. * @param onProgress callback called while file is loading (if the server supports this mode)
  69994. * @param offlineProvider defines the offline provider for caching
  69995. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69996. * @param onError callback called when the file fails to load
  69997. * @returns a file request object
  69998. */
  69999. 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;
  70000. /**
  70001. * Loads a file
  70002. * @param url url to load
  70003. * @param onSuccess callback called when the file successfully loads
  70004. * @param onProgress callback called while file is loading (if the server supports this mode)
  70005. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  70006. * @param onError callback called when the file fails to load
  70007. * @param onOpened callback called when the web request is opened
  70008. * @returns a file request object
  70009. */
  70010. 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;
  70011. /**
  70012. * Checks if the loaded document was accessed via `file:`-Protocol.
  70013. * @returns boolean
  70014. */
  70015. static IsFileURL(): boolean;
  70016. }
  70017. }
  70018. declare module BABYLON {
  70019. /** @hidden */
  70020. export class ShaderProcessor {
  70021. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  70022. private static _ProcessPrecision;
  70023. private static _ExtractOperation;
  70024. private static _BuildSubExpression;
  70025. private static _BuildExpression;
  70026. private static _MoveCursorWithinIf;
  70027. private static _MoveCursor;
  70028. private static _EvaluatePreProcessors;
  70029. private static _PreparePreProcessors;
  70030. private static _ProcessShaderConversion;
  70031. private static _ProcessIncludes;
  70032. }
  70033. }
  70034. declare module BABYLON {
  70035. /**
  70036. * @hidden
  70037. */
  70038. export interface IColor4Like {
  70039. r: float;
  70040. g: float;
  70041. b: float;
  70042. a: float;
  70043. }
  70044. /**
  70045. * @hidden
  70046. */
  70047. export interface IColor3Like {
  70048. r: float;
  70049. g: float;
  70050. b: float;
  70051. }
  70052. /**
  70053. * @hidden
  70054. */
  70055. export interface IVector4Like {
  70056. x: float;
  70057. y: float;
  70058. z: float;
  70059. w: float;
  70060. }
  70061. /**
  70062. * @hidden
  70063. */
  70064. export interface IVector3Like {
  70065. x: float;
  70066. y: float;
  70067. z: float;
  70068. }
  70069. /**
  70070. * @hidden
  70071. */
  70072. export interface IVector2Like {
  70073. x: float;
  70074. y: float;
  70075. }
  70076. /**
  70077. * @hidden
  70078. */
  70079. export interface IMatrixLike {
  70080. toArray(): DeepImmutable<Float32Array>;
  70081. updateFlag: int;
  70082. }
  70083. /**
  70084. * @hidden
  70085. */
  70086. export interface IViewportLike {
  70087. x: float;
  70088. y: float;
  70089. width: float;
  70090. height: float;
  70091. }
  70092. /**
  70093. * @hidden
  70094. */
  70095. export interface IPlaneLike {
  70096. normal: IVector3Like;
  70097. d: float;
  70098. normalize(): void;
  70099. }
  70100. }
  70101. declare module BABYLON {
  70102. /**
  70103. * Interface used to define common properties for effect fallbacks
  70104. */
  70105. export interface IEffectFallbacks {
  70106. /**
  70107. * Removes the defines that should be removed when falling back.
  70108. * @param currentDefines defines the current define statements for the shader.
  70109. * @param effect defines the current effect we try to compile
  70110. * @returns The resulting defines with defines of the current rank removed.
  70111. */
  70112. reduce(currentDefines: string, effect: Effect): string;
  70113. /**
  70114. * Removes the fallback from the bound mesh.
  70115. */
  70116. unBindMesh(): void;
  70117. /**
  70118. * Checks to see if more fallbacks are still availible.
  70119. */
  70120. hasMoreFallbacks: boolean;
  70121. }
  70122. }
  70123. declare module BABYLON {
  70124. /**
  70125. * Class used to evalaute queries containing `and` and `or` operators
  70126. */
  70127. export class AndOrNotEvaluator {
  70128. /**
  70129. * Evaluate a query
  70130. * @param query defines the query to evaluate
  70131. * @param evaluateCallback defines the callback used to filter result
  70132. * @returns true if the query matches
  70133. */
  70134. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  70135. private static _HandleParenthesisContent;
  70136. private static _SimplifyNegation;
  70137. }
  70138. }
  70139. declare module BABYLON {
  70140. /**
  70141. * Class used to store custom tags
  70142. */
  70143. export class Tags {
  70144. /**
  70145. * Adds support for tags on the given object
  70146. * @param obj defines the object to use
  70147. */
  70148. static EnableFor(obj: any): void;
  70149. /**
  70150. * Removes tags support
  70151. * @param obj defines the object to use
  70152. */
  70153. static DisableFor(obj: any): void;
  70154. /**
  70155. * Gets a boolean indicating if the given object has tags
  70156. * @param obj defines the object to use
  70157. * @returns a boolean
  70158. */
  70159. static HasTags(obj: any): boolean;
  70160. /**
  70161. * Gets the tags available on a given object
  70162. * @param obj defines the object to use
  70163. * @param asString defines if the tags must be returned as a string instead of an array of strings
  70164. * @returns the tags
  70165. */
  70166. static GetTags(obj: any, asString?: boolean): any;
  70167. /**
  70168. * Adds tags to an object
  70169. * @param obj defines the object to use
  70170. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  70171. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  70172. */
  70173. static AddTagsTo(obj: any, tagsString: string): void;
  70174. /**
  70175. * @hidden
  70176. */
  70177. static _AddTagTo(obj: any, tag: string): void;
  70178. /**
  70179. * Removes specific tags from a specific object
  70180. * @param obj defines the object to use
  70181. * @param tagsString defines the tags to remove
  70182. */
  70183. static RemoveTagsFrom(obj: any, tagsString: string): void;
  70184. /**
  70185. * @hidden
  70186. */
  70187. static _RemoveTagFrom(obj: any, tag: string): void;
  70188. /**
  70189. * Defines if tags hosted on an object match a given query
  70190. * @param obj defines the object to use
  70191. * @param tagsQuery defines the tag query
  70192. * @returns a boolean
  70193. */
  70194. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  70195. }
  70196. }
  70197. declare module BABYLON {
  70198. /**
  70199. * Scalar computation library
  70200. */
  70201. export class Scalar {
  70202. /**
  70203. * Two pi constants convenient for computation.
  70204. */
  70205. static TwoPi: number;
  70206. /**
  70207. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  70208. * @param a number
  70209. * @param b number
  70210. * @param epsilon (default = 1.401298E-45)
  70211. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  70212. */
  70213. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  70214. /**
  70215. * Returns a string : the upper case translation of the number i to hexadecimal.
  70216. * @param i number
  70217. * @returns the upper case translation of the number i to hexadecimal.
  70218. */
  70219. static ToHex(i: number): string;
  70220. /**
  70221. * Returns -1 if value is negative and +1 is value is positive.
  70222. * @param value the value
  70223. * @returns the value itself if it's equal to zero.
  70224. */
  70225. static Sign(value: number): number;
  70226. /**
  70227. * Returns the value itself if it's between min and max.
  70228. * Returns min if the value is lower than min.
  70229. * Returns max if the value is greater than max.
  70230. * @param value the value to clmap
  70231. * @param min the min value to clamp to (default: 0)
  70232. * @param max the max value to clamp to (default: 1)
  70233. * @returns the clamped value
  70234. */
  70235. static Clamp(value: number, min?: number, max?: number): number;
  70236. /**
  70237. * the log2 of value.
  70238. * @param value the value to compute log2 of
  70239. * @returns the log2 of value.
  70240. */
  70241. static Log2(value: number): number;
  70242. /**
  70243. * Loops the value, so that it is never larger than length and never smaller than 0.
  70244. *
  70245. * This is similar to the modulo operator but it works with floating point numbers.
  70246. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  70247. * With t = 5 and length = 2.5, the result would be 0.0.
  70248. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  70249. * @param value the value
  70250. * @param length the length
  70251. * @returns the looped value
  70252. */
  70253. static Repeat(value: number, length: number): number;
  70254. /**
  70255. * Normalize the value between 0.0 and 1.0 using min and max values
  70256. * @param value value to normalize
  70257. * @param min max to normalize between
  70258. * @param max min to normalize between
  70259. * @returns the normalized value
  70260. */
  70261. static Normalize(value: number, min: number, max: number): number;
  70262. /**
  70263. * Denormalize the value from 0.0 and 1.0 using min and max values
  70264. * @param normalized value to denormalize
  70265. * @param min max to denormalize between
  70266. * @param max min to denormalize between
  70267. * @returns the denormalized value
  70268. */
  70269. static Denormalize(normalized: number, min: number, max: number): number;
  70270. /**
  70271. * Calculates the shortest difference between two given angles given in degrees.
  70272. * @param current current angle in degrees
  70273. * @param target target angle in degrees
  70274. * @returns the delta
  70275. */
  70276. static DeltaAngle(current: number, target: number): number;
  70277. /**
  70278. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  70279. * @param tx value
  70280. * @param length length
  70281. * @returns The returned value will move back and forth between 0 and length
  70282. */
  70283. static PingPong(tx: number, length: number): number;
  70284. /**
  70285. * Interpolates between min and max with smoothing at the limits.
  70286. *
  70287. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  70288. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  70289. * @param from from
  70290. * @param to to
  70291. * @param tx value
  70292. * @returns the smooth stepped value
  70293. */
  70294. static SmoothStep(from: number, to: number, tx: number): number;
  70295. /**
  70296. * Moves a value current towards target.
  70297. *
  70298. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  70299. * Negative values of maxDelta pushes the value away from target.
  70300. * @param current current value
  70301. * @param target target value
  70302. * @param maxDelta max distance to move
  70303. * @returns resulting value
  70304. */
  70305. static MoveTowards(current: number, target: number, maxDelta: number): number;
  70306. /**
  70307. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70308. *
  70309. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  70310. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  70311. * @param current current value
  70312. * @param target target value
  70313. * @param maxDelta max distance to move
  70314. * @returns resulting angle
  70315. */
  70316. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  70317. /**
  70318. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  70319. * @param start start value
  70320. * @param end target value
  70321. * @param amount amount to lerp between
  70322. * @returns the lerped value
  70323. */
  70324. static Lerp(start: number, end: number, amount: number): number;
  70325. /**
  70326. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70327. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  70328. * @param start start value
  70329. * @param end target value
  70330. * @param amount amount to lerp between
  70331. * @returns the lerped value
  70332. */
  70333. static LerpAngle(start: number, end: number, amount: number): number;
  70334. /**
  70335. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  70336. * @param a start value
  70337. * @param b target value
  70338. * @param value value between a and b
  70339. * @returns the inverseLerp value
  70340. */
  70341. static InverseLerp(a: number, b: number, value: number): number;
  70342. /**
  70343. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  70344. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  70345. * @param value1 spline value
  70346. * @param tangent1 spline value
  70347. * @param value2 spline value
  70348. * @param tangent2 spline value
  70349. * @param amount input value
  70350. * @returns hermite result
  70351. */
  70352. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  70353. /**
  70354. * Returns a random float number between and min and max values
  70355. * @param min min value of random
  70356. * @param max max value of random
  70357. * @returns random value
  70358. */
  70359. static RandomRange(min: number, max: number): number;
  70360. /**
  70361. * This function returns percentage of a number in a given range.
  70362. *
  70363. * RangeToPercent(40,20,60) will return 0.5 (50%)
  70364. * RangeToPercent(34,0,100) will return 0.34 (34%)
  70365. * @param number to convert to percentage
  70366. * @param min min range
  70367. * @param max max range
  70368. * @returns the percentage
  70369. */
  70370. static RangeToPercent(number: number, min: number, max: number): number;
  70371. /**
  70372. * This function returns number that corresponds to the percentage in a given range.
  70373. *
  70374. * PercentToRange(0.34,0,100) will return 34.
  70375. * @param percent to convert to number
  70376. * @param min min range
  70377. * @param max max range
  70378. * @returns the number
  70379. */
  70380. static PercentToRange(percent: number, min: number, max: number): number;
  70381. /**
  70382. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  70383. * @param angle The angle to normalize in radian.
  70384. * @return The converted angle.
  70385. */
  70386. static NormalizeRadians(angle: number): number;
  70387. }
  70388. }
  70389. declare module BABYLON {
  70390. /**
  70391. * Constant used to convert a value to gamma space
  70392. * @ignorenaming
  70393. */
  70394. export const ToGammaSpace: number;
  70395. /**
  70396. * Constant used to convert a value to linear space
  70397. * @ignorenaming
  70398. */
  70399. export const ToLinearSpace = 2.2;
  70400. /**
  70401. * Constant used to define the minimal number value in Babylon.js
  70402. * @ignorenaming
  70403. */
  70404. let Epsilon: number;
  70405. }
  70406. declare module BABYLON {
  70407. /**
  70408. * Class used to represent a viewport on screen
  70409. */
  70410. export class Viewport {
  70411. /** viewport left coordinate */
  70412. x: number;
  70413. /** viewport top coordinate */
  70414. y: number;
  70415. /**viewport width */
  70416. width: number;
  70417. /** viewport height */
  70418. height: number;
  70419. /**
  70420. * Creates a Viewport object located at (x, y) and sized (width, height)
  70421. * @param x defines viewport left coordinate
  70422. * @param y defines viewport top coordinate
  70423. * @param width defines the viewport width
  70424. * @param height defines the viewport height
  70425. */
  70426. constructor(
  70427. /** viewport left coordinate */
  70428. x: number,
  70429. /** viewport top coordinate */
  70430. y: number,
  70431. /**viewport width */
  70432. width: number,
  70433. /** viewport height */
  70434. height: number);
  70435. /**
  70436. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  70437. * @param renderWidth defines the rendering width
  70438. * @param renderHeight defines the rendering height
  70439. * @returns a new Viewport
  70440. */
  70441. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  70442. /**
  70443. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  70444. * @param renderWidth defines the rendering width
  70445. * @param renderHeight defines the rendering height
  70446. * @param ref defines the target viewport
  70447. * @returns the current viewport
  70448. */
  70449. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  70450. /**
  70451. * Returns a new Viewport copied from the current one
  70452. * @returns a new Viewport
  70453. */
  70454. clone(): Viewport;
  70455. }
  70456. }
  70457. declare module BABYLON {
  70458. /**
  70459. * Class containing a set of static utilities functions for arrays.
  70460. */
  70461. export class ArrayTools {
  70462. /**
  70463. * Returns an array of the given size filled with element built from the given constructor and the paramters
  70464. * @param size the number of element to construct and put in the array
  70465. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  70466. * @returns a new array filled with new objects
  70467. */
  70468. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  70469. }
  70470. }
  70471. declare module BABYLON {
  70472. /**
  70473. * Class representing a vector containing 2 coordinates
  70474. */
  70475. export class Vector2 {
  70476. /** defines the first coordinate */
  70477. x: number;
  70478. /** defines the second coordinate */
  70479. y: number;
  70480. /**
  70481. * Creates a new Vector2 from the given x and y coordinates
  70482. * @param x defines the first coordinate
  70483. * @param y defines the second coordinate
  70484. */
  70485. constructor(
  70486. /** defines the first coordinate */
  70487. x?: number,
  70488. /** defines the second coordinate */
  70489. y?: number);
  70490. /**
  70491. * Gets a string with the Vector2 coordinates
  70492. * @returns a string with the Vector2 coordinates
  70493. */
  70494. toString(): string;
  70495. /**
  70496. * Gets class name
  70497. * @returns the string "Vector2"
  70498. */
  70499. getClassName(): string;
  70500. /**
  70501. * Gets current vector hash code
  70502. * @returns the Vector2 hash code as a number
  70503. */
  70504. getHashCode(): number;
  70505. /**
  70506. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  70507. * @param array defines the source array
  70508. * @param index defines the offset in source array
  70509. * @returns the current Vector2
  70510. */
  70511. toArray(array: FloatArray, index?: number): Vector2;
  70512. /**
  70513. * Copy the current vector to an array
  70514. * @returns a new array with 2 elements: the Vector2 coordinates.
  70515. */
  70516. asArray(): number[];
  70517. /**
  70518. * Sets the Vector2 coordinates with the given Vector2 coordinates
  70519. * @param source defines the source Vector2
  70520. * @returns the current updated Vector2
  70521. */
  70522. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  70523. /**
  70524. * Sets the Vector2 coordinates with the given floats
  70525. * @param x defines the first coordinate
  70526. * @param y defines the second coordinate
  70527. * @returns the current updated Vector2
  70528. */
  70529. copyFromFloats(x: number, y: number): Vector2;
  70530. /**
  70531. * Sets the Vector2 coordinates with the given floats
  70532. * @param x defines the first coordinate
  70533. * @param y defines the second coordinate
  70534. * @returns the current updated Vector2
  70535. */
  70536. set(x: number, y: number): Vector2;
  70537. /**
  70538. * Add another vector with the current one
  70539. * @param otherVector defines the other vector
  70540. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  70541. */
  70542. add(otherVector: DeepImmutable<Vector2>): Vector2;
  70543. /**
  70544. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  70545. * @param otherVector defines the other vector
  70546. * @param result defines the target vector
  70547. * @returns the unmodified current Vector2
  70548. */
  70549. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70550. /**
  70551. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  70552. * @param otherVector defines the other vector
  70553. * @returns the current updated Vector2
  70554. */
  70555. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70556. /**
  70557. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  70558. * @param otherVector defines the other vector
  70559. * @returns a new Vector2
  70560. */
  70561. addVector3(otherVector: Vector3): Vector2;
  70562. /**
  70563. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  70564. * @param otherVector defines the other vector
  70565. * @returns a new Vector2
  70566. */
  70567. subtract(otherVector: Vector2): Vector2;
  70568. /**
  70569. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  70570. * @param otherVector defines the other vector
  70571. * @param result defines the target vector
  70572. * @returns the unmodified current Vector2
  70573. */
  70574. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70575. /**
  70576. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  70577. * @param otherVector defines the other vector
  70578. * @returns the current updated Vector2
  70579. */
  70580. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70581. /**
  70582. * Multiplies in place the current Vector2 coordinates by the given ones
  70583. * @param otherVector defines the other vector
  70584. * @returns the current updated Vector2
  70585. */
  70586. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70587. /**
  70588. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  70589. * @param otherVector defines the other vector
  70590. * @returns a new Vector2
  70591. */
  70592. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  70593. /**
  70594. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  70595. * @param otherVector defines the other vector
  70596. * @param result defines the target vector
  70597. * @returns the unmodified current Vector2
  70598. */
  70599. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70600. /**
  70601. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  70602. * @param x defines the first coordinate
  70603. * @param y defines the second coordinate
  70604. * @returns a new Vector2
  70605. */
  70606. multiplyByFloats(x: number, y: number): Vector2;
  70607. /**
  70608. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  70609. * @param otherVector defines the other vector
  70610. * @returns a new Vector2
  70611. */
  70612. divide(otherVector: Vector2): Vector2;
  70613. /**
  70614. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  70615. * @param otherVector defines the other vector
  70616. * @param result defines the target vector
  70617. * @returns the unmodified current Vector2
  70618. */
  70619. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70620. /**
  70621. * Divides the current Vector2 coordinates by the given ones
  70622. * @param otherVector defines the other vector
  70623. * @returns the current updated Vector2
  70624. */
  70625. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70626. /**
  70627. * Gets a new Vector2 with current Vector2 negated coordinates
  70628. * @returns a new Vector2
  70629. */
  70630. negate(): Vector2;
  70631. /**
  70632. * Multiply the Vector2 coordinates by scale
  70633. * @param scale defines the scaling factor
  70634. * @returns the current updated Vector2
  70635. */
  70636. scaleInPlace(scale: number): Vector2;
  70637. /**
  70638. * Returns a new Vector2 scaled by "scale" from the current Vector2
  70639. * @param scale defines the scaling factor
  70640. * @returns a new Vector2
  70641. */
  70642. scale(scale: number): Vector2;
  70643. /**
  70644. * Scale the current Vector2 values by a factor to a given Vector2
  70645. * @param scale defines the scale factor
  70646. * @param result defines the Vector2 object where to store the result
  70647. * @returns the unmodified current Vector2
  70648. */
  70649. scaleToRef(scale: number, result: Vector2): Vector2;
  70650. /**
  70651. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  70652. * @param scale defines the scale factor
  70653. * @param result defines the Vector2 object where to store the result
  70654. * @returns the unmodified current Vector2
  70655. */
  70656. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  70657. /**
  70658. * Gets a boolean if two vectors are equals
  70659. * @param otherVector defines the other vector
  70660. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  70661. */
  70662. equals(otherVector: DeepImmutable<Vector2>): boolean;
  70663. /**
  70664. * Gets a boolean if two vectors are equals (using an epsilon value)
  70665. * @param otherVector defines the other vector
  70666. * @param epsilon defines the minimal distance to consider equality
  70667. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  70668. */
  70669. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  70670. /**
  70671. * Gets a new Vector2 from current Vector2 floored values
  70672. * @returns a new Vector2
  70673. */
  70674. floor(): Vector2;
  70675. /**
  70676. * Gets a new Vector2 from current Vector2 floored values
  70677. * @returns a new Vector2
  70678. */
  70679. fract(): Vector2;
  70680. /**
  70681. * Gets the length of the vector
  70682. * @returns the vector length (float)
  70683. */
  70684. length(): number;
  70685. /**
  70686. * Gets the vector squared length
  70687. * @returns the vector squared length (float)
  70688. */
  70689. lengthSquared(): number;
  70690. /**
  70691. * Normalize the vector
  70692. * @returns the current updated Vector2
  70693. */
  70694. normalize(): Vector2;
  70695. /**
  70696. * Gets a new Vector2 copied from the Vector2
  70697. * @returns a new Vector2
  70698. */
  70699. clone(): Vector2;
  70700. /**
  70701. * Gets a new Vector2(0, 0)
  70702. * @returns a new Vector2
  70703. */
  70704. static Zero(): Vector2;
  70705. /**
  70706. * Gets a new Vector2(1, 1)
  70707. * @returns a new Vector2
  70708. */
  70709. static One(): Vector2;
  70710. /**
  70711. * Gets a new Vector2 set from the given index element of the given array
  70712. * @param array defines the data source
  70713. * @param offset defines the offset in the data source
  70714. * @returns a new Vector2
  70715. */
  70716. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  70717. /**
  70718. * Sets "result" from the given index element of the given array
  70719. * @param array defines the data source
  70720. * @param offset defines the offset in the data source
  70721. * @param result defines the target vector
  70722. */
  70723. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  70724. /**
  70725. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  70726. * @param value1 defines 1st point of control
  70727. * @param value2 defines 2nd point of control
  70728. * @param value3 defines 3rd point of control
  70729. * @param value4 defines 4th point of control
  70730. * @param amount defines the interpolation factor
  70731. * @returns a new Vector2
  70732. */
  70733. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  70734. /**
  70735. * 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".
  70736. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  70737. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  70738. * @param value defines the value to clamp
  70739. * @param min defines the lower limit
  70740. * @param max defines the upper limit
  70741. * @returns a new Vector2
  70742. */
  70743. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  70744. /**
  70745. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  70746. * @param value1 defines the 1st control point
  70747. * @param tangent1 defines the outgoing tangent
  70748. * @param value2 defines the 2nd control point
  70749. * @param tangent2 defines the incoming tangent
  70750. * @param amount defines the interpolation factor
  70751. * @returns a new Vector2
  70752. */
  70753. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  70754. /**
  70755. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  70756. * @param start defines the start vector
  70757. * @param end defines the end vector
  70758. * @param amount defines the interpolation factor
  70759. * @returns a new Vector2
  70760. */
  70761. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  70762. /**
  70763. * Gets the dot product of the vector "left" and the vector "right"
  70764. * @param left defines first vector
  70765. * @param right defines second vector
  70766. * @returns the dot product (float)
  70767. */
  70768. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  70769. /**
  70770. * Returns a new Vector2 equal to the normalized given vector
  70771. * @param vector defines the vector to normalize
  70772. * @returns a new Vector2
  70773. */
  70774. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  70775. /**
  70776. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  70777. * @param left defines 1st vector
  70778. * @param right defines 2nd vector
  70779. * @returns a new Vector2
  70780. */
  70781. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70782. /**
  70783. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  70784. * @param left defines 1st vector
  70785. * @param right defines 2nd vector
  70786. * @returns a new Vector2
  70787. */
  70788. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70789. /**
  70790. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  70791. * @param vector defines the vector to transform
  70792. * @param transformation defines the matrix to apply
  70793. * @returns a new Vector2
  70794. */
  70795. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  70796. /**
  70797. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  70798. * @param vector defines the vector to transform
  70799. * @param transformation defines the matrix to apply
  70800. * @param result defines the target vector
  70801. */
  70802. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  70803. /**
  70804. * Determines if a given vector is included in a triangle
  70805. * @param p defines the vector to test
  70806. * @param p0 defines 1st triangle point
  70807. * @param p1 defines 2nd triangle point
  70808. * @param p2 defines 3rd triangle point
  70809. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  70810. */
  70811. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  70812. /**
  70813. * Gets the distance between the vectors "value1" and "value2"
  70814. * @param value1 defines first vector
  70815. * @param value2 defines second vector
  70816. * @returns the distance between vectors
  70817. */
  70818. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70819. /**
  70820. * Returns the squared distance between the vectors "value1" and "value2"
  70821. * @param value1 defines first vector
  70822. * @param value2 defines second vector
  70823. * @returns the squared distance between vectors
  70824. */
  70825. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70826. /**
  70827. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  70828. * @param value1 defines first vector
  70829. * @param value2 defines second vector
  70830. * @returns a new Vector2
  70831. */
  70832. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  70833. /**
  70834. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  70835. * @param p defines the middle point
  70836. * @param segA defines one point of the segment
  70837. * @param segB defines the other point of the segment
  70838. * @returns the shortest distance
  70839. */
  70840. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  70841. }
  70842. /**
  70843. * Classed used to store (x,y,z) vector representation
  70844. * A Vector3 is the main object used in 3D geometry
  70845. * It can represent etiher the coordinates of a point the space, either a direction
  70846. * Reminder: js uses a left handed forward facing system
  70847. */
  70848. export class Vector3 {
  70849. /**
  70850. * Defines the first coordinates (on X axis)
  70851. */
  70852. x: number;
  70853. /**
  70854. * Defines the second coordinates (on Y axis)
  70855. */
  70856. y: number;
  70857. /**
  70858. * Defines the third coordinates (on Z axis)
  70859. */
  70860. z: number;
  70861. private static _UpReadOnly;
  70862. private static _ZeroReadOnly;
  70863. /**
  70864. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  70865. * @param x defines the first coordinates (on X axis)
  70866. * @param y defines the second coordinates (on Y axis)
  70867. * @param z defines the third coordinates (on Z axis)
  70868. */
  70869. constructor(
  70870. /**
  70871. * Defines the first coordinates (on X axis)
  70872. */
  70873. x?: number,
  70874. /**
  70875. * Defines the second coordinates (on Y axis)
  70876. */
  70877. y?: number,
  70878. /**
  70879. * Defines the third coordinates (on Z axis)
  70880. */
  70881. z?: number);
  70882. /**
  70883. * Creates a string representation of the Vector3
  70884. * @returns a string with the Vector3 coordinates.
  70885. */
  70886. toString(): string;
  70887. /**
  70888. * Gets the class name
  70889. * @returns the string "Vector3"
  70890. */
  70891. getClassName(): string;
  70892. /**
  70893. * Creates the Vector3 hash code
  70894. * @returns a number which tends to be unique between Vector3 instances
  70895. */
  70896. getHashCode(): number;
  70897. /**
  70898. * Creates an array containing three elements : the coordinates of the Vector3
  70899. * @returns a new array of numbers
  70900. */
  70901. asArray(): number[];
  70902. /**
  70903. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70904. * @param array defines the destination array
  70905. * @param index defines the offset in the destination array
  70906. * @returns the current Vector3
  70907. */
  70908. toArray(array: FloatArray, index?: number): Vector3;
  70909. /**
  70910. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70911. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70912. */
  70913. toQuaternion(): Quaternion;
  70914. /**
  70915. * Adds the given vector to the current Vector3
  70916. * @param otherVector defines the second operand
  70917. * @returns the current updated Vector3
  70918. */
  70919. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70920. /**
  70921. * Adds the given coordinates to the current Vector3
  70922. * @param x defines the x coordinate of the operand
  70923. * @param y defines the y coordinate of the operand
  70924. * @param z defines the z coordinate of the operand
  70925. * @returns the current updated Vector3
  70926. */
  70927. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70928. /**
  70929. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70930. * @param otherVector defines the second operand
  70931. * @returns the resulting Vector3
  70932. */
  70933. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70934. /**
  70935. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70936. * @param otherVector defines the second operand
  70937. * @param result defines the Vector3 object where to store the result
  70938. * @returns the current Vector3
  70939. */
  70940. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70941. /**
  70942. * Subtract the given vector from the current Vector3
  70943. * @param otherVector defines the second operand
  70944. * @returns the current updated Vector3
  70945. */
  70946. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70947. /**
  70948. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70949. * @param otherVector defines the second operand
  70950. * @returns the resulting Vector3
  70951. */
  70952. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70953. /**
  70954. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70955. * @param otherVector defines the second operand
  70956. * @param result defines the Vector3 object where to store the result
  70957. * @returns the current Vector3
  70958. */
  70959. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70960. /**
  70961. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70962. * @param x defines the x coordinate of the operand
  70963. * @param y defines the y coordinate of the operand
  70964. * @param z defines the z coordinate of the operand
  70965. * @returns the resulting Vector3
  70966. */
  70967. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70968. /**
  70969. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70970. * @param x defines the x coordinate of the operand
  70971. * @param y defines the y coordinate of the operand
  70972. * @param z defines the z coordinate of the operand
  70973. * @param result defines the Vector3 object where to store the result
  70974. * @returns the current Vector3
  70975. */
  70976. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70977. /**
  70978. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70979. * @returns a new Vector3
  70980. */
  70981. negate(): Vector3;
  70982. /**
  70983. * Multiplies the Vector3 coordinates by the float "scale"
  70984. * @param scale defines the multiplier factor
  70985. * @returns the current updated Vector3
  70986. */
  70987. scaleInPlace(scale: number): Vector3;
  70988. /**
  70989. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70990. * @param scale defines the multiplier factor
  70991. * @returns a new Vector3
  70992. */
  70993. scale(scale: number): Vector3;
  70994. /**
  70995. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70996. * @param scale defines the multiplier factor
  70997. * @param result defines the Vector3 object where to store the result
  70998. * @returns the current Vector3
  70999. */
  71000. scaleToRef(scale: number, result: Vector3): Vector3;
  71001. /**
  71002. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  71003. * @param scale defines the scale factor
  71004. * @param result defines the Vector3 object where to store the result
  71005. * @returns the unmodified current Vector3
  71006. */
  71007. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  71008. /**
  71009. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  71010. * @param otherVector defines the second operand
  71011. * @returns true if both vectors are equals
  71012. */
  71013. equals(otherVector: DeepImmutable<Vector3>): boolean;
  71014. /**
  71015. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  71016. * @param otherVector defines the second operand
  71017. * @param epsilon defines the minimal distance to define values as equals
  71018. * @returns true if both vectors are distant less than epsilon
  71019. */
  71020. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  71021. /**
  71022. * Returns true if the current Vector3 coordinates equals the given floats
  71023. * @param x defines the x coordinate of the operand
  71024. * @param y defines the y coordinate of the operand
  71025. * @param z defines the z coordinate of the operand
  71026. * @returns true if both vectors are equals
  71027. */
  71028. equalsToFloats(x: number, y: number, z: number): boolean;
  71029. /**
  71030. * Multiplies the current Vector3 coordinates by the given ones
  71031. * @param otherVector defines the second operand
  71032. * @returns the current updated Vector3
  71033. */
  71034. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  71035. /**
  71036. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  71037. * @param otherVector defines the second operand
  71038. * @returns the new Vector3
  71039. */
  71040. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  71041. /**
  71042. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  71043. * @param otherVector defines the second operand
  71044. * @param result defines the Vector3 object where to store the result
  71045. * @returns the current Vector3
  71046. */
  71047. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  71048. /**
  71049. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  71050. * @param x defines the x coordinate of the operand
  71051. * @param y defines the y coordinate of the operand
  71052. * @param z defines the z coordinate of the operand
  71053. * @returns the new Vector3
  71054. */
  71055. multiplyByFloats(x: number, y: number, z: number): Vector3;
  71056. /**
  71057. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  71058. * @param otherVector defines the second operand
  71059. * @returns the new Vector3
  71060. */
  71061. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  71062. /**
  71063. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  71064. * @param otherVector defines the second operand
  71065. * @param result defines the Vector3 object where to store the result
  71066. * @returns the current Vector3
  71067. */
  71068. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  71069. /**
  71070. * Divides the current Vector3 coordinates by the given ones.
  71071. * @param otherVector defines the second operand
  71072. * @returns the current updated Vector3
  71073. */
  71074. divideInPlace(otherVector: Vector3): Vector3;
  71075. /**
  71076. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  71077. * @param other defines the second operand
  71078. * @returns the current updated Vector3
  71079. */
  71080. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  71081. /**
  71082. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  71083. * @param other defines the second operand
  71084. * @returns the current updated Vector3
  71085. */
  71086. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  71087. /**
  71088. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  71089. * @param x defines the x coordinate of the operand
  71090. * @param y defines the y coordinate of the operand
  71091. * @param z defines the z coordinate of the operand
  71092. * @returns the current updated Vector3
  71093. */
  71094. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  71095. /**
  71096. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  71097. * @param x defines the x coordinate of the operand
  71098. * @param y defines the y coordinate of the operand
  71099. * @param z defines the z coordinate of the operand
  71100. * @returns the current updated Vector3
  71101. */
  71102. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  71103. /**
  71104. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  71105. * Check if is non uniform within a certain amount of decimal places to account for this
  71106. * @param epsilon the amount the values can differ
  71107. * @returns if the the vector is non uniform to a certain number of decimal places
  71108. */
  71109. isNonUniformWithinEpsilon(epsilon: number): boolean;
  71110. /**
  71111. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  71112. */
  71113. readonly isNonUniform: boolean;
  71114. /**
  71115. * Gets a new Vector3 from current Vector3 floored values
  71116. * @returns a new Vector3
  71117. */
  71118. floor(): Vector3;
  71119. /**
  71120. * Gets a new Vector3 from current Vector3 floored values
  71121. * @returns a new Vector3
  71122. */
  71123. fract(): Vector3;
  71124. /**
  71125. * Gets the length of the Vector3
  71126. * @returns the length of the Vector3
  71127. */
  71128. length(): number;
  71129. /**
  71130. * Gets the squared length of the Vector3
  71131. * @returns squared length of the Vector3
  71132. */
  71133. lengthSquared(): number;
  71134. /**
  71135. * Normalize the current Vector3.
  71136. * Please note that this is an in place operation.
  71137. * @returns the current updated Vector3
  71138. */
  71139. normalize(): Vector3;
  71140. /**
  71141. * Reorders the x y z properties of the vector in place
  71142. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  71143. * @returns the current updated vector
  71144. */
  71145. reorderInPlace(order: string): this;
  71146. /**
  71147. * Rotates the vector around 0,0,0 by a quaternion
  71148. * @param quaternion the rotation quaternion
  71149. * @param result vector to store the result
  71150. * @returns the resulting vector
  71151. */
  71152. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  71153. /**
  71154. * Rotates a vector around a given point
  71155. * @param quaternion the rotation quaternion
  71156. * @param point the point to rotate around
  71157. * @param result vector to store the result
  71158. * @returns the resulting vector
  71159. */
  71160. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  71161. /**
  71162. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  71163. * The cross product is then orthogonal to both current and "other"
  71164. * @param other defines the right operand
  71165. * @returns the cross product
  71166. */
  71167. cross(other: Vector3): Vector3;
  71168. /**
  71169. * Normalize the current Vector3 with the given input length.
  71170. * Please note that this is an in place operation.
  71171. * @param len the length of the vector
  71172. * @returns the current updated Vector3
  71173. */
  71174. normalizeFromLength(len: number): Vector3;
  71175. /**
  71176. * Normalize the current Vector3 to a new vector
  71177. * @returns the new Vector3
  71178. */
  71179. normalizeToNew(): Vector3;
  71180. /**
  71181. * Normalize the current Vector3 to the reference
  71182. * @param reference define the Vector3 to update
  71183. * @returns the updated Vector3
  71184. */
  71185. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  71186. /**
  71187. * Creates a new Vector3 copied from the current Vector3
  71188. * @returns the new Vector3
  71189. */
  71190. clone(): Vector3;
  71191. /**
  71192. * Copies the given vector coordinates to the current Vector3 ones
  71193. * @param source defines the source Vector3
  71194. * @returns the current updated Vector3
  71195. */
  71196. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  71197. /**
  71198. * Copies the given floats to the current Vector3 coordinates
  71199. * @param x defines the x coordinate of the operand
  71200. * @param y defines the y coordinate of the operand
  71201. * @param z defines the z coordinate of the operand
  71202. * @returns the current updated Vector3
  71203. */
  71204. copyFromFloats(x: number, y: number, z: number): Vector3;
  71205. /**
  71206. * Copies the given floats to the current Vector3 coordinates
  71207. * @param x defines the x coordinate of the operand
  71208. * @param y defines the y coordinate of the operand
  71209. * @param z defines the z coordinate of the operand
  71210. * @returns the current updated Vector3
  71211. */
  71212. set(x: number, y: number, z: number): Vector3;
  71213. /**
  71214. * Copies the given float to the current Vector3 coordinates
  71215. * @param v defines the x, y and z coordinates of the operand
  71216. * @returns the current updated Vector3
  71217. */
  71218. setAll(v: number): Vector3;
  71219. /**
  71220. * Get the clip factor between two vectors
  71221. * @param vector0 defines the first operand
  71222. * @param vector1 defines the second operand
  71223. * @param axis defines the axis to use
  71224. * @param size defines the size along the axis
  71225. * @returns the clip factor
  71226. */
  71227. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  71228. /**
  71229. * Get angle between two vectors
  71230. * @param vector0 angle between vector0 and vector1
  71231. * @param vector1 angle between vector0 and vector1
  71232. * @param normal direction of the normal
  71233. * @return the angle between vector0 and vector1
  71234. */
  71235. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  71236. /**
  71237. * Returns a new Vector3 set from the index "offset" of the given array
  71238. * @param array defines the source array
  71239. * @param offset defines the offset in the source array
  71240. * @returns the new Vector3
  71241. */
  71242. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  71243. /**
  71244. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  71245. * This function is deprecated. Use FromArray instead
  71246. * @param array defines the source array
  71247. * @param offset defines the offset in the source array
  71248. * @returns the new Vector3
  71249. */
  71250. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  71251. /**
  71252. * Sets the given vector "result" with the element values from the index "offset" of the given array
  71253. * @param array defines the source array
  71254. * @param offset defines the offset in the source array
  71255. * @param result defines the Vector3 where to store the result
  71256. */
  71257. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  71258. /**
  71259. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  71260. * This function is deprecated. Use FromArrayToRef instead.
  71261. * @param array defines the source array
  71262. * @param offset defines the offset in the source array
  71263. * @param result defines the Vector3 where to store the result
  71264. */
  71265. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  71266. /**
  71267. * Sets the given vector "result" with the given floats.
  71268. * @param x defines the x coordinate of the source
  71269. * @param y defines the y coordinate of the source
  71270. * @param z defines the z coordinate of the source
  71271. * @param result defines the Vector3 where to store the result
  71272. */
  71273. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  71274. /**
  71275. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  71276. * @returns a new empty Vector3
  71277. */
  71278. static Zero(): Vector3;
  71279. /**
  71280. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  71281. * @returns a new unit Vector3
  71282. */
  71283. static One(): Vector3;
  71284. /**
  71285. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  71286. * @returns a new up Vector3
  71287. */
  71288. static Up(): Vector3;
  71289. /**
  71290. * Gets a up Vector3 that must not be updated
  71291. */
  71292. static readonly UpReadOnly: DeepImmutable<Vector3>;
  71293. /**
  71294. * Gets a zero Vector3 that must not be updated
  71295. */
  71296. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  71297. /**
  71298. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  71299. * @returns a new down Vector3
  71300. */
  71301. static Down(): Vector3;
  71302. /**
  71303. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  71304. * @returns a new forward Vector3
  71305. */
  71306. static Forward(): Vector3;
  71307. /**
  71308. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  71309. * @returns a new forward Vector3
  71310. */
  71311. static Backward(): Vector3;
  71312. /**
  71313. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  71314. * @returns a new right Vector3
  71315. */
  71316. static Right(): Vector3;
  71317. /**
  71318. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  71319. * @returns a new left Vector3
  71320. */
  71321. static Left(): Vector3;
  71322. /**
  71323. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  71324. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71325. * @param vector defines the Vector3 to transform
  71326. * @param transformation defines the transformation matrix
  71327. * @returns the transformed Vector3
  71328. */
  71329. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71330. /**
  71331. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  71332. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71333. * @param vector defines the Vector3 to transform
  71334. * @param transformation defines the transformation matrix
  71335. * @param result defines the Vector3 where to store the result
  71336. */
  71337. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71338. /**
  71339. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  71340. * This method computes tranformed coordinates only, not transformed direction vectors
  71341. * @param x define the x coordinate of the source vector
  71342. * @param y define the y coordinate of the source vector
  71343. * @param z define the z coordinate of the source vector
  71344. * @param transformation defines the transformation matrix
  71345. * @param result defines the Vector3 where to store the result
  71346. */
  71347. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71348. /**
  71349. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  71350. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71351. * @param vector defines the Vector3 to transform
  71352. * @param transformation defines the transformation matrix
  71353. * @returns the new Vector3
  71354. */
  71355. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71356. /**
  71357. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  71358. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71359. * @param vector defines the Vector3 to transform
  71360. * @param transformation defines the transformation matrix
  71361. * @param result defines the Vector3 where to store the result
  71362. */
  71363. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71364. /**
  71365. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  71366. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71367. * @param x define the x coordinate of the source vector
  71368. * @param y define the y coordinate of the source vector
  71369. * @param z define the z coordinate of the source vector
  71370. * @param transformation defines the transformation matrix
  71371. * @param result defines the Vector3 where to store the result
  71372. */
  71373. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71374. /**
  71375. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  71376. * @param value1 defines the first control point
  71377. * @param value2 defines the second control point
  71378. * @param value3 defines the third control point
  71379. * @param value4 defines the fourth control point
  71380. * @param amount defines the amount on the spline to use
  71381. * @returns the new Vector3
  71382. */
  71383. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  71384. /**
  71385. * 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"
  71386. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71387. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71388. * @param value defines the current value
  71389. * @param min defines the lower range value
  71390. * @param max defines the upper range value
  71391. * @returns the new Vector3
  71392. */
  71393. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  71394. /**
  71395. * 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"
  71396. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71397. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71398. * @param value defines the current value
  71399. * @param min defines the lower range value
  71400. * @param max defines the upper range value
  71401. * @param result defines the Vector3 where to store the result
  71402. */
  71403. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  71404. /**
  71405. * Checks if a given vector is inside a specific range
  71406. * @param v defines the vector to test
  71407. * @param min defines the minimum range
  71408. * @param max defines the maximum range
  71409. */
  71410. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  71411. /**
  71412. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  71413. * @param value1 defines the first control point
  71414. * @param tangent1 defines the first tangent vector
  71415. * @param value2 defines the second control point
  71416. * @param tangent2 defines the second tangent vector
  71417. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  71418. * @returns the new Vector3
  71419. */
  71420. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  71421. /**
  71422. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  71423. * @param start defines the start value
  71424. * @param end defines the end value
  71425. * @param amount max defines amount between both (between 0 and 1)
  71426. * @returns the new Vector3
  71427. */
  71428. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  71429. /**
  71430. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  71431. * @param start defines the start value
  71432. * @param end defines the end value
  71433. * @param amount max defines amount between both (between 0 and 1)
  71434. * @param result defines the Vector3 where to store the result
  71435. */
  71436. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  71437. /**
  71438. * Returns the dot product (float) between the vectors "left" and "right"
  71439. * @param left defines the left operand
  71440. * @param right defines the right operand
  71441. * @returns the dot product
  71442. */
  71443. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  71444. /**
  71445. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  71446. * The cross product is then orthogonal to both "left" and "right"
  71447. * @param left defines the left operand
  71448. * @param right defines the right operand
  71449. * @returns the cross product
  71450. */
  71451. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71452. /**
  71453. * Sets the given vector "result" with the cross product of "left" and "right"
  71454. * The cross product is then orthogonal to both "left" and "right"
  71455. * @param left defines the left operand
  71456. * @param right defines the right operand
  71457. * @param result defines the Vector3 where to store the result
  71458. */
  71459. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  71460. /**
  71461. * Returns a new Vector3 as the normalization of the given vector
  71462. * @param vector defines the Vector3 to normalize
  71463. * @returns the new Vector3
  71464. */
  71465. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  71466. /**
  71467. * Sets the given vector "result" with the normalization of the given first vector
  71468. * @param vector defines the Vector3 to normalize
  71469. * @param result defines the Vector3 where to store the result
  71470. */
  71471. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  71472. /**
  71473. * Project a Vector3 onto screen space
  71474. * @param vector defines the Vector3 to project
  71475. * @param world defines the world matrix to use
  71476. * @param transform defines the transform (view x projection) matrix to use
  71477. * @param viewport defines the screen viewport to use
  71478. * @returns the new Vector3
  71479. */
  71480. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  71481. /** @hidden */
  71482. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  71483. /**
  71484. * Unproject from screen space to object space
  71485. * @param source defines the screen space Vector3 to use
  71486. * @param viewportWidth defines the current width of the viewport
  71487. * @param viewportHeight defines the current height of the viewport
  71488. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71489. * @param transform defines the transform (view x projection) matrix to use
  71490. * @returns the new Vector3
  71491. */
  71492. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  71493. /**
  71494. * Unproject from screen space to object space
  71495. * @param source defines the screen space Vector3 to use
  71496. * @param viewportWidth defines the current width of the viewport
  71497. * @param viewportHeight defines the current height of the viewport
  71498. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71499. * @param view defines the view matrix to use
  71500. * @param projection defines the projection matrix to use
  71501. * @returns the new Vector3
  71502. */
  71503. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  71504. /**
  71505. * Unproject from screen space to object space
  71506. * @param source defines the screen space Vector3 to use
  71507. * @param viewportWidth defines the current width of the viewport
  71508. * @param viewportHeight defines the current height of the viewport
  71509. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71510. * @param view defines the view matrix to use
  71511. * @param projection defines the projection matrix to use
  71512. * @param result defines the Vector3 where to store the result
  71513. */
  71514. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71515. /**
  71516. * Unproject from screen space to object space
  71517. * @param sourceX defines the screen space x coordinate to use
  71518. * @param sourceY defines the screen space y coordinate to use
  71519. * @param sourceZ defines the screen space z coordinate to use
  71520. * @param viewportWidth defines the current width of the viewport
  71521. * @param viewportHeight defines the current height of the viewport
  71522. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71523. * @param view defines the view matrix to use
  71524. * @param projection defines the projection matrix to use
  71525. * @param result defines the Vector3 where to store the result
  71526. */
  71527. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71528. /**
  71529. * Gets the minimal coordinate values between two Vector3
  71530. * @param left defines the first operand
  71531. * @param right defines the second operand
  71532. * @returns the new Vector3
  71533. */
  71534. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71535. /**
  71536. * Gets the maximal coordinate values between two Vector3
  71537. * @param left defines the first operand
  71538. * @param right defines the second operand
  71539. * @returns the new Vector3
  71540. */
  71541. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71542. /**
  71543. * Returns the distance between the vectors "value1" and "value2"
  71544. * @param value1 defines the first operand
  71545. * @param value2 defines the second operand
  71546. * @returns the distance
  71547. */
  71548. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71549. /**
  71550. * Returns the squared distance between the vectors "value1" and "value2"
  71551. * @param value1 defines the first operand
  71552. * @param value2 defines the second operand
  71553. * @returns the squared distance
  71554. */
  71555. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71556. /**
  71557. * Returns a new Vector3 located at the center between "value1" and "value2"
  71558. * @param value1 defines the first operand
  71559. * @param value2 defines the second operand
  71560. * @returns the new Vector3
  71561. */
  71562. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  71563. /**
  71564. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  71565. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  71566. * to something in order to rotate it from its local system to the given target system
  71567. * Note: axis1, axis2 and axis3 are normalized during this operation
  71568. * @param axis1 defines the first axis
  71569. * @param axis2 defines the second axis
  71570. * @param axis3 defines the third axis
  71571. * @returns a new Vector3
  71572. */
  71573. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  71574. /**
  71575. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  71576. * @param axis1 defines the first axis
  71577. * @param axis2 defines the second axis
  71578. * @param axis3 defines the third axis
  71579. * @param ref defines the Vector3 where to store the result
  71580. */
  71581. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  71582. }
  71583. /**
  71584. * Vector4 class created for EulerAngle class conversion to Quaternion
  71585. */
  71586. export class Vector4 {
  71587. /** x value of the vector */
  71588. x: number;
  71589. /** y value of the vector */
  71590. y: number;
  71591. /** z value of the vector */
  71592. z: number;
  71593. /** w value of the vector */
  71594. w: number;
  71595. /**
  71596. * Creates a Vector4 object from the given floats.
  71597. * @param x x value of the vector
  71598. * @param y y value of the vector
  71599. * @param z z value of the vector
  71600. * @param w w value of the vector
  71601. */
  71602. constructor(
  71603. /** x value of the vector */
  71604. x: number,
  71605. /** y value of the vector */
  71606. y: number,
  71607. /** z value of the vector */
  71608. z: number,
  71609. /** w value of the vector */
  71610. w: number);
  71611. /**
  71612. * Returns the string with the Vector4 coordinates.
  71613. * @returns a string containing all the vector values
  71614. */
  71615. toString(): string;
  71616. /**
  71617. * Returns the string "Vector4".
  71618. * @returns "Vector4"
  71619. */
  71620. getClassName(): string;
  71621. /**
  71622. * Returns the Vector4 hash code.
  71623. * @returns a unique hash code
  71624. */
  71625. getHashCode(): number;
  71626. /**
  71627. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  71628. * @returns the resulting array
  71629. */
  71630. asArray(): number[];
  71631. /**
  71632. * Populates the given array from the given index with the Vector4 coordinates.
  71633. * @param array array to populate
  71634. * @param index index of the array to start at (default: 0)
  71635. * @returns the Vector4.
  71636. */
  71637. toArray(array: FloatArray, index?: number): Vector4;
  71638. /**
  71639. * Adds the given vector to the current Vector4.
  71640. * @param otherVector the vector to add
  71641. * @returns the updated Vector4.
  71642. */
  71643. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71644. /**
  71645. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  71646. * @param otherVector the vector to add
  71647. * @returns the resulting vector
  71648. */
  71649. add(otherVector: DeepImmutable<Vector4>): Vector4;
  71650. /**
  71651. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  71652. * @param otherVector the vector to add
  71653. * @param result the vector to store the result
  71654. * @returns the current Vector4.
  71655. */
  71656. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71657. /**
  71658. * Subtract in place the given vector from the current Vector4.
  71659. * @param otherVector the vector to subtract
  71660. * @returns the updated Vector4.
  71661. */
  71662. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71663. /**
  71664. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  71665. * @param otherVector the vector to add
  71666. * @returns the new vector with the result
  71667. */
  71668. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  71669. /**
  71670. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  71671. * @param otherVector the vector to subtract
  71672. * @param result the vector to store the result
  71673. * @returns the current Vector4.
  71674. */
  71675. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71676. /**
  71677. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71678. */
  71679. /**
  71680. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71681. * @param x value to subtract
  71682. * @param y value to subtract
  71683. * @param z value to subtract
  71684. * @param w value to subtract
  71685. * @returns new vector containing the result
  71686. */
  71687. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71688. /**
  71689. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71690. * @param x value to subtract
  71691. * @param y value to subtract
  71692. * @param z value to subtract
  71693. * @param w value to subtract
  71694. * @param result the vector to store the result in
  71695. * @returns the current Vector4.
  71696. */
  71697. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  71698. /**
  71699. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  71700. * @returns a new vector with the negated values
  71701. */
  71702. negate(): Vector4;
  71703. /**
  71704. * Multiplies the current Vector4 coordinates by scale (float).
  71705. * @param scale the number to scale with
  71706. * @returns the updated Vector4.
  71707. */
  71708. scaleInPlace(scale: number): Vector4;
  71709. /**
  71710. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  71711. * @param scale the number to scale with
  71712. * @returns a new vector with the result
  71713. */
  71714. scale(scale: number): Vector4;
  71715. /**
  71716. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  71717. * @param scale the number to scale with
  71718. * @param result a vector to store the result in
  71719. * @returns the current Vector4.
  71720. */
  71721. scaleToRef(scale: number, result: Vector4): Vector4;
  71722. /**
  71723. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  71724. * @param scale defines the scale factor
  71725. * @param result defines the Vector4 object where to store the result
  71726. * @returns the unmodified current Vector4
  71727. */
  71728. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  71729. /**
  71730. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  71731. * @param otherVector the vector to compare against
  71732. * @returns true if they are equal
  71733. */
  71734. equals(otherVector: DeepImmutable<Vector4>): boolean;
  71735. /**
  71736. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  71737. * @param otherVector vector to compare against
  71738. * @param epsilon (Default: very small number)
  71739. * @returns true if they are equal
  71740. */
  71741. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  71742. /**
  71743. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  71744. * @param x x value to compare against
  71745. * @param y y value to compare against
  71746. * @param z z value to compare against
  71747. * @param w w value to compare against
  71748. * @returns true if equal
  71749. */
  71750. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  71751. /**
  71752. * Multiplies in place the current Vector4 by the given one.
  71753. * @param otherVector vector to multiple with
  71754. * @returns the updated Vector4.
  71755. */
  71756. multiplyInPlace(otherVector: Vector4): Vector4;
  71757. /**
  71758. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  71759. * @param otherVector vector to multiple with
  71760. * @returns resulting new vector
  71761. */
  71762. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  71763. /**
  71764. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  71765. * @param otherVector vector to multiple with
  71766. * @param result vector to store the result
  71767. * @returns the current Vector4.
  71768. */
  71769. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71770. /**
  71771. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  71772. * @param x x value multiply with
  71773. * @param y y value multiply with
  71774. * @param z z value multiply with
  71775. * @param w w value multiply with
  71776. * @returns resulting new vector
  71777. */
  71778. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  71779. /**
  71780. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  71781. * @param otherVector vector to devide with
  71782. * @returns resulting new vector
  71783. */
  71784. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  71785. /**
  71786. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  71787. * @param otherVector vector to devide with
  71788. * @param result vector to store the result
  71789. * @returns the current Vector4.
  71790. */
  71791. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71792. /**
  71793. * Divides the current Vector3 coordinates by the given ones.
  71794. * @param otherVector vector to devide with
  71795. * @returns the updated Vector3.
  71796. */
  71797. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71798. /**
  71799. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  71800. * @param other defines the second operand
  71801. * @returns the current updated Vector4
  71802. */
  71803. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71804. /**
  71805. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  71806. * @param other defines the second operand
  71807. * @returns the current updated Vector4
  71808. */
  71809. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71810. /**
  71811. * Gets a new Vector4 from current Vector4 floored values
  71812. * @returns a new Vector4
  71813. */
  71814. floor(): Vector4;
  71815. /**
  71816. * Gets a new Vector4 from current Vector3 floored values
  71817. * @returns a new Vector4
  71818. */
  71819. fract(): Vector4;
  71820. /**
  71821. * Returns the Vector4 length (float).
  71822. * @returns the length
  71823. */
  71824. length(): number;
  71825. /**
  71826. * Returns the Vector4 squared length (float).
  71827. * @returns the length squared
  71828. */
  71829. lengthSquared(): number;
  71830. /**
  71831. * Normalizes in place the Vector4.
  71832. * @returns the updated Vector4.
  71833. */
  71834. normalize(): Vector4;
  71835. /**
  71836. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  71837. * @returns this converted to a new vector3
  71838. */
  71839. toVector3(): Vector3;
  71840. /**
  71841. * Returns a new Vector4 copied from the current one.
  71842. * @returns the new cloned vector
  71843. */
  71844. clone(): Vector4;
  71845. /**
  71846. * Updates the current Vector4 with the given one coordinates.
  71847. * @param source the source vector to copy from
  71848. * @returns the updated Vector4.
  71849. */
  71850. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  71851. /**
  71852. * Updates the current Vector4 coordinates with the given floats.
  71853. * @param x float to copy from
  71854. * @param y float to copy from
  71855. * @param z float to copy from
  71856. * @param w float to copy from
  71857. * @returns the updated Vector4.
  71858. */
  71859. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71860. /**
  71861. * Updates the current Vector4 coordinates with the given floats.
  71862. * @param x float to set from
  71863. * @param y float to set from
  71864. * @param z float to set from
  71865. * @param w float to set from
  71866. * @returns the updated Vector4.
  71867. */
  71868. set(x: number, y: number, z: number, w: number): Vector4;
  71869. /**
  71870. * Copies the given float to the current Vector3 coordinates
  71871. * @param v defines the x, y, z and w coordinates of the operand
  71872. * @returns the current updated Vector3
  71873. */
  71874. setAll(v: number): Vector4;
  71875. /**
  71876. * Returns a new Vector4 set from the starting index of the given array.
  71877. * @param array the array to pull values from
  71878. * @param offset the offset into the array to start at
  71879. * @returns the new vector
  71880. */
  71881. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71882. /**
  71883. * Updates the given vector "result" from the starting index of the given array.
  71884. * @param array the array to pull values from
  71885. * @param offset the offset into the array to start at
  71886. * @param result the vector to store the result in
  71887. */
  71888. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71889. /**
  71890. * Updates the given vector "result" from the starting index of the given Float32Array.
  71891. * @param array the array to pull values from
  71892. * @param offset the offset into the array to start at
  71893. * @param result the vector to store the result in
  71894. */
  71895. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71896. /**
  71897. * Updates the given vector "result" coordinates from the given floats.
  71898. * @param x float to set from
  71899. * @param y float to set from
  71900. * @param z float to set from
  71901. * @param w float to set from
  71902. * @param result the vector to the floats in
  71903. */
  71904. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71905. /**
  71906. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71907. * @returns the new vector
  71908. */
  71909. static Zero(): Vector4;
  71910. /**
  71911. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71912. * @returns the new vector
  71913. */
  71914. static One(): Vector4;
  71915. /**
  71916. * Returns a new normalized Vector4 from the given one.
  71917. * @param vector the vector to normalize
  71918. * @returns the vector
  71919. */
  71920. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71921. /**
  71922. * Updates the given vector "result" from the normalization of the given one.
  71923. * @param vector the vector to normalize
  71924. * @param result the vector to store the result in
  71925. */
  71926. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71927. /**
  71928. * Returns a vector with the minimum values from the left and right vectors
  71929. * @param left left vector to minimize
  71930. * @param right right vector to minimize
  71931. * @returns a new vector with the minimum of the left and right vector values
  71932. */
  71933. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71934. /**
  71935. * Returns a vector with the maximum values from the left and right vectors
  71936. * @param left left vector to maximize
  71937. * @param right right vector to maximize
  71938. * @returns a new vector with the maximum of the left and right vector values
  71939. */
  71940. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71941. /**
  71942. * Returns the distance (float) between the vectors "value1" and "value2".
  71943. * @param value1 value to calulate the distance between
  71944. * @param value2 value to calulate the distance between
  71945. * @return the distance between the two vectors
  71946. */
  71947. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71948. /**
  71949. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71950. * @param value1 value to calulate the distance between
  71951. * @param value2 value to calulate the distance between
  71952. * @return the distance between the two vectors squared
  71953. */
  71954. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71955. /**
  71956. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71957. * @param value1 value to calulate the center between
  71958. * @param value2 value to calulate the center between
  71959. * @return the center between the two vectors
  71960. */
  71961. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71962. /**
  71963. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71964. * This methods computes transformed normalized direction vectors only.
  71965. * @param vector the vector to transform
  71966. * @param transformation the transformation matrix to apply
  71967. * @returns the new vector
  71968. */
  71969. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71970. /**
  71971. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71972. * This methods computes transformed normalized direction vectors only.
  71973. * @param vector the vector to transform
  71974. * @param transformation the transformation matrix to apply
  71975. * @param result the vector to store the result in
  71976. */
  71977. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71978. /**
  71979. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71980. * This methods computes transformed normalized direction vectors only.
  71981. * @param x value to transform
  71982. * @param y value to transform
  71983. * @param z value to transform
  71984. * @param w value to transform
  71985. * @param transformation the transformation matrix to apply
  71986. * @param result the vector to store the results in
  71987. */
  71988. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71989. /**
  71990. * Creates a new Vector4 from a Vector3
  71991. * @param source defines the source data
  71992. * @param w defines the 4th component (default is 0)
  71993. * @returns a new Vector4
  71994. */
  71995. static FromVector3(source: Vector3, w?: number): Vector4;
  71996. }
  71997. /**
  71998. * Class used to store quaternion data
  71999. * @see https://en.wikipedia.org/wiki/Quaternion
  72000. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  72001. */
  72002. export class Quaternion {
  72003. /** defines the first component (0 by default) */
  72004. x: number;
  72005. /** defines the second component (0 by default) */
  72006. y: number;
  72007. /** defines the third component (0 by default) */
  72008. z: number;
  72009. /** defines the fourth component (1.0 by default) */
  72010. w: number;
  72011. /**
  72012. * Creates a new Quaternion from the given floats
  72013. * @param x defines the first component (0 by default)
  72014. * @param y defines the second component (0 by default)
  72015. * @param z defines the third component (0 by default)
  72016. * @param w defines the fourth component (1.0 by default)
  72017. */
  72018. constructor(
  72019. /** defines the first component (0 by default) */
  72020. x?: number,
  72021. /** defines the second component (0 by default) */
  72022. y?: number,
  72023. /** defines the third component (0 by default) */
  72024. z?: number,
  72025. /** defines the fourth component (1.0 by default) */
  72026. w?: number);
  72027. /**
  72028. * Gets a string representation for the current quaternion
  72029. * @returns a string with the Quaternion coordinates
  72030. */
  72031. toString(): string;
  72032. /**
  72033. * Gets the class name of the quaternion
  72034. * @returns the string "Quaternion"
  72035. */
  72036. getClassName(): string;
  72037. /**
  72038. * Gets a hash code for this quaternion
  72039. * @returns the quaternion hash code
  72040. */
  72041. getHashCode(): number;
  72042. /**
  72043. * Copy the quaternion to an array
  72044. * @returns a new array populated with 4 elements from the quaternion coordinates
  72045. */
  72046. asArray(): number[];
  72047. /**
  72048. * Check if two quaternions are equals
  72049. * @param otherQuaternion defines the second operand
  72050. * @return true if the current quaternion and the given one coordinates are strictly equals
  72051. */
  72052. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  72053. /**
  72054. * Clone the current quaternion
  72055. * @returns a new quaternion copied from the current one
  72056. */
  72057. clone(): Quaternion;
  72058. /**
  72059. * Copy a quaternion to the current one
  72060. * @param other defines the other quaternion
  72061. * @returns the updated current quaternion
  72062. */
  72063. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  72064. /**
  72065. * Updates the current quaternion with the given float coordinates
  72066. * @param x defines the x coordinate
  72067. * @param y defines the y coordinate
  72068. * @param z defines the z coordinate
  72069. * @param w defines the w coordinate
  72070. * @returns the updated current quaternion
  72071. */
  72072. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  72073. /**
  72074. * Updates the current quaternion from the given float coordinates
  72075. * @param x defines the x coordinate
  72076. * @param y defines the y coordinate
  72077. * @param z defines the z coordinate
  72078. * @param w defines the w coordinate
  72079. * @returns the updated current quaternion
  72080. */
  72081. set(x: number, y: number, z: number, w: number): Quaternion;
  72082. /**
  72083. * Adds two quaternions
  72084. * @param other defines the second operand
  72085. * @returns a new quaternion as the addition result of the given one and the current quaternion
  72086. */
  72087. add(other: DeepImmutable<Quaternion>): Quaternion;
  72088. /**
  72089. * Add a quaternion to the current one
  72090. * @param other defines the quaternion to add
  72091. * @returns the current quaternion
  72092. */
  72093. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  72094. /**
  72095. * Subtract two quaternions
  72096. * @param other defines the second operand
  72097. * @returns a new quaternion as the subtraction result of the given one from the current one
  72098. */
  72099. subtract(other: Quaternion): Quaternion;
  72100. /**
  72101. * Multiplies the current quaternion by a scale factor
  72102. * @param value defines the scale factor
  72103. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  72104. */
  72105. scale(value: number): Quaternion;
  72106. /**
  72107. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  72108. * @param scale defines the scale factor
  72109. * @param result defines the Quaternion object where to store the result
  72110. * @returns the unmodified current quaternion
  72111. */
  72112. scaleToRef(scale: number, result: Quaternion): Quaternion;
  72113. /**
  72114. * Multiplies in place the current quaternion by a scale factor
  72115. * @param value defines the scale factor
  72116. * @returns the current modified quaternion
  72117. */
  72118. scaleInPlace(value: number): Quaternion;
  72119. /**
  72120. * Scale the current quaternion values by a factor and add the result to a given quaternion
  72121. * @param scale defines the scale factor
  72122. * @param result defines the Quaternion object where to store the result
  72123. * @returns the unmodified current quaternion
  72124. */
  72125. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  72126. /**
  72127. * Multiplies two quaternions
  72128. * @param q1 defines the second operand
  72129. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  72130. */
  72131. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  72132. /**
  72133. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  72134. * @param q1 defines the second operand
  72135. * @param result defines the target quaternion
  72136. * @returns the current quaternion
  72137. */
  72138. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  72139. /**
  72140. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  72141. * @param q1 defines the second operand
  72142. * @returns the currentupdated quaternion
  72143. */
  72144. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  72145. /**
  72146. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  72147. * @param ref defines the target quaternion
  72148. * @returns the current quaternion
  72149. */
  72150. conjugateToRef(ref: Quaternion): Quaternion;
  72151. /**
  72152. * Conjugates in place (1-q) the current quaternion
  72153. * @returns the current updated quaternion
  72154. */
  72155. conjugateInPlace(): Quaternion;
  72156. /**
  72157. * Conjugates in place (1-q) the current quaternion
  72158. * @returns a new quaternion
  72159. */
  72160. conjugate(): Quaternion;
  72161. /**
  72162. * Gets length of current quaternion
  72163. * @returns the quaternion length (float)
  72164. */
  72165. length(): number;
  72166. /**
  72167. * Normalize in place the current quaternion
  72168. * @returns the current updated quaternion
  72169. */
  72170. normalize(): Quaternion;
  72171. /**
  72172. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  72173. * @param order is a reserved parameter and is ignore for now
  72174. * @returns a new Vector3 containing the Euler angles
  72175. */
  72176. toEulerAngles(order?: string): Vector3;
  72177. /**
  72178. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  72179. * @param result defines the vector which will be filled with the Euler angles
  72180. * @param order is a reserved parameter and is ignore for now
  72181. * @returns the current unchanged quaternion
  72182. */
  72183. toEulerAnglesToRef(result: Vector3): Quaternion;
  72184. /**
  72185. * Updates the given rotation matrix with the current quaternion values
  72186. * @param result defines the target matrix
  72187. * @returns the current unchanged quaternion
  72188. */
  72189. toRotationMatrix(result: Matrix): Quaternion;
  72190. /**
  72191. * Updates the current quaternion from the given rotation matrix values
  72192. * @param matrix defines the source matrix
  72193. * @returns the current updated quaternion
  72194. */
  72195. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  72196. /**
  72197. * Creates a new quaternion from a rotation matrix
  72198. * @param matrix defines the source matrix
  72199. * @returns a new quaternion created from the given rotation matrix values
  72200. */
  72201. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  72202. /**
  72203. * Updates the given quaternion with the given rotation matrix values
  72204. * @param matrix defines the source matrix
  72205. * @param result defines the target quaternion
  72206. */
  72207. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  72208. /**
  72209. * Returns the dot product (float) between the quaternions "left" and "right"
  72210. * @param left defines the left operand
  72211. * @param right defines the right operand
  72212. * @returns the dot product
  72213. */
  72214. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  72215. /**
  72216. * Checks if the two quaternions are close to each other
  72217. * @param quat0 defines the first quaternion to check
  72218. * @param quat1 defines the second quaternion to check
  72219. * @returns true if the two quaternions are close to each other
  72220. */
  72221. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  72222. /**
  72223. * Creates an empty quaternion
  72224. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  72225. */
  72226. static Zero(): Quaternion;
  72227. /**
  72228. * Inverse a given quaternion
  72229. * @param q defines the source quaternion
  72230. * @returns a new quaternion as the inverted current quaternion
  72231. */
  72232. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  72233. /**
  72234. * Inverse a given quaternion
  72235. * @param q defines the source quaternion
  72236. * @param result the quaternion the result will be stored in
  72237. * @returns the result quaternion
  72238. */
  72239. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  72240. /**
  72241. * Creates an identity quaternion
  72242. * @returns the identity quaternion
  72243. */
  72244. static Identity(): Quaternion;
  72245. /**
  72246. * Gets a boolean indicating if the given quaternion is identity
  72247. * @param quaternion defines the quaternion to check
  72248. * @returns true if the quaternion is identity
  72249. */
  72250. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  72251. /**
  72252. * Creates a quaternion from a rotation around an axis
  72253. * @param axis defines the axis to use
  72254. * @param angle defines the angle to use
  72255. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  72256. */
  72257. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  72258. /**
  72259. * Creates a rotation around an axis and stores it into the given quaternion
  72260. * @param axis defines the axis to use
  72261. * @param angle defines the angle to use
  72262. * @param result defines the target quaternion
  72263. * @returns the target quaternion
  72264. */
  72265. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  72266. /**
  72267. * Creates a new quaternion from data stored into an array
  72268. * @param array defines the data source
  72269. * @param offset defines the offset in the source array where the data starts
  72270. * @returns a new quaternion
  72271. */
  72272. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  72273. /**
  72274. * Create a quaternion from Euler rotation angles
  72275. * @param x Pitch
  72276. * @param y Yaw
  72277. * @param z Roll
  72278. * @returns the new Quaternion
  72279. */
  72280. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  72281. /**
  72282. * Updates a quaternion from Euler rotation angles
  72283. * @param x Pitch
  72284. * @param y Yaw
  72285. * @param z Roll
  72286. * @param result the quaternion to store the result
  72287. * @returns the updated quaternion
  72288. */
  72289. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  72290. /**
  72291. * Create a quaternion from Euler rotation vector
  72292. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  72293. * @returns the new Quaternion
  72294. */
  72295. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  72296. /**
  72297. * Updates a quaternion from Euler rotation vector
  72298. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  72299. * @param result the quaternion to store the result
  72300. * @returns the updated quaternion
  72301. */
  72302. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  72303. /**
  72304. * Creates a new quaternion from the given Euler float angles (y, x, z)
  72305. * @param yaw defines the rotation around Y axis
  72306. * @param pitch defines the rotation around X axis
  72307. * @param roll defines the rotation around Z axis
  72308. * @returns the new quaternion
  72309. */
  72310. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  72311. /**
  72312. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  72313. * @param yaw defines the rotation around Y axis
  72314. * @param pitch defines the rotation around X axis
  72315. * @param roll defines the rotation around Z axis
  72316. * @param result defines the target quaternion
  72317. */
  72318. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  72319. /**
  72320. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  72321. * @param alpha defines the rotation around first axis
  72322. * @param beta defines the rotation around second axis
  72323. * @param gamma defines the rotation around third axis
  72324. * @returns the new quaternion
  72325. */
  72326. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  72327. /**
  72328. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  72329. * @param alpha defines the rotation around first axis
  72330. * @param beta defines the rotation around second axis
  72331. * @param gamma defines the rotation around third axis
  72332. * @param result defines the target quaternion
  72333. */
  72334. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  72335. /**
  72336. * 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)
  72337. * @param axis1 defines the first axis
  72338. * @param axis2 defines the second axis
  72339. * @param axis3 defines the third axis
  72340. * @returns the new quaternion
  72341. */
  72342. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  72343. /**
  72344. * 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
  72345. * @param axis1 defines the first axis
  72346. * @param axis2 defines the second axis
  72347. * @param axis3 defines the third axis
  72348. * @param ref defines the target quaternion
  72349. */
  72350. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  72351. /**
  72352. * Interpolates between two quaternions
  72353. * @param left defines first quaternion
  72354. * @param right defines second quaternion
  72355. * @param amount defines the gradient to use
  72356. * @returns the new interpolated quaternion
  72357. */
  72358. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72359. /**
  72360. * Interpolates between two quaternions and stores it into a target quaternion
  72361. * @param left defines first quaternion
  72362. * @param right defines second quaternion
  72363. * @param amount defines the gradient to use
  72364. * @param result defines the target quaternion
  72365. */
  72366. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  72367. /**
  72368. * Interpolate between two quaternions using Hermite interpolation
  72369. * @param value1 defines first quaternion
  72370. * @param tangent1 defines the incoming tangent
  72371. * @param value2 defines second quaternion
  72372. * @param tangent2 defines the outgoing tangent
  72373. * @param amount defines the target quaternion
  72374. * @returns the new interpolated quaternion
  72375. */
  72376. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72377. }
  72378. /**
  72379. * Class used to store matrix data (4x4)
  72380. */
  72381. export class Matrix {
  72382. private static _updateFlagSeed;
  72383. private static _identityReadOnly;
  72384. private _isIdentity;
  72385. private _isIdentityDirty;
  72386. private _isIdentity3x2;
  72387. private _isIdentity3x2Dirty;
  72388. /**
  72389. * Gets the update flag of the matrix which is an unique number for the matrix.
  72390. * It will be incremented every time the matrix data change.
  72391. * You can use it to speed the comparison between two versions of the same matrix.
  72392. */
  72393. updateFlag: number;
  72394. private readonly _m;
  72395. /**
  72396. * Gets the internal data of the matrix
  72397. */
  72398. readonly m: DeepImmutable<Float32Array>;
  72399. /** @hidden */
  72400. _markAsUpdated(): void;
  72401. /** @hidden */
  72402. private _updateIdentityStatus;
  72403. /**
  72404. * Creates an empty matrix (filled with zeros)
  72405. */
  72406. constructor();
  72407. /**
  72408. * Check if the current matrix is identity
  72409. * @returns true is the matrix is the identity matrix
  72410. */
  72411. isIdentity(): boolean;
  72412. /**
  72413. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  72414. * @returns true is the matrix is the identity matrix
  72415. */
  72416. isIdentityAs3x2(): boolean;
  72417. /**
  72418. * Gets the determinant of the matrix
  72419. * @returns the matrix determinant
  72420. */
  72421. determinant(): number;
  72422. /**
  72423. * Returns the matrix as a Float32Array
  72424. * @returns the matrix underlying array
  72425. */
  72426. toArray(): DeepImmutable<Float32Array>;
  72427. /**
  72428. * Returns the matrix as a Float32Array
  72429. * @returns the matrix underlying array.
  72430. */
  72431. asArray(): DeepImmutable<Float32Array>;
  72432. /**
  72433. * Inverts the current matrix in place
  72434. * @returns the current inverted matrix
  72435. */
  72436. invert(): Matrix;
  72437. /**
  72438. * Sets all the matrix elements to zero
  72439. * @returns the current matrix
  72440. */
  72441. reset(): Matrix;
  72442. /**
  72443. * Adds the current matrix with a second one
  72444. * @param other defines the matrix to add
  72445. * @returns a new matrix as the addition of the current matrix and the given one
  72446. */
  72447. add(other: DeepImmutable<Matrix>): Matrix;
  72448. /**
  72449. * Sets the given matrix "result" to the addition of the current matrix and the given one
  72450. * @param other defines the matrix to add
  72451. * @param result defines the target matrix
  72452. * @returns the current matrix
  72453. */
  72454. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72455. /**
  72456. * Adds in place the given matrix to the current matrix
  72457. * @param other defines the second operand
  72458. * @returns the current updated matrix
  72459. */
  72460. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  72461. /**
  72462. * Sets the given matrix to the current inverted Matrix
  72463. * @param other defines the target matrix
  72464. * @returns the unmodified current matrix
  72465. */
  72466. invertToRef(other: Matrix): Matrix;
  72467. /**
  72468. * add a value at the specified position in the current Matrix
  72469. * @param index the index of the value within the matrix. between 0 and 15.
  72470. * @param value the value to be added
  72471. * @returns the current updated matrix
  72472. */
  72473. addAtIndex(index: number, value: number): Matrix;
  72474. /**
  72475. * mutiply the specified position in the current Matrix by a value
  72476. * @param index the index of the value within the matrix. between 0 and 15.
  72477. * @param value the value to be added
  72478. * @returns the current updated matrix
  72479. */
  72480. multiplyAtIndex(index: number, value: number): Matrix;
  72481. /**
  72482. * Inserts the translation vector (using 3 floats) in the current matrix
  72483. * @param x defines the 1st component of the translation
  72484. * @param y defines the 2nd component of the translation
  72485. * @param z defines the 3rd component of the translation
  72486. * @returns the current updated matrix
  72487. */
  72488. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72489. /**
  72490. * Adds the translation vector (using 3 floats) in the current matrix
  72491. * @param x defines the 1st component of the translation
  72492. * @param y defines the 2nd component of the translation
  72493. * @param z defines the 3rd component of the translation
  72494. * @returns the current updated matrix
  72495. */
  72496. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72497. /**
  72498. * Inserts the translation vector in the current matrix
  72499. * @param vector3 defines the translation to insert
  72500. * @returns the current updated matrix
  72501. */
  72502. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  72503. /**
  72504. * Gets the translation value of the current matrix
  72505. * @returns a new Vector3 as the extracted translation from the matrix
  72506. */
  72507. getTranslation(): Vector3;
  72508. /**
  72509. * Fill a Vector3 with the extracted translation from the matrix
  72510. * @param result defines the Vector3 where to store the translation
  72511. * @returns the current matrix
  72512. */
  72513. getTranslationToRef(result: Vector3): Matrix;
  72514. /**
  72515. * Remove rotation and scaling part from the matrix
  72516. * @returns the updated matrix
  72517. */
  72518. removeRotationAndScaling(): Matrix;
  72519. /**
  72520. * Multiply two matrices
  72521. * @param other defines the second operand
  72522. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  72523. */
  72524. multiply(other: DeepImmutable<Matrix>): Matrix;
  72525. /**
  72526. * Copy the current matrix from the given one
  72527. * @param other defines the source matrix
  72528. * @returns the current updated matrix
  72529. */
  72530. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  72531. /**
  72532. * Populates the given array from the starting index with the current matrix values
  72533. * @param array defines the target array
  72534. * @param offset defines the offset in the target array where to start storing values
  72535. * @returns the current matrix
  72536. */
  72537. copyToArray(array: Float32Array, offset?: number): Matrix;
  72538. /**
  72539. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  72540. * @param other defines the second operand
  72541. * @param result defines the matrix where to store the multiplication
  72542. * @returns the current matrix
  72543. */
  72544. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72545. /**
  72546. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  72547. * @param other defines the second operand
  72548. * @param result defines the array where to store the multiplication
  72549. * @param offset defines the offset in the target array where to start storing values
  72550. * @returns the current matrix
  72551. */
  72552. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  72553. /**
  72554. * Check equality between this matrix and a second one
  72555. * @param value defines the second matrix to compare
  72556. * @returns true is the current matrix and the given one values are strictly equal
  72557. */
  72558. equals(value: DeepImmutable<Matrix>): boolean;
  72559. /**
  72560. * Clone the current matrix
  72561. * @returns a new matrix from the current matrix
  72562. */
  72563. clone(): Matrix;
  72564. /**
  72565. * Returns the name of the current matrix class
  72566. * @returns the string "Matrix"
  72567. */
  72568. getClassName(): string;
  72569. /**
  72570. * Gets the hash code of the current matrix
  72571. * @returns the hash code
  72572. */
  72573. getHashCode(): number;
  72574. /**
  72575. * Decomposes the current Matrix into a translation, rotation and scaling components
  72576. * @param scale defines the scale vector3 given as a reference to update
  72577. * @param rotation defines the rotation quaternion given as a reference to update
  72578. * @param translation defines the translation vector3 given as a reference to update
  72579. * @returns true if operation was successful
  72580. */
  72581. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  72582. /**
  72583. * Gets specific row of the matrix
  72584. * @param index defines the number of the row to get
  72585. * @returns the index-th row of the current matrix as a new Vector4
  72586. */
  72587. getRow(index: number): Nullable<Vector4>;
  72588. /**
  72589. * Sets the index-th row of the current matrix to the vector4 values
  72590. * @param index defines the number of the row to set
  72591. * @param row defines the target vector4
  72592. * @returns the updated current matrix
  72593. */
  72594. setRow(index: number, row: Vector4): Matrix;
  72595. /**
  72596. * Compute the transpose of the matrix
  72597. * @returns the new transposed matrix
  72598. */
  72599. transpose(): Matrix;
  72600. /**
  72601. * Compute the transpose of the matrix and store it in a given matrix
  72602. * @param result defines the target matrix
  72603. * @returns the current matrix
  72604. */
  72605. transposeToRef(result: Matrix): Matrix;
  72606. /**
  72607. * Sets the index-th row of the current matrix with the given 4 x float values
  72608. * @param index defines the row index
  72609. * @param x defines the x component to set
  72610. * @param y defines the y component to set
  72611. * @param z defines the z component to set
  72612. * @param w defines the w component to set
  72613. * @returns the updated current matrix
  72614. */
  72615. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  72616. /**
  72617. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  72618. * @param scale defines the scale factor
  72619. * @returns a new matrix
  72620. */
  72621. scale(scale: number): Matrix;
  72622. /**
  72623. * Scale the current matrix values by a factor to a given result matrix
  72624. * @param scale defines the scale factor
  72625. * @param result defines the matrix to store the result
  72626. * @returns the current matrix
  72627. */
  72628. scaleToRef(scale: number, result: Matrix): Matrix;
  72629. /**
  72630. * Scale the current matrix values by a factor and add the result to a given matrix
  72631. * @param scale defines the scale factor
  72632. * @param result defines the Matrix to store the result
  72633. * @returns the current matrix
  72634. */
  72635. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  72636. /**
  72637. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  72638. * @param ref matrix to store the result
  72639. */
  72640. toNormalMatrix(ref: Matrix): void;
  72641. /**
  72642. * Gets only rotation part of the current matrix
  72643. * @returns a new matrix sets to the extracted rotation matrix from the current one
  72644. */
  72645. getRotationMatrix(): Matrix;
  72646. /**
  72647. * Extracts the rotation matrix from the current one and sets it as the given "result"
  72648. * @param result defines the target matrix to store data to
  72649. * @returns the current matrix
  72650. */
  72651. getRotationMatrixToRef(result: Matrix): Matrix;
  72652. /**
  72653. * Toggles model matrix from being right handed to left handed in place and vice versa
  72654. */
  72655. toggleModelMatrixHandInPlace(): void;
  72656. /**
  72657. * Toggles projection matrix from being right handed to left handed in place and vice versa
  72658. */
  72659. toggleProjectionMatrixHandInPlace(): void;
  72660. /**
  72661. * Creates a matrix from an array
  72662. * @param array defines the source array
  72663. * @param offset defines an offset in the source array
  72664. * @returns a new Matrix set from the starting index of the given array
  72665. */
  72666. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  72667. /**
  72668. * Copy the content of an array into a given matrix
  72669. * @param array defines the source array
  72670. * @param offset defines an offset in the source array
  72671. * @param result defines the target matrix
  72672. */
  72673. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  72674. /**
  72675. * Stores an array into a matrix after having multiplied each component by a given factor
  72676. * @param array defines the source array
  72677. * @param offset defines the offset in the source array
  72678. * @param scale defines the scaling factor
  72679. * @param result defines the target matrix
  72680. */
  72681. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  72682. /**
  72683. * Gets an identity matrix that must not be updated
  72684. */
  72685. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  72686. /**
  72687. * Stores a list of values (16) inside a given matrix
  72688. * @param initialM11 defines 1st value of 1st row
  72689. * @param initialM12 defines 2nd value of 1st row
  72690. * @param initialM13 defines 3rd value of 1st row
  72691. * @param initialM14 defines 4th value of 1st row
  72692. * @param initialM21 defines 1st value of 2nd row
  72693. * @param initialM22 defines 2nd value of 2nd row
  72694. * @param initialM23 defines 3rd value of 2nd row
  72695. * @param initialM24 defines 4th value of 2nd row
  72696. * @param initialM31 defines 1st value of 3rd row
  72697. * @param initialM32 defines 2nd value of 3rd row
  72698. * @param initialM33 defines 3rd value of 3rd row
  72699. * @param initialM34 defines 4th value of 3rd row
  72700. * @param initialM41 defines 1st value of 4th row
  72701. * @param initialM42 defines 2nd value of 4th row
  72702. * @param initialM43 defines 3rd value of 4th row
  72703. * @param initialM44 defines 4th value of 4th row
  72704. * @param result defines the target matrix
  72705. */
  72706. 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;
  72707. /**
  72708. * Creates new matrix from a list of values (16)
  72709. * @param initialM11 defines 1st value of 1st row
  72710. * @param initialM12 defines 2nd value of 1st row
  72711. * @param initialM13 defines 3rd value of 1st row
  72712. * @param initialM14 defines 4th value of 1st row
  72713. * @param initialM21 defines 1st value of 2nd row
  72714. * @param initialM22 defines 2nd value of 2nd row
  72715. * @param initialM23 defines 3rd value of 2nd row
  72716. * @param initialM24 defines 4th value of 2nd row
  72717. * @param initialM31 defines 1st value of 3rd row
  72718. * @param initialM32 defines 2nd value of 3rd row
  72719. * @param initialM33 defines 3rd value of 3rd row
  72720. * @param initialM34 defines 4th value of 3rd row
  72721. * @param initialM41 defines 1st value of 4th row
  72722. * @param initialM42 defines 2nd value of 4th row
  72723. * @param initialM43 defines 3rd value of 4th row
  72724. * @param initialM44 defines 4th value of 4th row
  72725. * @returns the new matrix
  72726. */
  72727. 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;
  72728. /**
  72729. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72730. * @param scale defines the scale vector3
  72731. * @param rotation defines the rotation quaternion
  72732. * @param translation defines the translation vector3
  72733. * @returns a new matrix
  72734. */
  72735. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  72736. /**
  72737. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72738. * @param scale defines the scale vector3
  72739. * @param rotation defines the rotation quaternion
  72740. * @param translation defines the translation vector3
  72741. * @param result defines the target matrix
  72742. */
  72743. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  72744. /**
  72745. * Creates a new identity matrix
  72746. * @returns a new identity matrix
  72747. */
  72748. static Identity(): Matrix;
  72749. /**
  72750. * Creates a new identity matrix and stores the result in a given matrix
  72751. * @param result defines the target matrix
  72752. */
  72753. static IdentityToRef(result: Matrix): void;
  72754. /**
  72755. * Creates a new zero matrix
  72756. * @returns a new zero matrix
  72757. */
  72758. static Zero(): Matrix;
  72759. /**
  72760. * Creates a new rotation matrix for "angle" radians around the X axis
  72761. * @param angle defines the angle (in radians) to use
  72762. * @return the new matrix
  72763. */
  72764. static RotationX(angle: number): Matrix;
  72765. /**
  72766. * Creates a new matrix as the invert of a given matrix
  72767. * @param source defines the source matrix
  72768. * @returns the new matrix
  72769. */
  72770. static Invert(source: DeepImmutable<Matrix>): Matrix;
  72771. /**
  72772. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  72773. * @param angle defines the angle (in radians) to use
  72774. * @param result defines the target matrix
  72775. */
  72776. static RotationXToRef(angle: number, result: Matrix): void;
  72777. /**
  72778. * Creates a new rotation matrix for "angle" radians around the Y axis
  72779. * @param angle defines the angle (in radians) to use
  72780. * @return the new matrix
  72781. */
  72782. static RotationY(angle: number): Matrix;
  72783. /**
  72784. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  72785. * @param angle defines the angle (in radians) to use
  72786. * @param result defines the target matrix
  72787. */
  72788. static RotationYToRef(angle: number, result: Matrix): void;
  72789. /**
  72790. * Creates a new rotation matrix for "angle" radians around the Z axis
  72791. * @param angle defines the angle (in radians) to use
  72792. * @return the new matrix
  72793. */
  72794. static RotationZ(angle: number): Matrix;
  72795. /**
  72796. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  72797. * @param angle defines the angle (in radians) to use
  72798. * @param result defines the target matrix
  72799. */
  72800. static RotationZToRef(angle: number, result: Matrix): void;
  72801. /**
  72802. * Creates a new rotation matrix for "angle" radians around the given axis
  72803. * @param axis defines the axis to use
  72804. * @param angle defines the angle (in radians) to use
  72805. * @return the new matrix
  72806. */
  72807. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  72808. /**
  72809. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  72810. * @param axis defines the axis to use
  72811. * @param angle defines the angle (in radians) to use
  72812. * @param result defines the target matrix
  72813. */
  72814. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  72815. /**
  72816. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  72817. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  72818. * @param from defines the vector to align
  72819. * @param to defines the vector to align to
  72820. * @param result defines the target matrix
  72821. */
  72822. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  72823. /**
  72824. * Creates a rotation matrix
  72825. * @param yaw defines the yaw angle in radians (Y axis)
  72826. * @param pitch defines the pitch angle in radians (X axis)
  72827. * @param roll defines the roll angle in radians (X axis)
  72828. * @returns the new rotation matrix
  72829. */
  72830. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  72831. /**
  72832. * Creates a rotation matrix and stores it in a given matrix
  72833. * @param yaw defines the yaw angle in radians (Y axis)
  72834. * @param pitch defines the pitch angle in radians (X axis)
  72835. * @param roll defines the roll angle in radians (X axis)
  72836. * @param result defines the target matrix
  72837. */
  72838. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  72839. /**
  72840. * Creates a scaling matrix
  72841. * @param x defines the scale factor on X axis
  72842. * @param y defines the scale factor on Y axis
  72843. * @param z defines the scale factor on Z axis
  72844. * @returns the new matrix
  72845. */
  72846. static Scaling(x: number, y: number, z: number): Matrix;
  72847. /**
  72848. * Creates a scaling matrix and stores it in a given matrix
  72849. * @param x defines the scale factor on X axis
  72850. * @param y defines the scale factor on Y axis
  72851. * @param z defines the scale factor on Z axis
  72852. * @param result defines the target matrix
  72853. */
  72854. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  72855. /**
  72856. * Creates a translation matrix
  72857. * @param x defines the translation on X axis
  72858. * @param y defines the translation on Y axis
  72859. * @param z defines the translationon Z axis
  72860. * @returns the new matrix
  72861. */
  72862. static Translation(x: number, y: number, z: number): Matrix;
  72863. /**
  72864. * Creates a translation matrix and stores it in a given matrix
  72865. * @param x defines the translation on X axis
  72866. * @param y defines the translation on Y axis
  72867. * @param z defines the translationon Z axis
  72868. * @param result defines the target matrix
  72869. */
  72870. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  72871. /**
  72872. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72873. * @param startValue defines the start value
  72874. * @param endValue defines the end value
  72875. * @param gradient defines the gradient factor
  72876. * @returns the new matrix
  72877. */
  72878. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72879. /**
  72880. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72881. * @param startValue defines the start value
  72882. * @param endValue defines the end value
  72883. * @param gradient defines the gradient factor
  72884. * @param result defines the Matrix object where to store data
  72885. */
  72886. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72887. /**
  72888. * Builds a new matrix whose values are computed by:
  72889. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72890. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72891. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72892. * @param startValue defines the first matrix
  72893. * @param endValue defines the second matrix
  72894. * @param gradient defines the gradient between the two matrices
  72895. * @returns the new matrix
  72896. */
  72897. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72898. /**
  72899. * Update a matrix to values which are computed by:
  72900. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72901. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72902. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72903. * @param startValue defines the first matrix
  72904. * @param endValue defines the second matrix
  72905. * @param gradient defines the gradient between the two matrices
  72906. * @param result defines the target matrix
  72907. */
  72908. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72909. /**
  72910. * 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"
  72911. * This function works in left handed mode
  72912. * @param eye defines the final position of the entity
  72913. * @param target defines where the entity should look at
  72914. * @param up defines the up vector for the entity
  72915. * @returns the new matrix
  72916. */
  72917. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72918. /**
  72919. * 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".
  72920. * This function works in left handed mode
  72921. * @param eye defines the final position of the entity
  72922. * @param target defines where the entity should look at
  72923. * @param up defines the up vector for the entity
  72924. * @param result defines the target matrix
  72925. */
  72926. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72927. /**
  72928. * 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"
  72929. * This function works in right handed mode
  72930. * @param eye defines the final position of the entity
  72931. * @param target defines where the entity should look at
  72932. * @param up defines the up vector for the entity
  72933. * @returns the new matrix
  72934. */
  72935. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72936. /**
  72937. * 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".
  72938. * This function works in right handed mode
  72939. * @param eye defines the final position of the entity
  72940. * @param target defines where the entity should look at
  72941. * @param up defines the up vector for the entity
  72942. * @param result defines the target matrix
  72943. */
  72944. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72945. /**
  72946. * Create a left-handed orthographic projection matrix
  72947. * @param width defines the viewport width
  72948. * @param height defines the viewport height
  72949. * @param znear defines the near clip plane
  72950. * @param zfar defines the far clip plane
  72951. * @returns a new matrix as a left-handed orthographic projection matrix
  72952. */
  72953. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72954. /**
  72955. * Store a left-handed orthographic projection to a given matrix
  72956. * @param width defines the viewport width
  72957. * @param height defines the viewport height
  72958. * @param znear defines the near clip plane
  72959. * @param zfar defines the far clip plane
  72960. * @param result defines the target matrix
  72961. */
  72962. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72963. /**
  72964. * Create a left-handed orthographic projection matrix
  72965. * @param left defines the viewport left coordinate
  72966. * @param right defines the viewport right coordinate
  72967. * @param bottom defines the viewport bottom coordinate
  72968. * @param top defines the viewport top coordinate
  72969. * @param znear defines the near clip plane
  72970. * @param zfar defines the far clip plane
  72971. * @returns a new matrix as a left-handed orthographic projection matrix
  72972. */
  72973. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72974. /**
  72975. * Stores a left-handed orthographic projection into a given matrix
  72976. * @param left defines the viewport left coordinate
  72977. * @param right defines the viewport right coordinate
  72978. * @param bottom defines the viewport bottom coordinate
  72979. * @param top defines the viewport top coordinate
  72980. * @param znear defines the near clip plane
  72981. * @param zfar defines the far clip plane
  72982. * @param result defines the target matrix
  72983. */
  72984. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72985. /**
  72986. * Creates a right-handed orthographic projection matrix
  72987. * @param left defines the viewport left coordinate
  72988. * @param right defines the viewport right coordinate
  72989. * @param bottom defines the viewport bottom coordinate
  72990. * @param top defines the viewport top coordinate
  72991. * @param znear defines the near clip plane
  72992. * @param zfar defines the far clip plane
  72993. * @returns a new matrix as a right-handed orthographic projection matrix
  72994. */
  72995. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72996. /**
  72997. * Stores a right-handed orthographic projection into a given matrix
  72998. * @param left defines the viewport left coordinate
  72999. * @param right defines the viewport right coordinate
  73000. * @param bottom defines the viewport bottom coordinate
  73001. * @param top defines the viewport top coordinate
  73002. * @param znear defines the near clip plane
  73003. * @param zfar defines the far clip plane
  73004. * @param result defines the target matrix
  73005. */
  73006. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  73007. /**
  73008. * Creates a left-handed perspective projection matrix
  73009. * @param width defines the viewport width
  73010. * @param height defines the viewport height
  73011. * @param znear defines the near clip plane
  73012. * @param zfar defines the far clip plane
  73013. * @returns a new matrix as a left-handed perspective projection matrix
  73014. */
  73015. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  73016. /**
  73017. * Creates a left-handed perspective projection matrix
  73018. * @param fov defines the horizontal field of view
  73019. * @param aspect defines the aspect ratio
  73020. * @param znear defines the near clip plane
  73021. * @param zfar defines the far clip plane
  73022. * @returns a new matrix as a left-handed perspective projection matrix
  73023. */
  73024. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  73025. /**
  73026. * Stores a left-handed perspective projection into a given matrix
  73027. * @param fov defines the horizontal field of view
  73028. * @param aspect defines the aspect ratio
  73029. * @param znear defines the near clip plane
  73030. * @param zfar defines the far clip plane
  73031. * @param result defines the target matrix
  73032. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  73033. */
  73034. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  73035. /**
  73036. * Stores a left-handed perspective projection into a given matrix with depth reversed
  73037. * @param fov defines the horizontal field of view
  73038. * @param aspect defines the aspect ratio
  73039. * @param znear defines the near clip plane
  73040. * @param zfar not used as infinity is used as far clip
  73041. * @param result defines the target matrix
  73042. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  73043. */
  73044. static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  73045. /**
  73046. * Creates a right-handed perspective projection matrix
  73047. * @param fov defines the horizontal field of view
  73048. * @param aspect defines the aspect ratio
  73049. * @param znear defines the near clip plane
  73050. * @param zfar defines the far clip plane
  73051. * @returns a new matrix as a right-handed perspective projection matrix
  73052. */
  73053. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  73054. /**
  73055. * Stores a right-handed perspective projection into a given matrix
  73056. * @param fov defines the horizontal field of view
  73057. * @param aspect defines the aspect ratio
  73058. * @param znear defines the near clip plane
  73059. * @param zfar defines the far clip plane
  73060. * @param result defines the target matrix
  73061. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  73062. */
  73063. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  73064. /**
  73065. * Stores a right-handed perspective projection into a given matrix
  73066. * @param fov defines the horizontal field of view
  73067. * @param aspect defines the aspect ratio
  73068. * @param znear defines the near clip plane
  73069. * @param zfar not used as infinity is used as far clip
  73070. * @param result defines the target matrix
  73071. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  73072. */
  73073. static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  73074. /**
  73075. * Stores a perspective projection for WebVR info a given matrix
  73076. * @param fov defines the field of view
  73077. * @param znear defines the near clip plane
  73078. * @param zfar defines the far clip plane
  73079. * @param result defines the target matrix
  73080. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  73081. */
  73082. static PerspectiveFovWebVRToRef(fov: {
  73083. upDegrees: number;
  73084. downDegrees: number;
  73085. leftDegrees: number;
  73086. rightDegrees: number;
  73087. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  73088. /**
  73089. * Computes a complete transformation matrix
  73090. * @param viewport defines the viewport to use
  73091. * @param world defines the world matrix
  73092. * @param view defines the view matrix
  73093. * @param projection defines the projection matrix
  73094. * @param zmin defines the near clip plane
  73095. * @param zmax defines the far clip plane
  73096. * @returns the transformation matrix
  73097. */
  73098. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  73099. /**
  73100. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  73101. * @param matrix defines the matrix to use
  73102. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  73103. */
  73104. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  73105. /**
  73106. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  73107. * @param matrix defines the matrix to use
  73108. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  73109. */
  73110. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  73111. /**
  73112. * Compute the transpose of a given matrix
  73113. * @param matrix defines the matrix to transpose
  73114. * @returns the new matrix
  73115. */
  73116. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  73117. /**
  73118. * Compute the transpose of a matrix and store it in a target matrix
  73119. * @param matrix defines the matrix to transpose
  73120. * @param result defines the target matrix
  73121. */
  73122. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  73123. /**
  73124. * Computes a reflection matrix from a plane
  73125. * @param plane defines the reflection plane
  73126. * @returns a new matrix
  73127. */
  73128. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  73129. /**
  73130. * Computes a reflection matrix from a plane
  73131. * @param plane defines the reflection plane
  73132. * @param result defines the target matrix
  73133. */
  73134. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  73135. /**
  73136. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  73137. * @param xaxis defines the value of the 1st axis
  73138. * @param yaxis defines the value of the 2nd axis
  73139. * @param zaxis defines the value of the 3rd axis
  73140. * @param result defines the target matrix
  73141. */
  73142. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  73143. /**
  73144. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  73145. * @param quat defines the quaternion to use
  73146. * @param result defines the target matrix
  73147. */
  73148. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  73149. }
  73150. /**
  73151. * @hidden
  73152. */
  73153. export class TmpVectors {
  73154. static Vector2: Vector2[];
  73155. static Vector3: Vector3[];
  73156. static Vector4: Vector4[];
  73157. static Quaternion: Quaternion[];
  73158. static Matrix: Matrix[];
  73159. }
  73160. }
  73161. declare module BABYLON {
  73162. /**
  73163. * Defines potential orientation for back face culling
  73164. */
  73165. export enum Orientation {
  73166. /**
  73167. * Clockwise
  73168. */
  73169. CW = 0,
  73170. /** Counter clockwise */
  73171. CCW = 1
  73172. }
  73173. /** Class used to represent a Bezier curve */
  73174. export class BezierCurve {
  73175. /**
  73176. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  73177. * @param t defines the time
  73178. * @param x1 defines the left coordinate on X axis
  73179. * @param y1 defines the left coordinate on Y axis
  73180. * @param x2 defines the right coordinate on X axis
  73181. * @param y2 defines the right coordinate on Y axis
  73182. * @returns the interpolated value
  73183. */
  73184. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  73185. }
  73186. /**
  73187. * Defines angle representation
  73188. */
  73189. export class Angle {
  73190. private _radians;
  73191. /**
  73192. * Creates an Angle object of "radians" radians (float).
  73193. * @param radians the angle in radians
  73194. */
  73195. constructor(radians: number);
  73196. /**
  73197. * Get value in degrees
  73198. * @returns the Angle value in degrees (float)
  73199. */
  73200. degrees(): number;
  73201. /**
  73202. * Get value in radians
  73203. * @returns the Angle value in radians (float)
  73204. */
  73205. radians(): number;
  73206. /**
  73207. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  73208. * @param a defines first vector
  73209. * @param b defines second vector
  73210. * @returns a new Angle
  73211. */
  73212. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  73213. /**
  73214. * Gets a new Angle object from the given float in radians
  73215. * @param radians defines the angle value in radians
  73216. * @returns a new Angle
  73217. */
  73218. static FromRadians(radians: number): Angle;
  73219. /**
  73220. * Gets a new Angle object from the given float in degrees
  73221. * @param degrees defines the angle value in degrees
  73222. * @returns a new Angle
  73223. */
  73224. static FromDegrees(degrees: number): Angle;
  73225. }
  73226. /**
  73227. * This represents an arc in a 2d space.
  73228. */
  73229. export class Arc2 {
  73230. /** Defines the start point of the arc */
  73231. startPoint: Vector2;
  73232. /** Defines the mid point of the arc */
  73233. midPoint: Vector2;
  73234. /** Defines the end point of the arc */
  73235. endPoint: Vector2;
  73236. /**
  73237. * Defines the center point of the arc.
  73238. */
  73239. centerPoint: Vector2;
  73240. /**
  73241. * Defines the radius of the arc.
  73242. */
  73243. radius: number;
  73244. /**
  73245. * Defines the angle of the arc (from mid point to end point).
  73246. */
  73247. angle: Angle;
  73248. /**
  73249. * Defines the start angle of the arc (from start point to middle point).
  73250. */
  73251. startAngle: Angle;
  73252. /**
  73253. * Defines the orientation of the arc (clock wise/counter clock wise).
  73254. */
  73255. orientation: Orientation;
  73256. /**
  73257. * Creates an Arc object from the three given points : start, middle and end.
  73258. * @param startPoint Defines the start point of the arc
  73259. * @param midPoint Defines the midlle point of the arc
  73260. * @param endPoint Defines the end point of the arc
  73261. */
  73262. constructor(
  73263. /** Defines the start point of the arc */
  73264. startPoint: Vector2,
  73265. /** Defines the mid point of the arc */
  73266. midPoint: Vector2,
  73267. /** Defines the end point of the arc */
  73268. endPoint: Vector2);
  73269. }
  73270. /**
  73271. * Represents a 2D path made up of multiple 2D points
  73272. */
  73273. export class Path2 {
  73274. private _points;
  73275. private _length;
  73276. /**
  73277. * If the path start and end point are the same
  73278. */
  73279. closed: boolean;
  73280. /**
  73281. * Creates a Path2 object from the starting 2D coordinates x and y.
  73282. * @param x the starting points x value
  73283. * @param y the starting points y value
  73284. */
  73285. constructor(x: number, y: number);
  73286. /**
  73287. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  73288. * @param x the added points x value
  73289. * @param y the added points y value
  73290. * @returns the updated Path2.
  73291. */
  73292. addLineTo(x: number, y: number): Path2;
  73293. /**
  73294. * 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.
  73295. * @param midX middle point x value
  73296. * @param midY middle point y value
  73297. * @param endX end point x value
  73298. * @param endY end point y value
  73299. * @param numberOfSegments (default: 36)
  73300. * @returns the updated Path2.
  73301. */
  73302. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  73303. /**
  73304. * Closes the Path2.
  73305. * @returns the Path2.
  73306. */
  73307. close(): Path2;
  73308. /**
  73309. * Gets the sum of the distance between each sequential point in the path
  73310. * @returns the Path2 total length (float).
  73311. */
  73312. length(): number;
  73313. /**
  73314. * Gets the points which construct the path
  73315. * @returns the Path2 internal array of points.
  73316. */
  73317. getPoints(): Vector2[];
  73318. /**
  73319. * Retreives the point at the distance aways from the starting point
  73320. * @param normalizedLengthPosition the length along the path to retreive the point from
  73321. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  73322. */
  73323. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  73324. /**
  73325. * Creates a new path starting from an x and y position
  73326. * @param x starting x value
  73327. * @param y starting y value
  73328. * @returns a new Path2 starting at the coordinates (x, y).
  73329. */
  73330. static StartingAt(x: number, y: number): Path2;
  73331. }
  73332. /**
  73333. * Represents a 3D path made up of multiple 3D points
  73334. */
  73335. export class Path3D {
  73336. /**
  73337. * an array of Vector3, the curve axis of the Path3D
  73338. */
  73339. path: Vector3[];
  73340. private _curve;
  73341. private _distances;
  73342. private _tangents;
  73343. private _normals;
  73344. private _binormals;
  73345. private _raw;
  73346. private _alignTangentsWithPath;
  73347. private readonly _pointAtData;
  73348. /**
  73349. * new Path3D(path, normal, raw)
  73350. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  73351. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  73352. * @param path an array of Vector3, the curve axis of the Path3D
  73353. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  73354. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  73355. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  73356. */
  73357. constructor(
  73358. /**
  73359. * an array of Vector3, the curve axis of the Path3D
  73360. */
  73361. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  73362. /**
  73363. * Returns the Path3D array of successive Vector3 designing its curve.
  73364. * @returns the Path3D array of successive Vector3 designing its curve.
  73365. */
  73366. getCurve(): Vector3[];
  73367. /**
  73368. * Returns the Path3D array of successive Vector3 designing its curve.
  73369. * @returns the Path3D array of successive Vector3 designing its curve.
  73370. */
  73371. getPoints(): Vector3[];
  73372. /**
  73373. * @returns the computed length (float) of the path.
  73374. */
  73375. length(): number;
  73376. /**
  73377. * Returns an array populated with tangent vectors on each Path3D curve point.
  73378. * @returns an array populated with tangent vectors on each Path3D curve point.
  73379. */
  73380. getTangents(): Vector3[];
  73381. /**
  73382. * Returns an array populated with normal vectors on each Path3D curve point.
  73383. * @returns an array populated with normal vectors on each Path3D curve point.
  73384. */
  73385. getNormals(): Vector3[];
  73386. /**
  73387. * Returns an array populated with binormal vectors on each Path3D curve point.
  73388. * @returns an array populated with binormal vectors on each Path3D curve point.
  73389. */
  73390. getBinormals(): Vector3[];
  73391. /**
  73392. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  73393. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  73394. */
  73395. getDistances(): number[];
  73396. /**
  73397. * Returns an interpolated point along this path
  73398. * @param position the position of the point along this path, from 0.0 to 1.0
  73399. * @returns a new Vector3 as the point
  73400. */
  73401. getPointAt(position: number): Vector3;
  73402. /**
  73403. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73404. * @param position the position of the point along this path, from 0.0 to 1.0
  73405. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  73406. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  73407. */
  73408. getTangentAt(position: number, interpolated?: boolean): Vector3;
  73409. /**
  73410. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73411. * @param position the position of the point along this path, from 0.0 to 1.0
  73412. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  73413. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  73414. */
  73415. getNormalAt(position: number, interpolated?: boolean): Vector3;
  73416. /**
  73417. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  73418. * @param position the position of the point along this path, from 0.0 to 1.0
  73419. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  73420. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  73421. */
  73422. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  73423. /**
  73424. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  73425. * @param position the position of the point along this path, from 0.0 to 1.0
  73426. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  73427. */
  73428. getDistanceAt(position: number): number;
  73429. /**
  73430. * Returns the array index of the previous point of an interpolated point along this path
  73431. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73432. * @returns the array index
  73433. */
  73434. getPreviousPointIndexAt(position: number): number;
  73435. /**
  73436. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  73437. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73438. * @returns the sub position
  73439. */
  73440. getSubPositionAt(position: number): number;
  73441. /**
  73442. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  73443. * @param target the vector of which to get the closest position to
  73444. * @returns the position of the closest virtual point on this path to the target vector
  73445. */
  73446. getClosestPositionTo(target: Vector3): number;
  73447. /**
  73448. * Returns a sub path (slice) of this path
  73449. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  73450. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  73451. * @returns a sub path (slice) of this path
  73452. */
  73453. slice(start?: number, end?: number): Path3D;
  73454. /**
  73455. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  73456. * @param path path which all values are copied into the curves points
  73457. * @param firstNormal which should be projected onto the curve
  73458. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  73459. * @returns the same object updated.
  73460. */
  73461. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  73462. private _compute;
  73463. private _getFirstNonNullVector;
  73464. private _getLastNonNullVector;
  73465. private _normalVector;
  73466. /**
  73467. * Updates the point at data for an interpolated point along this curve
  73468. * @param position the position of the point along this curve, from 0.0 to 1.0
  73469. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  73470. * @returns the (updated) point at data
  73471. */
  73472. private _updatePointAtData;
  73473. /**
  73474. * Updates the point at data from the specified parameters
  73475. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  73476. * @param point the interpolated point
  73477. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  73478. */
  73479. private _setPointAtData;
  73480. /**
  73481. * Updates the point at interpolation matrix for the tangents, normals and binormals
  73482. */
  73483. private _updateInterpolationMatrix;
  73484. }
  73485. /**
  73486. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73487. * A Curve3 is designed from a series of successive Vector3.
  73488. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  73489. */
  73490. export class Curve3 {
  73491. private _points;
  73492. private _length;
  73493. /**
  73494. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  73495. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  73496. * @param v1 (Vector3) the control point
  73497. * @param v2 (Vector3) the end point of the Quadratic Bezier
  73498. * @param nbPoints (integer) the wanted number of points in the curve
  73499. * @returns the created Curve3
  73500. */
  73501. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73502. /**
  73503. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  73504. * @param v0 (Vector3) the origin point of the Cubic Bezier
  73505. * @param v1 (Vector3) the first control point
  73506. * @param v2 (Vector3) the second control point
  73507. * @param v3 (Vector3) the end point of the Cubic Bezier
  73508. * @param nbPoints (integer) the wanted number of points in the curve
  73509. * @returns the created Curve3
  73510. */
  73511. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73512. /**
  73513. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  73514. * @param p1 (Vector3) the origin point of the Hermite Spline
  73515. * @param t1 (Vector3) the tangent vector at the origin point
  73516. * @param p2 (Vector3) the end point of the Hermite Spline
  73517. * @param t2 (Vector3) the tangent vector at the end point
  73518. * @param nbPoints (integer) the wanted number of points in the curve
  73519. * @returns the created Curve3
  73520. */
  73521. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73522. /**
  73523. * Returns a Curve3 object along a CatmullRom Spline curve :
  73524. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  73525. * @param nbPoints (integer) the wanted number of points between each curve control points
  73526. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  73527. * @returns the created Curve3
  73528. */
  73529. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  73530. /**
  73531. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73532. * A Curve3 is designed from a series of successive Vector3.
  73533. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  73534. * @param points points which make up the curve
  73535. */
  73536. constructor(points: Vector3[]);
  73537. /**
  73538. * @returns the Curve3 stored array of successive Vector3
  73539. */
  73540. getPoints(): Vector3[];
  73541. /**
  73542. * @returns the computed length (float) of the curve.
  73543. */
  73544. length(): number;
  73545. /**
  73546. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  73547. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  73548. * curveA and curveB keep unchanged.
  73549. * @param curve the curve to continue from this curve
  73550. * @returns the newly constructed curve
  73551. */
  73552. continue(curve: DeepImmutable<Curve3>): Curve3;
  73553. private _computeLength;
  73554. }
  73555. }
  73556. declare module BABYLON {
  73557. /**
  73558. * This represents the main contract an easing function should follow.
  73559. * Easing functions are used throughout the animation system.
  73560. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73561. */
  73562. export interface IEasingFunction {
  73563. /**
  73564. * Given an input gradient between 0 and 1, this returns the corrseponding value
  73565. * of the easing function.
  73566. * The link below provides some of the most common examples of easing functions.
  73567. * @see https://easings.net/
  73568. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73569. * @returns the corresponding value on the curve defined by the easing function
  73570. */
  73571. ease(gradient: number): number;
  73572. }
  73573. /**
  73574. * Base class used for every default easing function.
  73575. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73576. */
  73577. export class EasingFunction implements IEasingFunction {
  73578. /**
  73579. * Interpolation follows the mathematical formula associated with the easing function.
  73580. */
  73581. static readonly EASINGMODE_EASEIN: number;
  73582. /**
  73583. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  73584. */
  73585. static readonly EASINGMODE_EASEOUT: number;
  73586. /**
  73587. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  73588. */
  73589. static readonly EASINGMODE_EASEINOUT: number;
  73590. private _easingMode;
  73591. /**
  73592. * Sets the easing mode of the current function.
  73593. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  73594. */
  73595. setEasingMode(easingMode: number): void;
  73596. /**
  73597. * Gets the current easing mode.
  73598. * @returns the easing mode
  73599. */
  73600. getEasingMode(): number;
  73601. /**
  73602. * @hidden
  73603. */
  73604. easeInCore(gradient: number): number;
  73605. /**
  73606. * Given an input gradient between 0 and 1, this returns the corresponding value
  73607. * of the easing function.
  73608. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73609. * @returns the corresponding value on the curve defined by the easing function
  73610. */
  73611. ease(gradient: number): number;
  73612. }
  73613. /**
  73614. * Easing function with a circle shape (see link below).
  73615. * @see https://easings.net/#easeInCirc
  73616. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73617. */
  73618. export class CircleEase extends EasingFunction implements IEasingFunction {
  73619. /** @hidden */
  73620. easeInCore(gradient: number): number;
  73621. }
  73622. /**
  73623. * Easing function with a ease back shape (see link below).
  73624. * @see https://easings.net/#easeInBack
  73625. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73626. */
  73627. export class BackEase extends EasingFunction implements IEasingFunction {
  73628. /** Defines the amplitude of the function */
  73629. amplitude: number;
  73630. /**
  73631. * Instantiates a back ease easing
  73632. * @see https://easings.net/#easeInBack
  73633. * @param amplitude Defines the amplitude of the function
  73634. */
  73635. constructor(
  73636. /** Defines the amplitude of the function */
  73637. amplitude?: number);
  73638. /** @hidden */
  73639. easeInCore(gradient: number): number;
  73640. }
  73641. /**
  73642. * Easing function with a bouncing shape (see link below).
  73643. * @see https://easings.net/#easeInBounce
  73644. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73645. */
  73646. export class BounceEase extends EasingFunction implements IEasingFunction {
  73647. /** Defines the number of bounces */
  73648. bounces: number;
  73649. /** Defines the amplitude of the bounce */
  73650. bounciness: number;
  73651. /**
  73652. * Instantiates a bounce easing
  73653. * @see https://easings.net/#easeInBounce
  73654. * @param bounces Defines the number of bounces
  73655. * @param bounciness Defines the amplitude of the bounce
  73656. */
  73657. constructor(
  73658. /** Defines the number of bounces */
  73659. bounces?: number,
  73660. /** Defines the amplitude of the bounce */
  73661. bounciness?: number);
  73662. /** @hidden */
  73663. easeInCore(gradient: number): number;
  73664. }
  73665. /**
  73666. * Easing function with a power of 3 shape (see link below).
  73667. * @see https://easings.net/#easeInCubic
  73668. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73669. */
  73670. export class CubicEase extends EasingFunction implements IEasingFunction {
  73671. /** @hidden */
  73672. easeInCore(gradient: number): number;
  73673. }
  73674. /**
  73675. * Easing function with an elastic shape (see link below).
  73676. * @see https://easings.net/#easeInElastic
  73677. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73678. */
  73679. export class ElasticEase extends EasingFunction implements IEasingFunction {
  73680. /** Defines the number of oscillations*/
  73681. oscillations: number;
  73682. /** Defines the amplitude of the oscillations*/
  73683. springiness: number;
  73684. /**
  73685. * Instantiates an elastic easing function
  73686. * @see https://easings.net/#easeInElastic
  73687. * @param oscillations Defines the number of oscillations
  73688. * @param springiness Defines the amplitude of the oscillations
  73689. */
  73690. constructor(
  73691. /** Defines the number of oscillations*/
  73692. oscillations?: number,
  73693. /** Defines the amplitude of the oscillations*/
  73694. springiness?: number);
  73695. /** @hidden */
  73696. easeInCore(gradient: number): number;
  73697. }
  73698. /**
  73699. * Easing function with an exponential shape (see link below).
  73700. * @see https://easings.net/#easeInExpo
  73701. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73702. */
  73703. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  73704. /** Defines the exponent of the function */
  73705. exponent: number;
  73706. /**
  73707. * Instantiates an exponential easing function
  73708. * @see https://easings.net/#easeInExpo
  73709. * @param exponent Defines the exponent of the function
  73710. */
  73711. constructor(
  73712. /** Defines the exponent of the function */
  73713. exponent?: number);
  73714. /** @hidden */
  73715. easeInCore(gradient: number): number;
  73716. }
  73717. /**
  73718. * Easing function with a power shape (see link below).
  73719. * @see https://easings.net/#easeInQuad
  73720. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73721. */
  73722. export class PowerEase extends EasingFunction implements IEasingFunction {
  73723. /** Defines the power of the function */
  73724. power: number;
  73725. /**
  73726. * Instantiates an power base easing function
  73727. * @see https://easings.net/#easeInQuad
  73728. * @param power Defines the power of the function
  73729. */
  73730. constructor(
  73731. /** Defines the power of the function */
  73732. power?: number);
  73733. /** @hidden */
  73734. easeInCore(gradient: number): number;
  73735. }
  73736. /**
  73737. * Easing function with a power of 2 shape (see link below).
  73738. * @see https://easings.net/#easeInQuad
  73739. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73740. */
  73741. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  73742. /** @hidden */
  73743. easeInCore(gradient: number): number;
  73744. }
  73745. /**
  73746. * Easing function with a power of 4 shape (see link below).
  73747. * @see https://easings.net/#easeInQuart
  73748. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73749. */
  73750. export class QuarticEase extends EasingFunction implements IEasingFunction {
  73751. /** @hidden */
  73752. easeInCore(gradient: number): number;
  73753. }
  73754. /**
  73755. * Easing function with a power of 5 shape (see link below).
  73756. * @see https://easings.net/#easeInQuint
  73757. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73758. */
  73759. export class QuinticEase extends EasingFunction implements IEasingFunction {
  73760. /** @hidden */
  73761. easeInCore(gradient: number): number;
  73762. }
  73763. /**
  73764. * Easing function with a sin shape (see link below).
  73765. * @see https://easings.net/#easeInSine
  73766. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73767. */
  73768. export class SineEase extends EasingFunction implements IEasingFunction {
  73769. /** @hidden */
  73770. easeInCore(gradient: number): number;
  73771. }
  73772. /**
  73773. * Easing function with a bezier shape (see link below).
  73774. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73775. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73776. */
  73777. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  73778. /** Defines the x component of the start tangent in the bezier curve */
  73779. x1: number;
  73780. /** Defines the y component of the start tangent in the bezier curve */
  73781. y1: number;
  73782. /** Defines the x component of the end tangent in the bezier curve */
  73783. x2: number;
  73784. /** Defines the y component of the end tangent in the bezier curve */
  73785. y2: number;
  73786. /**
  73787. * Instantiates a bezier function
  73788. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73789. * @param x1 Defines the x component of the start tangent in the bezier curve
  73790. * @param y1 Defines the y component of the start tangent in the bezier curve
  73791. * @param x2 Defines the x component of the end tangent in the bezier curve
  73792. * @param y2 Defines the y component of the end tangent in the bezier curve
  73793. */
  73794. constructor(
  73795. /** Defines the x component of the start tangent in the bezier curve */
  73796. x1?: number,
  73797. /** Defines the y component of the start tangent in the bezier curve */
  73798. y1?: number,
  73799. /** Defines the x component of the end tangent in the bezier curve */
  73800. x2?: number,
  73801. /** Defines the y component of the end tangent in the bezier curve */
  73802. y2?: number);
  73803. /** @hidden */
  73804. easeInCore(gradient: number): number;
  73805. }
  73806. }
  73807. declare module BABYLON {
  73808. /**
  73809. * Class used to hold a RBG color
  73810. */
  73811. export class Color3 {
  73812. /**
  73813. * Defines the red component (between 0 and 1, default is 0)
  73814. */
  73815. r: number;
  73816. /**
  73817. * Defines the green component (between 0 and 1, default is 0)
  73818. */
  73819. g: number;
  73820. /**
  73821. * Defines the blue component (between 0 and 1, default is 0)
  73822. */
  73823. b: number;
  73824. /**
  73825. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  73826. * @param r defines the red component (between 0 and 1, default is 0)
  73827. * @param g defines the green component (between 0 and 1, default is 0)
  73828. * @param b defines the blue component (between 0 and 1, default is 0)
  73829. */
  73830. constructor(
  73831. /**
  73832. * Defines the red component (between 0 and 1, default is 0)
  73833. */
  73834. r?: number,
  73835. /**
  73836. * Defines the green component (between 0 and 1, default is 0)
  73837. */
  73838. g?: number,
  73839. /**
  73840. * Defines the blue component (between 0 and 1, default is 0)
  73841. */
  73842. b?: number);
  73843. /**
  73844. * Creates a string with the Color3 current values
  73845. * @returns the string representation of the Color3 object
  73846. */
  73847. toString(): string;
  73848. /**
  73849. * Returns the string "Color3"
  73850. * @returns "Color3"
  73851. */
  73852. getClassName(): string;
  73853. /**
  73854. * Compute the Color3 hash code
  73855. * @returns an unique number that can be used to hash Color3 objects
  73856. */
  73857. getHashCode(): number;
  73858. /**
  73859. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  73860. * @param array defines the array where to store the r,g,b components
  73861. * @param index defines an optional index in the target array to define where to start storing values
  73862. * @returns the current Color3 object
  73863. */
  73864. toArray(array: FloatArray, index?: number): Color3;
  73865. /**
  73866. * Returns a new Color4 object from the current Color3 and the given alpha
  73867. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  73868. * @returns a new Color4 object
  73869. */
  73870. toColor4(alpha?: number): Color4;
  73871. /**
  73872. * Returns a new array populated with 3 numeric elements : red, green and blue values
  73873. * @returns the new array
  73874. */
  73875. asArray(): number[];
  73876. /**
  73877. * Returns the luminance value
  73878. * @returns a float value
  73879. */
  73880. toLuminance(): number;
  73881. /**
  73882. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  73883. * @param otherColor defines the second operand
  73884. * @returns the new Color3 object
  73885. */
  73886. multiply(otherColor: DeepImmutable<Color3>): Color3;
  73887. /**
  73888. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  73889. * @param otherColor defines the second operand
  73890. * @param result defines the Color3 object where to store the result
  73891. * @returns the current Color3
  73892. */
  73893. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73894. /**
  73895. * Determines equality between Color3 objects
  73896. * @param otherColor defines the second operand
  73897. * @returns true if the rgb values are equal to the given ones
  73898. */
  73899. equals(otherColor: DeepImmutable<Color3>): boolean;
  73900. /**
  73901. * Determines equality between the current Color3 object and a set of r,b,g values
  73902. * @param r defines the red component to check
  73903. * @param g defines the green component to check
  73904. * @param b defines the blue component to check
  73905. * @returns true if the rgb values are equal to the given ones
  73906. */
  73907. equalsFloats(r: number, g: number, b: number): boolean;
  73908. /**
  73909. * Multiplies in place each rgb value by scale
  73910. * @param scale defines the scaling factor
  73911. * @returns the updated Color3
  73912. */
  73913. scale(scale: number): Color3;
  73914. /**
  73915. * Multiplies the rgb values by scale and stores the result into "result"
  73916. * @param scale defines the scaling factor
  73917. * @param result defines the Color3 object where to store the result
  73918. * @returns the unmodified current Color3
  73919. */
  73920. scaleToRef(scale: number, result: Color3): Color3;
  73921. /**
  73922. * Scale the current Color3 values by a factor and add the result to a given Color3
  73923. * @param scale defines the scale factor
  73924. * @param result defines color to store the result into
  73925. * @returns the unmodified current Color3
  73926. */
  73927. scaleAndAddToRef(scale: number, result: Color3): Color3;
  73928. /**
  73929. * Clamps the rgb values by the min and max values and stores the result into "result"
  73930. * @param min defines minimum clamping value (default is 0)
  73931. * @param max defines maximum clamping value (default is 1)
  73932. * @param result defines color to store the result into
  73933. * @returns the original Color3
  73934. */
  73935. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  73936. /**
  73937. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  73938. * @param otherColor defines the second operand
  73939. * @returns the new Color3
  73940. */
  73941. add(otherColor: DeepImmutable<Color3>): Color3;
  73942. /**
  73943. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  73944. * @param otherColor defines the second operand
  73945. * @param result defines Color3 object to store the result into
  73946. * @returns the unmodified current Color3
  73947. */
  73948. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73949. /**
  73950. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  73951. * @param otherColor defines the second operand
  73952. * @returns the new Color3
  73953. */
  73954. subtract(otherColor: DeepImmutable<Color3>): Color3;
  73955. /**
  73956. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  73957. * @param otherColor defines the second operand
  73958. * @param result defines Color3 object to store the result into
  73959. * @returns the unmodified current Color3
  73960. */
  73961. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73962. /**
  73963. * Copy the current object
  73964. * @returns a new Color3 copied the current one
  73965. */
  73966. clone(): Color3;
  73967. /**
  73968. * Copies the rgb values from the source in the current Color3
  73969. * @param source defines the source Color3 object
  73970. * @returns the updated Color3 object
  73971. */
  73972. copyFrom(source: DeepImmutable<Color3>): Color3;
  73973. /**
  73974. * Updates the Color3 rgb values from the given floats
  73975. * @param r defines the red component to read from
  73976. * @param g defines the green component to read from
  73977. * @param b defines the blue component to read from
  73978. * @returns the current Color3 object
  73979. */
  73980. copyFromFloats(r: number, g: number, b: number): Color3;
  73981. /**
  73982. * Updates the Color3 rgb values from the given floats
  73983. * @param r defines the red component to read from
  73984. * @param g defines the green component to read from
  73985. * @param b defines the blue component to read from
  73986. * @returns the current Color3 object
  73987. */
  73988. set(r: number, g: number, b: number): Color3;
  73989. /**
  73990. * Compute the Color3 hexadecimal code as a string
  73991. * @returns a string containing the hexadecimal representation of the Color3 object
  73992. */
  73993. toHexString(): string;
  73994. /**
  73995. * Computes a new Color3 converted from the current one to linear space
  73996. * @returns a new Color3 object
  73997. */
  73998. toLinearSpace(): Color3;
  73999. /**
  74000. * Converts current color in rgb space to HSV values
  74001. * @returns a new color3 representing the HSV values
  74002. */
  74003. toHSV(): Color3;
  74004. /**
  74005. * Converts current color in rgb space to HSV values
  74006. * @param result defines the Color3 where to store the HSV values
  74007. */
  74008. toHSVToRef(result: Color3): void;
  74009. /**
  74010. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  74011. * @param convertedColor defines the Color3 object where to store the linear space version
  74012. * @returns the unmodified Color3
  74013. */
  74014. toLinearSpaceToRef(convertedColor: Color3): Color3;
  74015. /**
  74016. * Computes a new Color3 converted from the current one to gamma space
  74017. * @returns a new Color3 object
  74018. */
  74019. toGammaSpace(): Color3;
  74020. /**
  74021. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  74022. * @param convertedColor defines the Color3 object where to store the gamma space version
  74023. * @returns the unmodified Color3
  74024. */
  74025. toGammaSpaceToRef(convertedColor: Color3): Color3;
  74026. private static _BlackReadOnly;
  74027. /**
  74028. * Convert Hue, saturation and value to a Color3 (RGB)
  74029. * @param hue defines the hue
  74030. * @param saturation defines the saturation
  74031. * @param value defines the value
  74032. * @param result defines the Color3 where to store the RGB values
  74033. */
  74034. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  74035. /**
  74036. * Creates a new Color3 from the string containing valid hexadecimal values
  74037. * @param hex defines a string containing valid hexadecimal values
  74038. * @returns a new Color3 object
  74039. */
  74040. static FromHexString(hex: string): Color3;
  74041. /**
  74042. * Creates a new Color3 from the starting index of the given array
  74043. * @param array defines the source array
  74044. * @param offset defines an offset in the source array
  74045. * @returns a new Color3 object
  74046. */
  74047. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  74048. /**
  74049. * Creates a new Color3 from integer values (< 256)
  74050. * @param r defines the red component to read from (value between 0 and 255)
  74051. * @param g defines the green component to read from (value between 0 and 255)
  74052. * @param b defines the blue component to read from (value between 0 and 255)
  74053. * @returns a new Color3 object
  74054. */
  74055. static FromInts(r: number, g: number, b: number): Color3;
  74056. /**
  74057. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  74058. * @param start defines the start Color3 value
  74059. * @param end defines the end Color3 value
  74060. * @param amount defines the gradient value between start and end
  74061. * @returns a new Color3 object
  74062. */
  74063. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  74064. /**
  74065. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  74066. * @param left defines the start value
  74067. * @param right defines the end value
  74068. * @param amount defines the gradient factor
  74069. * @param result defines the Color3 object where to store the result
  74070. */
  74071. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  74072. /**
  74073. * Returns a Color3 value containing a red color
  74074. * @returns a new Color3 object
  74075. */
  74076. static Red(): Color3;
  74077. /**
  74078. * Returns a Color3 value containing a green color
  74079. * @returns a new Color3 object
  74080. */
  74081. static Green(): Color3;
  74082. /**
  74083. * Returns a Color3 value containing a blue color
  74084. * @returns a new Color3 object
  74085. */
  74086. static Blue(): Color3;
  74087. /**
  74088. * Returns a Color3 value containing a black color
  74089. * @returns a new Color3 object
  74090. */
  74091. static Black(): Color3;
  74092. /**
  74093. * Gets a Color3 value containing a black color that must not be updated
  74094. */
  74095. static readonly BlackReadOnly: DeepImmutable<Color3>;
  74096. /**
  74097. * Returns a Color3 value containing a white color
  74098. * @returns a new Color3 object
  74099. */
  74100. static White(): Color3;
  74101. /**
  74102. * Returns a Color3 value containing a purple color
  74103. * @returns a new Color3 object
  74104. */
  74105. static Purple(): Color3;
  74106. /**
  74107. * Returns a Color3 value containing a magenta color
  74108. * @returns a new Color3 object
  74109. */
  74110. static Magenta(): Color3;
  74111. /**
  74112. * Returns a Color3 value containing a yellow color
  74113. * @returns a new Color3 object
  74114. */
  74115. static Yellow(): Color3;
  74116. /**
  74117. * Returns a Color3 value containing a gray color
  74118. * @returns a new Color3 object
  74119. */
  74120. static Gray(): Color3;
  74121. /**
  74122. * Returns a Color3 value containing a teal color
  74123. * @returns a new Color3 object
  74124. */
  74125. static Teal(): Color3;
  74126. /**
  74127. * Returns a Color3 value containing a random color
  74128. * @returns a new Color3 object
  74129. */
  74130. static Random(): Color3;
  74131. }
  74132. /**
  74133. * Class used to hold a RBGA color
  74134. */
  74135. export class Color4 {
  74136. /**
  74137. * Defines the red component (between 0 and 1, default is 0)
  74138. */
  74139. r: number;
  74140. /**
  74141. * Defines the green component (between 0 and 1, default is 0)
  74142. */
  74143. g: number;
  74144. /**
  74145. * Defines the blue component (between 0 and 1, default is 0)
  74146. */
  74147. b: number;
  74148. /**
  74149. * Defines the alpha component (between 0 and 1, default is 1)
  74150. */
  74151. a: number;
  74152. /**
  74153. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  74154. * @param r defines the red component (between 0 and 1, default is 0)
  74155. * @param g defines the green component (between 0 and 1, default is 0)
  74156. * @param b defines the blue component (between 0 and 1, default is 0)
  74157. * @param a defines the alpha component (between 0 and 1, default is 1)
  74158. */
  74159. constructor(
  74160. /**
  74161. * Defines the red component (between 0 and 1, default is 0)
  74162. */
  74163. r?: number,
  74164. /**
  74165. * Defines the green component (between 0 and 1, default is 0)
  74166. */
  74167. g?: number,
  74168. /**
  74169. * Defines the blue component (between 0 and 1, default is 0)
  74170. */
  74171. b?: number,
  74172. /**
  74173. * Defines the alpha component (between 0 and 1, default is 1)
  74174. */
  74175. a?: number);
  74176. /**
  74177. * Adds in place the given Color4 values to the current Color4 object
  74178. * @param right defines the second operand
  74179. * @returns the current updated Color4 object
  74180. */
  74181. addInPlace(right: DeepImmutable<Color4>): Color4;
  74182. /**
  74183. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  74184. * @returns the new array
  74185. */
  74186. asArray(): number[];
  74187. /**
  74188. * Stores from the starting index in the given array the Color4 successive values
  74189. * @param array defines the array where to store the r,g,b components
  74190. * @param index defines an optional index in the target array to define where to start storing values
  74191. * @returns the current Color4 object
  74192. */
  74193. toArray(array: number[], index?: number): Color4;
  74194. /**
  74195. * Determines equality between Color4 objects
  74196. * @param otherColor defines the second operand
  74197. * @returns true if the rgba values are equal to the given ones
  74198. */
  74199. equals(otherColor: DeepImmutable<Color4>): boolean;
  74200. /**
  74201. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  74202. * @param right defines the second operand
  74203. * @returns a new Color4 object
  74204. */
  74205. add(right: DeepImmutable<Color4>): Color4;
  74206. /**
  74207. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  74208. * @param right defines the second operand
  74209. * @returns a new Color4 object
  74210. */
  74211. subtract(right: DeepImmutable<Color4>): Color4;
  74212. /**
  74213. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  74214. * @param right defines the second operand
  74215. * @param result defines the Color4 object where to store the result
  74216. * @returns the current Color4 object
  74217. */
  74218. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  74219. /**
  74220. * Creates a new Color4 with the current Color4 values multiplied by scale
  74221. * @param scale defines the scaling factor to apply
  74222. * @returns a new Color4 object
  74223. */
  74224. scale(scale: number): Color4;
  74225. /**
  74226. * Multiplies the current Color4 values by scale and stores the result in "result"
  74227. * @param scale defines the scaling factor to apply
  74228. * @param result defines the Color4 object where to store the result
  74229. * @returns the current unmodified Color4
  74230. */
  74231. scaleToRef(scale: number, result: Color4): Color4;
  74232. /**
  74233. * Scale the current Color4 values by a factor and add the result to a given Color4
  74234. * @param scale defines the scale factor
  74235. * @param result defines the Color4 object where to store the result
  74236. * @returns the unmodified current Color4
  74237. */
  74238. scaleAndAddToRef(scale: number, result: Color4): Color4;
  74239. /**
  74240. * Clamps the rgb values by the min and max values and stores the result into "result"
  74241. * @param min defines minimum clamping value (default is 0)
  74242. * @param max defines maximum clamping value (default is 1)
  74243. * @param result defines color to store the result into.
  74244. * @returns the cuurent Color4
  74245. */
  74246. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  74247. /**
  74248. * Multipy an Color4 value by another and return a new Color4 object
  74249. * @param color defines the Color4 value to multiply by
  74250. * @returns a new Color4 object
  74251. */
  74252. multiply(color: Color4): Color4;
  74253. /**
  74254. * Multipy a Color4 value by another and push the result in a reference value
  74255. * @param color defines the Color4 value to multiply by
  74256. * @param result defines the Color4 to fill the result in
  74257. * @returns the result Color4
  74258. */
  74259. multiplyToRef(color: Color4, result: Color4): Color4;
  74260. /**
  74261. * Creates a string with the Color4 current values
  74262. * @returns the string representation of the Color4 object
  74263. */
  74264. toString(): string;
  74265. /**
  74266. * Returns the string "Color4"
  74267. * @returns "Color4"
  74268. */
  74269. getClassName(): string;
  74270. /**
  74271. * Compute the Color4 hash code
  74272. * @returns an unique number that can be used to hash Color4 objects
  74273. */
  74274. getHashCode(): number;
  74275. /**
  74276. * Creates a new Color4 copied from the current one
  74277. * @returns a new Color4 object
  74278. */
  74279. clone(): Color4;
  74280. /**
  74281. * Copies the given Color4 values into the current one
  74282. * @param source defines the source Color4 object
  74283. * @returns the current updated Color4 object
  74284. */
  74285. copyFrom(source: Color4): Color4;
  74286. /**
  74287. * Copies the given float values into the current one
  74288. * @param r defines the red component to read from
  74289. * @param g defines the green component to read from
  74290. * @param b defines the blue component to read from
  74291. * @param a defines the alpha component to read from
  74292. * @returns the current updated Color4 object
  74293. */
  74294. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  74295. /**
  74296. * Copies the given float values into the current one
  74297. * @param r defines the red component to read from
  74298. * @param g defines the green component to read from
  74299. * @param b defines the blue component to read from
  74300. * @param a defines the alpha component to read from
  74301. * @returns the current updated Color4 object
  74302. */
  74303. set(r: number, g: number, b: number, a: number): Color4;
  74304. /**
  74305. * Compute the Color4 hexadecimal code as a string
  74306. * @returns a string containing the hexadecimal representation of the Color4 object
  74307. */
  74308. toHexString(): string;
  74309. /**
  74310. * Computes a new Color4 converted from the current one to linear space
  74311. * @returns a new Color4 object
  74312. */
  74313. toLinearSpace(): Color4;
  74314. /**
  74315. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  74316. * @param convertedColor defines the Color4 object where to store the linear space version
  74317. * @returns the unmodified Color4
  74318. */
  74319. toLinearSpaceToRef(convertedColor: Color4): Color4;
  74320. /**
  74321. * Computes a new Color4 converted from the current one to gamma space
  74322. * @returns a new Color4 object
  74323. */
  74324. toGammaSpace(): Color4;
  74325. /**
  74326. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  74327. * @param convertedColor defines the Color4 object where to store the gamma space version
  74328. * @returns the unmodified Color4
  74329. */
  74330. toGammaSpaceToRef(convertedColor: Color4): Color4;
  74331. /**
  74332. * Creates a new Color4 from the string containing valid hexadecimal values
  74333. * @param hex defines a string containing valid hexadecimal values
  74334. * @returns a new Color4 object
  74335. */
  74336. static FromHexString(hex: string): Color4;
  74337. /**
  74338. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74339. * @param left defines the start value
  74340. * @param right defines the end value
  74341. * @param amount defines the gradient factor
  74342. * @returns a new Color4 object
  74343. */
  74344. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  74345. /**
  74346. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74347. * @param left defines the start value
  74348. * @param right defines the end value
  74349. * @param amount defines the gradient factor
  74350. * @param result defines the Color4 object where to store data
  74351. */
  74352. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  74353. /**
  74354. * Creates a new Color4 from a Color3 and an alpha value
  74355. * @param color3 defines the source Color3 to read from
  74356. * @param alpha defines the alpha component (1.0 by default)
  74357. * @returns a new Color4 object
  74358. */
  74359. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  74360. /**
  74361. * Creates a new Color4 from the starting index element of the given array
  74362. * @param array defines the source array to read from
  74363. * @param offset defines the offset in the source array
  74364. * @returns a new Color4 object
  74365. */
  74366. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  74367. /**
  74368. * Creates a new Color3 from integer values (< 256)
  74369. * @param r defines the red component to read from (value between 0 and 255)
  74370. * @param g defines the green component to read from (value between 0 and 255)
  74371. * @param b defines the blue component to read from (value between 0 and 255)
  74372. * @param a defines the alpha component to read from (value between 0 and 255)
  74373. * @returns a new Color3 object
  74374. */
  74375. static FromInts(r: number, g: number, b: number, a: number): Color4;
  74376. /**
  74377. * Check the content of a given array and convert it to an array containing RGBA data
  74378. * If the original array was already containing count * 4 values then it is returned directly
  74379. * @param colors defines the array to check
  74380. * @param count defines the number of RGBA data to expect
  74381. * @returns an array containing count * 4 values (RGBA)
  74382. */
  74383. static CheckColors4(colors: number[], count: number): number[];
  74384. }
  74385. /**
  74386. * @hidden
  74387. */
  74388. export class TmpColors {
  74389. static Color3: Color3[];
  74390. static Color4: Color4[];
  74391. }
  74392. }
  74393. declare module BABYLON {
  74394. /**
  74395. * Defines an interface which represents an animation key frame
  74396. */
  74397. export interface IAnimationKey {
  74398. /**
  74399. * Frame of the key frame
  74400. */
  74401. frame: number;
  74402. /**
  74403. * Value at the specifies key frame
  74404. */
  74405. value: any;
  74406. /**
  74407. * The input tangent for the cubic hermite spline
  74408. */
  74409. inTangent?: any;
  74410. /**
  74411. * The output tangent for the cubic hermite spline
  74412. */
  74413. outTangent?: any;
  74414. /**
  74415. * The animation interpolation type
  74416. */
  74417. interpolation?: AnimationKeyInterpolation;
  74418. }
  74419. /**
  74420. * Enum for the animation key frame interpolation type
  74421. */
  74422. export enum AnimationKeyInterpolation {
  74423. /**
  74424. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  74425. */
  74426. STEP = 1
  74427. }
  74428. }
  74429. declare module BABYLON {
  74430. /**
  74431. * Represents the range of an animation
  74432. */
  74433. export class AnimationRange {
  74434. /**The name of the animation range**/
  74435. name: string;
  74436. /**The starting frame of the animation */
  74437. from: number;
  74438. /**The ending frame of the animation*/
  74439. to: number;
  74440. /**
  74441. * Initializes the range of an animation
  74442. * @param name The name of the animation range
  74443. * @param from The starting frame of the animation
  74444. * @param to The ending frame of the animation
  74445. */
  74446. constructor(
  74447. /**The name of the animation range**/
  74448. name: string,
  74449. /**The starting frame of the animation */
  74450. from: number,
  74451. /**The ending frame of the animation*/
  74452. to: number);
  74453. /**
  74454. * Makes a copy of the animation range
  74455. * @returns A copy of the animation range
  74456. */
  74457. clone(): AnimationRange;
  74458. }
  74459. }
  74460. declare module BABYLON {
  74461. /**
  74462. * Composed of a frame, and an action function
  74463. */
  74464. export class AnimationEvent {
  74465. /** The frame for which the event is triggered **/
  74466. frame: number;
  74467. /** The event to perform when triggered **/
  74468. action: (currentFrame: number) => void;
  74469. /** Specifies if the event should be triggered only once**/
  74470. onlyOnce?: boolean | undefined;
  74471. /**
  74472. * Specifies if the animation event is done
  74473. */
  74474. isDone: boolean;
  74475. /**
  74476. * Initializes the animation event
  74477. * @param frame The frame for which the event is triggered
  74478. * @param action The event to perform when triggered
  74479. * @param onlyOnce Specifies if the event should be triggered only once
  74480. */
  74481. constructor(
  74482. /** The frame for which the event is triggered **/
  74483. frame: number,
  74484. /** The event to perform when triggered **/
  74485. action: (currentFrame: number) => void,
  74486. /** Specifies if the event should be triggered only once**/
  74487. onlyOnce?: boolean | undefined);
  74488. /** @hidden */
  74489. _clone(): AnimationEvent;
  74490. }
  74491. }
  74492. declare module BABYLON {
  74493. /**
  74494. * Interface used to define a behavior
  74495. */
  74496. export interface Behavior<T> {
  74497. /** gets or sets behavior's name */
  74498. name: string;
  74499. /**
  74500. * Function called when the behavior needs to be initialized (after attaching it to a target)
  74501. */
  74502. init(): void;
  74503. /**
  74504. * Called when the behavior is attached to a target
  74505. * @param target defines the target where the behavior is attached to
  74506. */
  74507. attach(target: T): void;
  74508. /**
  74509. * Called when the behavior is detached from its target
  74510. */
  74511. detach(): void;
  74512. }
  74513. /**
  74514. * Interface implemented by classes supporting behaviors
  74515. */
  74516. export interface IBehaviorAware<T> {
  74517. /**
  74518. * Attach a behavior
  74519. * @param behavior defines the behavior to attach
  74520. * @returns the current host
  74521. */
  74522. addBehavior(behavior: Behavior<T>): T;
  74523. /**
  74524. * Remove a behavior from the current object
  74525. * @param behavior defines the behavior to detach
  74526. * @returns the current host
  74527. */
  74528. removeBehavior(behavior: Behavior<T>): T;
  74529. /**
  74530. * Gets a behavior using its name to search
  74531. * @param name defines the name to search
  74532. * @returns the behavior or null if not found
  74533. */
  74534. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  74535. }
  74536. }
  74537. declare module BABYLON {
  74538. /**
  74539. * Defines an array and its length.
  74540. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  74541. */
  74542. export interface ISmartArrayLike<T> {
  74543. /**
  74544. * The data of the array.
  74545. */
  74546. data: Array<T>;
  74547. /**
  74548. * The active length of the array.
  74549. */
  74550. length: number;
  74551. }
  74552. /**
  74553. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74554. */
  74555. export class SmartArray<T> implements ISmartArrayLike<T> {
  74556. /**
  74557. * The full set of data from the array.
  74558. */
  74559. data: Array<T>;
  74560. /**
  74561. * The active length of the array.
  74562. */
  74563. length: number;
  74564. protected _id: number;
  74565. /**
  74566. * Instantiates a Smart Array.
  74567. * @param capacity defines the default capacity of the array.
  74568. */
  74569. constructor(capacity: number);
  74570. /**
  74571. * Pushes a value at the end of the active data.
  74572. * @param value defines the object to push in the array.
  74573. */
  74574. push(value: T): void;
  74575. /**
  74576. * Iterates over the active data and apply the lambda to them.
  74577. * @param func defines the action to apply on each value.
  74578. */
  74579. forEach(func: (content: T) => void): void;
  74580. /**
  74581. * Sorts the full sets of data.
  74582. * @param compareFn defines the comparison function to apply.
  74583. */
  74584. sort(compareFn: (a: T, b: T) => number): void;
  74585. /**
  74586. * Resets the active data to an empty array.
  74587. */
  74588. reset(): void;
  74589. /**
  74590. * Releases all the data from the array as well as the array.
  74591. */
  74592. dispose(): void;
  74593. /**
  74594. * Concats the active data with a given array.
  74595. * @param array defines the data to concatenate with.
  74596. */
  74597. concat(array: any): void;
  74598. /**
  74599. * Returns the position of a value in the active data.
  74600. * @param value defines the value to find the index for
  74601. * @returns the index if found in the active data otherwise -1
  74602. */
  74603. indexOf(value: T): number;
  74604. /**
  74605. * Returns whether an element is part of the active data.
  74606. * @param value defines the value to look for
  74607. * @returns true if found in the active data otherwise false
  74608. */
  74609. contains(value: T): boolean;
  74610. private static _GlobalId;
  74611. }
  74612. /**
  74613. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74614. * The data in this array can only be present once
  74615. */
  74616. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  74617. private _duplicateId;
  74618. /**
  74619. * Pushes a value at the end of the active data.
  74620. * THIS DOES NOT PREVENT DUPPLICATE DATA
  74621. * @param value defines the object to push in the array.
  74622. */
  74623. push(value: T): void;
  74624. /**
  74625. * Pushes a value at the end of the active data.
  74626. * If the data is already present, it won t be added again
  74627. * @param value defines the object to push in the array.
  74628. * @returns true if added false if it was already present
  74629. */
  74630. pushNoDuplicate(value: T): boolean;
  74631. /**
  74632. * Resets the active data to an empty array.
  74633. */
  74634. reset(): void;
  74635. /**
  74636. * Concats the active data with a given array.
  74637. * This ensures no dupplicate will be present in the result.
  74638. * @param array defines the data to concatenate with.
  74639. */
  74640. concatWithNoDuplicate(array: any): void;
  74641. }
  74642. }
  74643. declare module BABYLON {
  74644. /**
  74645. * @ignore
  74646. * This is a list of all the different input types that are available in the application.
  74647. * Fo instance: ArcRotateCameraGamepadInput...
  74648. */
  74649. export var CameraInputTypes: {};
  74650. /**
  74651. * This is the contract to implement in order to create a new input class.
  74652. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  74653. */
  74654. export interface ICameraInput<TCamera extends Camera> {
  74655. /**
  74656. * Defines the camera the input is attached to.
  74657. */
  74658. camera: Nullable<TCamera>;
  74659. /**
  74660. * Gets the class name of the current intput.
  74661. * @returns the class name
  74662. */
  74663. getClassName(): string;
  74664. /**
  74665. * Get the friendly name associated with the input class.
  74666. * @returns the input friendly name
  74667. */
  74668. getSimpleName(): string;
  74669. /**
  74670. * Attach the input controls to a specific dom element to get the input from.
  74671. * @param element Defines the element the controls should be listened from
  74672. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74673. */
  74674. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74675. /**
  74676. * Detach the current controls from the specified dom element.
  74677. * @param element Defines the element to stop listening the inputs from
  74678. */
  74679. detachControl(element: Nullable<HTMLElement>): void;
  74680. /**
  74681. * Update the current camera state depending on the inputs that have been used this frame.
  74682. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74683. */
  74684. checkInputs?: () => void;
  74685. }
  74686. /**
  74687. * Represents a map of input types to input instance or input index to input instance.
  74688. */
  74689. export interface CameraInputsMap<TCamera extends Camera> {
  74690. /**
  74691. * Accessor to the input by input type.
  74692. */
  74693. [name: string]: ICameraInput<TCamera>;
  74694. /**
  74695. * Accessor to the input by input index.
  74696. */
  74697. [idx: number]: ICameraInput<TCamera>;
  74698. }
  74699. /**
  74700. * This represents the input manager used within a camera.
  74701. * It helps dealing with all the different kind of input attached to a camera.
  74702. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74703. */
  74704. export class CameraInputsManager<TCamera extends Camera> {
  74705. /**
  74706. * Defines the list of inputs attahed to the camera.
  74707. */
  74708. attached: CameraInputsMap<TCamera>;
  74709. /**
  74710. * Defines the dom element the camera is collecting inputs from.
  74711. * This is null if the controls have not been attached.
  74712. */
  74713. attachedElement: Nullable<HTMLElement>;
  74714. /**
  74715. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74716. */
  74717. noPreventDefault: boolean;
  74718. /**
  74719. * Defined the camera the input manager belongs to.
  74720. */
  74721. camera: TCamera;
  74722. /**
  74723. * Update the current camera state depending on the inputs that have been used this frame.
  74724. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74725. */
  74726. checkInputs: () => void;
  74727. /**
  74728. * Instantiate a new Camera Input Manager.
  74729. * @param camera Defines the camera the input manager blongs to
  74730. */
  74731. constructor(camera: TCamera);
  74732. /**
  74733. * Add an input method to a camera
  74734. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74735. * @param input camera input method
  74736. */
  74737. add(input: ICameraInput<TCamera>): void;
  74738. /**
  74739. * Remove a specific input method from a camera
  74740. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  74741. * @param inputToRemove camera input method
  74742. */
  74743. remove(inputToRemove: ICameraInput<TCamera>): void;
  74744. /**
  74745. * Remove a specific input type from a camera
  74746. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  74747. * @param inputType the type of the input to remove
  74748. */
  74749. removeByType(inputType: string): void;
  74750. private _addCheckInputs;
  74751. /**
  74752. * Attach the input controls to the currently attached dom element to listen the events from.
  74753. * @param input Defines the input to attach
  74754. */
  74755. attachInput(input: ICameraInput<TCamera>): void;
  74756. /**
  74757. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  74758. * @param element Defines the dom element to collect the events from
  74759. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74760. */
  74761. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  74762. /**
  74763. * Detach the current manager inputs controls from a specific dom element.
  74764. * @param element Defines the dom element to collect the events from
  74765. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  74766. */
  74767. detachElement(element: HTMLElement, disconnect?: boolean): void;
  74768. /**
  74769. * Rebuild the dynamic inputCheck function from the current list of
  74770. * defined inputs in the manager.
  74771. */
  74772. rebuildInputCheck(): void;
  74773. /**
  74774. * Remove all attached input methods from a camera
  74775. */
  74776. clear(): void;
  74777. /**
  74778. * Serialize the current input manager attached to a camera.
  74779. * This ensures than once parsed,
  74780. * the input associated to the camera will be identical to the current ones
  74781. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  74782. */
  74783. serialize(serializedCamera: any): void;
  74784. /**
  74785. * Parses an input manager serialized JSON to restore the previous list of inputs
  74786. * and states associated to a camera.
  74787. * @param parsedCamera Defines the JSON to parse
  74788. */
  74789. parse(parsedCamera: any): void;
  74790. }
  74791. }
  74792. declare module BABYLON {
  74793. /**
  74794. * Class used to store data that will be store in GPU memory
  74795. */
  74796. export class Buffer {
  74797. private _engine;
  74798. private _buffer;
  74799. /** @hidden */
  74800. _data: Nullable<DataArray>;
  74801. private _updatable;
  74802. private _instanced;
  74803. private _divisor;
  74804. /**
  74805. * Gets the byte stride.
  74806. */
  74807. readonly byteStride: number;
  74808. /**
  74809. * Constructor
  74810. * @param engine the engine
  74811. * @param data the data to use for this buffer
  74812. * @param updatable whether the data is updatable
  74813. * @param stride the stride (optional)
  74814. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74815. * @param instanced whether the buffer is instanced (optional)
  74816. * @param useBytes set to true if the stride in in bytes (optional)
  74817. * @param divisor sets an optional divisor for instances (1 by default)
  74818. */
  74819. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  74820. /**
  74821. * Create a new VertexBuffer based on the current buffer
  74822. * @param kind defines the vertex buffer kind (position, normal, etc.)
  74823. * @param offset defines offset in the buffer (0 by default)
  74824. * @param size defines the size in floats of attributes (position is 3 for instance)
  74825. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  74826. * @param instanced defines if the vertex buffer contains indexed data
  74827. * @param useBytes defines if the offset and stride are in bytes *
  74828. * @param divisor sets an optional divisor for instances (1 by default)
  74829. * @returns the new vertex buffer
  74830. */
  74831. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  74832. /**
  74833. * Gets a boolean indicating if the Buffer is updatable?
  74834. * @returns true if the buffer is updatable
  74835. */
  74836. isUpdatable(): boolean;
  74837. /**
  74838. * Gets current buffer's data
  74839. * @returns a DataArray or null
  74840. */
  74841. getData(): Nullable<DataArray>;
  74842. /**
  74843. * Gets underlying native buffer
  74844. * @returns underlying native buffer
  74845. */
  74846. getBuffer(): Nullable<DataBuffer>;
  74847. /**
  74848. * Gets the stride in float32 units (i.e. byte stride / 4).
  74849. * May not be an integer if the byte stride is not divisible by 4.
  74850. * DEPRECATED. Use byteStride instead.
  74851. * @returns the stride in float32 units
  74852. */
  74853. getStrideSize(): number;
  74854. /**
  74855. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74856. * @param data defines the data to store
  74857. */
  74858. create(data?: Nullable<DataArray>): void;
  74859. /** @hidden */
  74860. _rebuild(): void;
  74861. /**
  74862. * Update current buffer data
  74863. * @param data defines the data to store
  74864. */
  74865. update(data: DataArray): void;
  74866. /**
  74867. * Updates the data directly.
  74868. * @param data the new data
  74869. * @param offset the new offset
  74870. * @param vertexCount the vertex count (optional)
  74871. * @param useBytes set to true if the offset is in bytes
  74872. */
  74873. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  74874. /**
  74875. * Release all resources
  74876. */
  74877. dispose(): void;
  74878. }
  74879. /**
  74880. * Specialized buffer used to store vertex data
  74881. */
  74882. export class VertexBuffer {
  74883. /** @hidden */
  74884. _buffer: Buffer;
  74885. private _kind;
  74886. private _size;
  74887. private _ownsBuffer;
  74888. private _instanced;
  74889. private _instanceDivisor;
  74890. /**
  74891. * The byte type.
  74892. */
  74893. static readonly BYTE: number;
  74894. /**
  74895. * The unsigned byte type.
  74896. */
  74897. static readonly UNSIGNED_BYTE: number;
  74898. /**
  74899. * The short type.
  74900. */
  74901. static readonly SHORT: number;
  74902. /**
  74903. * The unsigned short type.
  74904. */
  74905. static readonly UNSIGNED_SHORT: number;
  74906. /**
  74907. * The integer type.
  74908. */
  74909. static readonly INT: number;
  74910. /**
  74911. * The unsigned integer type.
  74912. */
  74913. static readonly UNSIGNED_INT: number;
  74914. /**
  74915. * The float type.
  74916. */
  74917. static readonly FLOAT: number;
  74918. /**
  74919. * Gets or sets the instance divisor when in instanced mode
  74920. */
  74921. instanceDivisor: number;
  74922. /**
  74923. * Gets the byte stride.
  74924. */
  74925. readonly byteStride: number;
  74926. /**
  74927. * Gets the byte offset.
  74928. */
  74929. readonly byteOffset: number;
  74930. /**
  74931. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  74932. */
  74933. readonly normalized: boolean;
  74934. /**
  74935. * Gets the data type of each component in the array.
  74936. */
  74937. readonly type: number;
  74938. /**
  74939. * Constructor
  74940. * @param engine the engine
  74941. * @param data the data to use for this vertex buffer
  74942. * @param kind the vertex buffer kind
  74943. * @param updatable whether the data is updatable
  74944. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74945. * @param stride the stride (optional)
  74946. * @param instanced whether the buffer is instanced (optional)
  74947. * @param offset the offset of the data (optional)
  74948. * @param size the number of components (optional)
  74949. * @param type the type of the component (optional)
  74950. * @param normalized whether the data contains normalized data (optional)
  74951. * @param useBytes set to true if stride and offset are in bytes (optional)
  74952. * @param divisor defines the instance divisor to use (1 by default)
  74953. */
  74954. 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);
  74955. /** @hidden */
  74956. _rebuild(): void;
  74957. /**
  74958. * Returns the kind of the VertexBuffer (string)
  74959. * @returns a string
  74960. */
  74961. getKind(): string;
  74962. /**
  74963. * Gets a boolean indicating if the VertexBuffer is updatable?
  74964. * @returns true if the buffer is updatable
  74965. */
  74966. isUpdatable(): boolean;
  74967. /**
  74968. * Gets current buffer's data
  74969. * @returns a DataArray or null
  74970. */
  74971. getData(): Nullable<DataArray>;
  74972. /**
  74973. * Gets underlying native buffer
  74974. * @returns underlying native buffer
  74975. */
  74976. getBuffer(): Nullable<DataBuffer>;
  74977. /**
  74978. * Gets the stride in float32 units (i.e. byte stride / 4).
  74979. * May not be an integer if the byte stride is not divisible by 4.
  74980. * DEPRECATED. Use byteStride instead.
  74981. * @returns the stride in float32 units
  74982. */
  74983. getStrideSize(): number;
  74984. /**
  74985. * Returns the offset as a multiple of the type byte length.
  74986. * DEPRECATED. Use byteOffset instead.
  74987. * @returns the offset in bytes
  74988. */
  74989. getOffset(): number;
  74990. /**
  74991. * Returns the number of components per vertex attribute (integer)
  74992. * @returns the size in float
  74993. */
  74994. getSize(): number;
  74995. /**
  74996. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74997. * @returns true if this buffer is instanced
  74998. */
  74999. getIsInstanced(): boolean;
  75000. /**
  75001. * Returns the instancing divisor, zero for non-instanced (integer).
  75002. * @returns a number
  75003. */
  75004. getInstanceDivisor(): number;
  75005. /**
  75006. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  75007. * @param data defines the data to store
  75008. */
  75009. create(data?: DataArray): void;
  75010. /**
  75011. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  75012. * This function will create a new buffer if the current one is not updatable
  75013. * @param data defines the data to store
  75014. */
  75015. update(data: DataArray): void;
  75016. /**
  75017. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  75018. * Returns the directly updated WebGLBuffer.
  75019. * @param data the new data
  75020. * @param offset the new offset
  75021. * @param useBytes set to true if the offset is in bytes
  75022. */
  75023. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  75024. /**
  75025. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  75026. */
  75027. dispose(): void;
  75028. /**
  75029. * Enumerates each value of this vertex buffer as numbers.
  75030. * @param count the number of values to enumerate
  75031. * @param callback the callback function called for each value
  75032. */
  75033. forEach(count: number, callback: (value: number, index: number) => void): void;
  75034. /**
  75035. * Positions
  75036. */
  75037. static readonly PositionKind: string;
  75038. /**
  75039. * Normals
  75040. */
  75041. static readonly NormalKind: string;
  75042. /**
  75043. * Tangents
  75044. */
  75045. static readonly TangentKind: string;
  75046. /**
  75047. * Texture coordinates
  75048. */
  75049. static readonly UVKind: string;
  75050. /**
  75051. * Texture coordinates 2
  75052. */
  75053. static readonly UV2Kind: string;
  75054. /**
  75055. * Texture coordinates 3
  75056. */
  75057. static readonly UV3Kind: string;
  75058. /**
  75059. * Texture coordinates 4
  75060. */
  75061. static readonly UV4Kind: string;
  75062. /**
  75063. * Texture coordinates 5
  75064. */
  75065. static readonly UV5Kind: string;
  75066. /**
  75067. * Texture coordinates 6
  75068. */
  75069. static readonly UV6Kind: string;
  75070. /**
  75071. * Colors
  75072. */
  75073. static readonly ColorKind: string;
  75074. /**
  75075. * Matrix indices (for bones)
  75076. */
  75077. static readonly MatricesIndicesKind: string;
  75078. /**
  75079. * Matrix weights (for bones)
  75080. */
  75081. static readonly MatricesWeightsKind: string;
  75082. /**
  75083. * Additional matrix indices (for bones)
  75084. */
  75085. static readonly MatricesIndicesExtraKind: string;
  75086. /**
  75087. * Additional matrix weights (for bones)
  75088. */
  75089. static readonly MatricesWeightsExtraKind: string;
  75090. /**
  75091. * Deduces the stride given a kind.
  75092. * @param kind The kind string to deduce
  75093. * @returns The deduced stride
  75094. */
  75095. static DeduceStride(kind: string): number;
  75096. /**
  75097. * Gets the byte length of the given type.
  75098. * @param type the type
  75099. * @returns the number of bytes
  75100. */
  75101. static GetTypeByteLength(type: number): number;
  75102. /**
  75103. * Enumerates each value of the given parameters as numbers.
  75104. * @param data the data to enumerate
  75105. * @param byteOffset the byte offset of the data
  75106. * @param byteStride the byte stride of the data
  75107. * @param componentCount the number of components per element
  75108. * @param componentType the type of the component
  75109. * @param count the number of values to enumerate
  75110. * @param normalized whether the data is normalized
  75111. * @param callback the callback function called for each value
  75112. */
  75113. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  75114. private static _GetFloatValue;
  75115. }
  75116. }
  75117. declare module BABYLON {
  75118. /**
  75119. * @hidden
  75120. */
  75121. export class IntersectionInfo {
  75122. bu: Nullable<number>;
  75123. bv: Nullable<number>;
  75124. distance: number;
  75125. faceId: number;
  75126. subMeshId: number;
  75127. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  75128. }
  75129. }
  75130. declare module BABYLON {
  75131. /**
  75132. * Represens a plane by the equation ax + by + cz + d = 0
  75133. */
  75134. export class Plane {
  75135. private static _TmpMatrix;
  75136. /**
  75137. * Normal of the plane (a,b,c)
  75138. */
  75139. normal: Vector3;
  75140. /**
  75141. * d component of the plane
  75142. */
  75143. d: number;
  75144. /**
  75145. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  75146. * @param a a component of the plane
  75147. * @param b b component of the plane
  75148. * @param c c component of the plane
  75149. * @param d d component of the plane
  75150. */
  75151. constructor(a: number, b: number, c: number, d: number);
  75152. /**
  75153. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  75154. */
  75155. asArray(): number[];
  75156. /**
  75157. * @returns a new plane copied from the current Plane.
  75158. */
  75159. clone(): Plane;
  75160. /**
  75161. * @returns the string "Plane".
  75162. */
  75163. getClassName(): string;
  75164. /**
  75165. * @returns the Plane hash code.
  75166. */
  75167. getHashCode(): number;
  75168. /**
  75169. * Normalize the current Plane in place.
  75170. * @returns the updated Plane.
  75171. */
  75172. normalize(): Plane;
  75173. /**
  75174. * Applies a transformation the plane and returns the result
  75175. * @param transformation the transformation matrix to be applied to the plane
  75176. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  75177. */
  75178. transform(transformation: DeepImmutable<Matrix>): Plane;
  75179. /**
  75180. * Calcualtte the dot product between the point and the plane normal
  75181. * @param point point to calculate the dot product with
  75182. * @returns the dot product (float) of the point coordinates and the plane normal.
  75183. */
  75184. dotCoordinate(point: DeepImmutable<Vector3>): number;
  75185. /**
  75186. * Updates the current Plane from the plane defined by the three given points.
  75187. * @param point1 one of the points used to contruct the plane
  75188. * @param point2 one of the points used to contruct the plane
  75189. * @param point3 one of the points used to contruct the plane
  75190. * @returns the updated Plane.
  75191. */
  75192. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  75193. /**
  75194. * Checks if the plane is facing a given direction
  75195. * @param direction the direction to check if the plane is facing
  75196. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  75197. * @returns True is the vector "direction" is the same side than the plane normal.
  75198. */
  75199. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  75200. /**
  75201. * Calculates the distance to a point
  75202. * @param point point to calculate distance to
  75203. * @returns the signed distance (float) from the given point to the Plane.
  75204. */
  75205. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  75206. /**
  75207. * Creates a plane from an array
  75208. * @param array the array to create a plane from
  75209. * @returns a new Plane from the given array.
  75210. */
  75211. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  75212. /**
  75213. * Creates a plane from three points
  75214. * @param point1 point used to create the plane
  75215. * @param point2 point used to create the plane
  75216. * @param point3 point used to create the plane
  75217. * @returns a new Plane defined by the three given points.
  75218. */
  75219. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  75220. /**
  75221. * Creates a plane from an origin point and a normal
  75222. * @param origin origin of the plane to be constructed
  75223. * @param normal normal of the plane to be constructed
  75224. * @returns a new Plane the normal vector to this plane at the given origin point.
  75225. * Note : the vector "normal" is updated because normalized.
  75226. */
  75227. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  75228. /**
  75229. * Calculates the distance from a plane and a point
  75230. * @param origin origin of the plane to be constructed
  75231. * @param normal normal of the plane to be constructed
  75232. * @param point point to calculate distance to
  75233. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  75234. */
  75235. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  75236. }
  75237. }
  75238. declare module BABYLON {
  75239. /**
  75240. * Class used to store bounding sphere information
  75241. */
  75242. export class BoundingSphere {
  75243. /**
  75244. * Gets the center of the bounding sphere in local space
  75245. */
  75246. readonly center: Vector3;
  75247. /**
  75248. * Radius of the bounding sphere in local space
  75249. */
  75250. radius: number;
  75251. /**
  75252. * Gets the center of the bounding sphere in world space
  75253. */
  75254. readonly centerWorld: Vector3;
  75255. /**
  75256. * Radius of the bounding sphere in world space
  75257. */
  75258. radiusWorld: number;
  75259. /**
  75260. * Gets the minimum vector in local space
  75261. */
  75262. readonly minimum: Vector3;
  75263. /**
  75264. * Gets the maximum vector in local space
  75265. */
  75266. readonly maximum: Vector3;
  75267. private _worldMatrix;
  75268. private static readonly TmpVector3;
  75269. /**
  75270. * Creates a new bounding sphere
  75271. * @param min defines the minimum vector (in local space)
  75272. * @param max defines the maximum vector (in local space)
  75273. * @param worldMatrix defines the new world matrix
  75274. */
  75275. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75276. /**
  75277. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  75278. * @param min defines the new minimum vector (in local space)
  75279. * @param max defines the new maximum vector (in local space)
  75280. * @param worldMatrix defines the new world matrix
  75281. */
  75282. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75283. /**
  75284. * Scale the current bounding sphere by applying a scale factor
  75285. * @param factor defines the scale factor to apply
  75286. * @returns the current bounding box
  75287. */
  75288. scale(factor: number): BoundingSphere;
  75289. /**
  75290. * Gets the world matrix of the bounding box
  75291. * @returns a matrix
  75292. */
  75293. getWorldMatrix(): DeepImmutable<Matrix>;
  75294. /** @hidden */
  75295. _update(worldMatrix: DeepImmutable<Matrix>): void;
  75296. /**
  75297. * Tests if the bounding sphere is intersecting the frustum planes
  75298. * @param frustumPlanes defines the frustum planes to test
  75299. * @returns true if there is an intersection
  75300. */
  75301. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75302. /**
  75303. * Tests if the bounding sphere center is in between the frustum planes.
  75304. * Used for optimistic fast inclusion.
  75305. * @param frustumPlanes defines the frustum planes to test
  75306. * @returns true if the sphere center is in between the frustum planes
  75307. */
  75308. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75309. /**
  75310. * Tests if a point is inside the bounding sphere
  75311. * @param point defines the point to test
  75312. * @returns true if the point is inside the bounding sphere
  75313. */
  75314. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75315. /**
  75316. * Checks if two sphere intersct
  75317. * @param sphere0 sphere 0
  75318. * @param sphere1 sphere 1
  75319. * @returns true if the speres intersect
  75320. */
  75321. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  75322. }
  75323. }
  75324. declare module BABYLON {
  75325. /**
  75326. * Class used to store bounding box information
  75327. */
  75328. export class BoundingBox implements ICullable {
  75329. /**
  75330. * Gets the 8 vectors representing the bounding box in local space
  75331. */
  75332. readonly vectors: Vector3[];
  75333. /**
  75334. * Gets the center of the bounding box in local space
  75335. */
  75336. readonly center: Vector3;
  75337. /**
  75338. * Gets the center of the bounding box in world space
  75339. */
  75340. readonly centerWorld: Vector3;
  75341. /**
  75342. * Gets the extend size in local space
  75343. */
  75344. readonly extendSize: Vector3;
  75345. /**
  75346. * Gets the extend size in world space
  75347. */
  75348. readonly extendSizeWorld: Vector3;
  75349. /**
  75350. * Gets the OBB (object bounding box) directions
  75351. */
  75352. readonly directions: Vector3[];
  75353. /**
  75354. * Gets the 8 vectors representing the bounding box in world space
  75355. */
  75356. readonly vectorsWorld: Vector3[];
  75357. /**
  75358. * Gets the minimum vector in world space
  75359. */
  75360. readonly minimumWorld: Vector3;
  75361. /**
  75362. * Gets the maximum vector in world space
  75363. */
  75364. readonly maximumWorld: Vector3;
  75365. /**
  75366. * Gets the minimum vector in local space
  75367. */
  75368. readonly minimum: Vector3;
  75369. /**
  75370. * Gets the maximum vector in local space
  75371. */
  75372. readonly maximum: Vector3;
  75373. private _worldMatrix;
  75374. private static readonly TmpVector3;
  75375. /**
  75376. * @hidden
  75377. */
  75378. _tag: number;
  75379. /**
  75380. * Creates a new bounding box
  75381. * @param min defines the minimum vector (in local space)
  75382. * @param max defines the maximum vector (in local space)
  75383. * @param worldMatrix defines the new world matrix
  75384. */
  75385. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75386. /**
  75387. * Recreates the entire bounding box from scratch as if we call the constructor in place
  75388. * @param min defines the new minimum vector (in local space)
  75389. * @param max defines the new maximum vector (in local space)
  75390. * @param worldMatrix defines the new world matrix
  75391. */
  75392. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75393. /**
  75394. * Scale the current bounding box by applying a scale factor
  75395. * @param factor defines the scale factor to apply
  75396. * @returns the current bounding box
  75397. */
  75398. scale(factor: number): BoundingBox;
  75399. /**
  75400. * Gets the world matrix of the bounding box
  75401. * @returns a matrix
  75402. */
  75403. getWorldMatrix(): DeepImmutable<Matrix>;
  75404. /** @hidden */
  75405. _update(world: DeepImmutable<Matrix>): void;
  75406. /**
  75407. * Tests if the bounding box is intersecting the frustum planes
  75408. * @param frustumPlanes defines the frustum planes to test
  75409. * @returns true if there is an intersection
  75410. */
  75411. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75412. /**
  75413. * Tests if the bounding box is entirely inside the frustum planes
  75414. * @param frustumPlanes defines the frustum planes to test
  75415. * @returns true if there is an inclusion
  75416. */
  75417. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75418. /**
  75419. * Tests if a point is inside the bounding box
  75420. * @param point defines the point to test
  75421. * @returns true if the point is inside the bounding box
  75422. */
  75423. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75424. /**
  75425. * Tests if the bounding box intersects with a bounding sphere
  75426. * @param sphere defines the sphere to test
  75427. * @returns true if there is an intersection
  75428. */
  75429. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  75430. /**
  75431. * Tests if the bounding box intersects with a box defined by a min and max vectors
  75432. * @param min defines the min vector to use
  75433. * @param max defines the max vector to use
  75434. * @returns true if there is an intersection
  75435. */
  75436. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  75437. /**
  75438. * Tests if two bounding boxes are intersections
  75439. * @param box0 defines the first box to test
  75440. * @param box1 defines the second box to test
  75441. * @returns true if there is an intersection
  75442. */
  75443. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  75444. /**
  75445. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  75446. * @param minPoint defines the minimum vector of the bounding box
  75447. * @param maxPoint defines the maximum vector of the bounding box
  75448. * @param sphereCenter defines the sphere center
  75449. * @param sphereRadius defines the sphere radius
  75450. * @returns true if there is an intersection
  75451. */
  75452. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  75453. /**
  75454. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  75455. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75456. * @param frustumPlanes defines the frustum planes to test
  75457. * @return true if there is an inclusion
  75458. */
  75459. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75460. /**
  75461. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  75462. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75463. * @param frustumPlanes defines the frustum planes to test
  75464. * @return true if there is an intersection
  75465. */
  75466. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75467. }
  75468. }
  75469. declare module BABYLON {
  75470. /** @hidden */
  75471. export class Collider {
  75472. /** Define if a collision was found */
  75473. collisionFound: boolean;
  75474. /**
  75475. * Define last intersection point in local space
  75476. */
  75477. intersectionPoint: Vector3;
  75478. /**
  75479. * Define last collided mesh
  75480. */
  75481. collidedMesh: Nullable<AbstractMesh>;
  75482. private _collisionPoint;
  75483. private _planeIntersectionPoint;
  75484. private _tempVector;
  75485. private _tempVector2;
  75486. private _tempVector3;
  75487. private _tempVector4;
  75488. private _edge;
  75489. private _baseToVertex;
  75490. private _destinationPoint;
  75491. private _slidePlaneNormal;
  75492. private _displacementVector;
  75493. /** @hidden */
  75494. _radius: Vector3;
  75495. /** @hidden */
  75496. _retry: number;
  75497. private _velocity;
  75498. private _basePoint;
  75499. private _epsilon;
  75500. /** @hidden */
  75501. _velocityWorldLength: number;
  75502. /** @hidden */
  75503. _basePointWorld: Vector3;
  75504. private _velocityWorld;
  75505. private _normalizedVelocity;
  75506. /** @hidden */
  75507. _initialVelocity: Vector3;
  75508. /** @hidden */
  75509. _initialPosition: Vector3;
  75510. private _nearestDistance;
  75511. private _collisionMask;
  75512. collisionMask: number;
  75513. /**
  75514. * Gets the plane normal used to compute the sliding response (in local space)
  75515. */
  75516. readonly slidePlaneNormal: Vector3;
  75517. /** @hidden */
  75518. _initialize(source: Vector3, dir: Vector3, e: number): void;
  75519. /** @hidden */
  75520. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  75521. /** @hidden */
  75522. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  75523. /** @hidden */
  75524. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75525. /** @hidden */
  75526. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75527. /** @hidden */
  75528. _getResponse(pos: Vector3, vel: Vector3): void;
  75529. }
  75530. }
  75531. declare module BABYLON {
  75532. /**
  75533. * Interface for cullable objects
  75534. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  75535. */
  75536. export interface ICullable {
  75537. /**
  75538. * Checks if the object or part of the object is in the frustum
  75539. * @param frustumPlanes Camera near/planes
  75540. * @returns true if the object is in frustum otherwise false
  75541. */
  75542. isInFrustum(frustumPlanes: Plane[]): boolean;
  75543. /**
  75544. * Checks if a cullable object (mesh...) is in the camera frustum
  75545. * Unlike isInFrustum this cheks the full bounding box
  75546. * @param frustumPlanes Camera near/planes
  75547. * @returns true if the object is in frustum otherwise false
  75548. */
  75549. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  75550. }
  75551. /**
  75552. * Info for a bounding data of a mesh
  75553. */
  75554. export class BoundingInfo implements ICullable {
  75555. /**
  75556. * Bounding box for the mesh
  75557. */
  75558. readonly boundingBox: BoundingBox;
  75559. /**
  75560. * Bounding sphere for the mesh
  75561. */
  75562. readonly boundingSphere: BoundingSphere;
  75563. private _isLocked;
  75564. private static readonly TmpVector3;
  75565. /**
  75566. * Constructs bounding info
  75567. * @param minimum min vector of the bounding box/sphere
  75568. * @param maximum max vector of the bounding box/sphere
  75569. * @param worldMatrix defines the new world matrix
  75570. */
  75571. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75572. /**
  75573. * Recreates the entire bounding info from scratch as if we call the constructor in place
  75574. * @param min defines the new minimum vector (in local space)
  75575. * @param max defines the new maximum vector (in local space)
  75576. * @param worldMatrix defines the new world matrix
  75577. */
  75578. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75579. /**
  75580. * min vector of the bounding box/sphere
  75581. */
  75582. readonly minimum: Vector3;
  75583. /**
  75584. * max vector of the bounding box/sphere
  75585. */
  75586. readonly maximum: Vector3;
  75587. /**
  75588. * If the info is locked and won't be updated to avoid perf overhead
  75589. */
  75590. isLocked: boolean;
  75591. /**
  75592. * Updates the bounding sphere and box
  75593. * @param world world matrix to be used to update
  75594. */
  75595. update(world: DeepImmutable<Matrix>): void;
  75596. /**
  75597. * Recreate the bounding info to be centered around a specific point given a specific extend.
  75598. * @param center New center of the bounding info
  75599. * @param extend New extend of the bounding info
  75600. * @returns the current bounding info
  75601. */
  75602. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  75603. /**
  75604. * Scale the current bounding info by applying a scale factor
  75605. * @param factor defines the scale factor to apply
  75606. * @returns the current bounding info
  75607. */
  75608. scale(factor: number): BoundingInfo;
  75609. /**
  75610. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  75611. * @param frustumPlanes defines the frustum to test
  75612. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  75613. * @returns true if the bounding info is in the frustum planes
  75614. */
  75615. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  75616. /**
  75617. * Gets the world distance between the min and max points of the bounding box
  75618. */
  75619. readonly diagonalLength: number;
  75620. /**
  75621. * Checks if a cullable object (mesh...) is in the camera frustum
  75622. * Unlike isInFrustum this cheks the full bounding box
  75623. * @param frustumPlanes Camera near/planes
  75624. * @returns true if the object is in frustum otherwise false
  75625. */
  75626. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75627. /** @hidden */
  75628. _checkCollision(collider: Collider): boolean;
  75629. /**
  75630. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  75631. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75632. * @param point the point to check intersection with
  75633. * @returns if the point intersects
  75634. */
  75635. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75636. /**
  75637. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  75638. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75639. * @param boundingInfo the bounding info to check intersection with
  75640. * @param precise if the intersection should be done using OBB
  75641. * @returns if the bounding info intersects
  75642. */
  75643. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  75644. }
  75645. }
  75646. declare module BABYLON {
  75647. /**
  75648. * Extracts minimum and maximum values from a list of indexed positions
  75649. * @param positions defines the positions to use
  75650. * @param indices defines the indices to the positions
  75651. * @param indexStart defines the start index
  75652. * @param indexCount defines the end index
  75653. * @param bias defines bias value to add to the result
  75654. * @return minimum and maximum values
  75655. */
  75656. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  75657. minimum: Vector3;
  75658. maximum: Vector3;
  75659. };
  75660. /**
  75661. * Extracts minimum and maximum values from a list of positions
  75662. * @param positions defines the positions to use
  75663. * @param start defines the start index in the positions array
  75664. * @param count defines the number of positions to handle
  75665. * @param bias defines bias value to add to the result
  75666. * @param stride defines the stride size to use (distance between two positions in the positions array)
  75667. * @return minimum and maximum values
  75668. */
  75669. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  75670. minimum: Vector3;
  75671. maximum: Vector3;
  75672. };
  75673. }
  75674. declare module BABYLON {
  75675. /** @hidden */
  75676. export class WebGLDataBuffer extends DataBuffer {
  75677. private _buffer;
  75678. constructor(resource: WebGLBuffer);
  75679. readonly underlyingResource: any;
  75680. }
  75681. }
  75682. declare module BABYLON {
  75683. /** @hidden */
  75684. export class WebGLPipelineContext implements IPipelineContext {
  75685. engine: ThinEngine;
  75686. program: Nullable<WebGLProgram>;
  75687. context?: WebGLRenderingContext;
  75688. vertexShader?: WebGLShader;
  75689. fragmentShader?: WebGLShader;
  75690. isParallelCompiled: boolean;
  75691. onCompiled?: () => void;
  75692. transformFeedback?: WebGLTransformFeedback | null;
  75693. readonly isAsync: boolean;
  75694. readonly isReady: boolean;
  75695. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  75696. }
  75697. }
  75698. declare module BABYLON {
  75699. interface ThinEngine {
  75700. /**
  75701. * Create an uniform buffer
  75702. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75703. * @param elements defines the content of the uniform buffer
  75704. * @returns the webGL uniform buffer
  75705. */
  75706. createUniformBuffer(elements: FloatArray): DataBuffer;
  75707. /**
  75708. * Create a dynamic uniform buffer
  75709. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75710. * @param elements defines the content of the uniform buffer
  75711. * @returns the webGL uniform buffer
  75712. */
  75713. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  75714. /**
  75715. * Update an existing uniform buffer
  75716. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75717. * @param uniformBuffer defines the target uniform buffer
  75718. * @param elements defines the content to update
  75719. * @param offset defines the offset in the uniform buffer where update should start
  75720. * @param count defines the size of the data to update
  75721. */
  75722. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  75723. /**
  75724. * Bind an uniform buffer to the current webGL context
  75725. * @param buffer defines the buffer to bind
  75726. */
  75727. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  75728. /**
  75729. * Bind a buffer to the current webGL context at a given location
  75730. * @param buffer defines the buffer to bind
  75731. * @param location defines the index where to bind the buffer
  75732. */
  75733. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  75734. /**
  75735. * Bind a specific block at a given index in a specific shader program
  75736. * @param pipelineContext defines the pipeline context to use
  75737. * @param blockName defines the block name
  75738. * @param index defines the index where to bind the block
  75739. */
  75740. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  75741. }
  75742. }
  75743. declare module BABYLON {
  75744. /**
  75745. * Uniform buffer objects.
  75746. *
  75747. * Handles blocks of uniform on the GPU.
  75748. *
  75749. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75750. *
  75751. * For more information, please refer to :
  75752. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75753. */
  75754. export class UniformBuffer {
  75755. private _engine;
  75756. private _buffer;
  75757. private _data;
  75758. private _bufferData;
  75759. private _dynamic?;
  75760. private _uniformLocations;
  75761. private _uniformSizes;
  75762. private _uniformLocationPointer;
  75763. private _needSync;
  75764. private _noUBO;
  75765. private _currentEffect;
  75766. /** @hidden */
  75767. _alreadyBound: boolean;
  75768. private static _MAX_UNIFORM_SIZE;
  75769. private static _tempBuffer;
  75770. /**
  75771. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  75772. * This is dynamic to allow compat with webgl 1 and 2.
  75773. * You will need to pass the name of the uniform as well as the value.
  75774. */
  75775. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  75776. /**
  75777. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  75778. * This is dynamic to allow compat with webgl 1 and 2.
  75779. * You will need to pass the name of the uniform as well as the value.
  75780. */
  75781. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  75782. /**
  75783. * Lambda to Update a single float in a uniform buffer.
  75784. * This is dynamic to allow compat with webgl 1 and 2.
  75785. * You will need to pass the name of the uniform as well as the value.
  75786. */
  75787. updateFloat: (name: string, x: number) => void;
  75788. /**
  75789. * Lambda to Update a vec2 of float in a uniform buffer.
  75790. * This is dynamic to allow compat with webgl 1 and 2.
  75791. * You will need to pass the name of the uniform as well as the value.
  75792. */
  75793. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  75794. /**
  75795. * Lambda to Update a vec3 of float in a uniform buffer.
  75796. * This is dynamic to allow compat with webgl 1 and 2.
  75797. * You will need to pass the name of the uniform as well as the value.
  75798. */
  75799. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  75800. /**
  75801. * Lambda to Update a vec4 of float in a uniform buffer.
  75802. * This is dynamic to allow compat with webgl 1 and 2.
  75803. * You will need to pass the name of the uniform as well as the value.
  75804. */
  75805. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  75806. /**
  75807. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  75808. * This is dynamic to allow compat with webgl 1 and 2.
  75809. * You will need to pass the name of the uniform as well as the value.
  75810. */
  75811. updateMatrix: (name: string, mat: Matrix) => void;
  75812. /**
  75813. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  75814. * This is dynamic to allow compat with webgl 1 and 2.
  75815. * You will need to pass the name of the uniform as well as the value.
  75816. */
  75817. updateVector3: (name: string, vector: Vector3) => void;
  75818. /**
  75819. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  75820. * This is dynamic to allow compat with webgl 1 and 2.
  75821. * You will need to pass the name of the uniform as well as the value.
  75822. */
  75823. updateVector4: (name: string, vector: Vector4) => void;
  75824. /**
  75825. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  75826. * This is dynamic to allow compat with webgl 1 and 2.
  75827. * You will need to pass the name of the uniform as well as the value.
  75828. */
  75829. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  75830. /**
  75831. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  75832. * This is dynamic to allow compat with webgl 1 and 2.
  75833. * You will need to pass the name of the uniform as well as the value.
  75834. */
  75835. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  75836. /**
  75837. * Instantiates a new Uniform buffer objects.
  75838. *
  75839. * Handles blocks of uniform on the GPU.
  75840. *
  75841. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75842. *
  75843. * For more information, please refer to :
  75844. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75845. * @param engine Define the engine the buffer is associated with
  75846. * @param data Define the data contained in the buffer
  75847. * @param dynamic Define if the buffer is updatable
  75848. */
  75849. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  75850. /**
  75851. * Indicates if the buffer is using the WebGL2 UBO implementation,
  75852. * or just falling back on setUniformXXX calls.
  75853. */
  75854. readonly useUbo: boolean;
  75855. /**
  75856. * Indicates if the WebGL underlying uniform buffer is in sync
  75857. * with the javascript cache data.
  75858. */
  75859. readonly isSync: boolean;
  75860. /**
  75861. * Indicates if the WebGL underlying uniform buffer is dynamic.
  75862. * Also, a dynamic UniformBuffer will disable cache verification and always
  75863. * update the underlying WebGL uniform buffer to the GPU.
  75864. * @returns if Dynamic, otherwise false
  75865. */
  75866. isDynamic(): boolean;
  75867. /**
  75868. * The data cache on JS side.
  75869. * @returns the underlying data as a float array
  75870. */
  75871. getData(): Float32Array;
  75872. /**
  75873. * The underlying WebGL Uniform buffer.
  75874. * @returns the webgl buffer
  75875. */
  75876. getBuffer(): Nullable<DataBuffer>;
  75877. /**
  75878. * std140 layout specifies how to align data within an UBO structure.
  75879. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  75880. * for specs.
  75881. */
  75882. private _fillAlignment;
  75883. /**
  75884. * Adds an uniform in the buffer.
  75885. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  75886. * for the layout to be correct !
  75887. * @param name Name of the uniform, as used in the uniform block in the shader.
  75888. * @param size Data size, or data directly.
  75889. */
  75890. addUniform(name: string, size: number | number[]): void;
  75891. /**
  75892. * Adds a Matrix 4x4 to the uniform buffer.
  75893. * @param name Name of the uniform, as used in the uniform block in the shader.
  75894. * @param mat A 4x4 matrix.
  75895. */
  75896. addMatrix(name: string, mat: Matrix): void;
  75897. /**
  75898. * Adds a vec2 to the uniform buffer.
  75899. * @param name Name of the uniform, as used in the uniform block in the shader.
  75900. * @param x Define the x component value of the vec2
  75901. * @param y Define the y component value of the vec2
  75902. */
  75903. addFloat2(name: string, x: number, y: number): void;
  75904. /**
  75905. * Adds a vec3 to the uniform buffer.
  75906. * @param name Name of the uniform, as used in the uniform block in the shader.
  75907. * @param x Define the x component value of the vec3
  75908. * @param y Define the y component value of the vec3
  75909. * @param z Define the z component value of the vec3
  75910. */
  75911. addFloat3(name: string, x: number, y: number, z: number): void;
  75912. /**
  75913. * Adds a vec3 to the uniform buffer.
  75914. * @param name Name of the uniform, as used in the uniform block in the shader.
  75915. * @param color Define the vec3 from a Color
  75916. */
  75917. addColor3(name: string, color: Color3): void;
  75918. /**
  75919. * Adds a vec4 to the uniform buffer.
  75920. * @param name Name of the uniform, as used in the uniform block in the shader.
  75921. * @param color Define the rgb components from a Color
  75922. * @param alpha Define the a component of the vec4
  75923. */
  75924. addColor4(name: string, color: Color3, alpha: number): void;
  75925. /**
  75926. * Adds a vec3 to the uniform buffer.
  75927. * @param name Name of the uniform, as used in the uniform block in the shader.
  75928. * @param vector Define the vec3 components from a Vector
  75929. */
  75930. addVector3(name: string, vector: Vector3): void;
  75931. /**
  75932. * Adds a Matrix 3x3 to the uniform buffer.
  75933. * @param name Name of the uniform, as used in the uniform block in the shader.
  75934. */
  75935. addMatrix3x3(name: string): void;
  75936. /**
  75937. * Adds a Matrix 2x2 to the uniform buffer.
  75938. * @param name Name of the uniform, as used in the uniform block in the shader.
  75939. */
  75940. addMatrix2x2(name: string): void;
  75941. /**
  75942. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  75943. */
  75944. create(): void;
  75945. /** @hidden */
  75946. _rebuild(): void;
  75947. /**
  75948. * Updates the WebGL Uniform Buffer on the GPU.
  75949. * If the `dynamic` flag is set to true, no cache comparison is done.
  75950. * Otherwise, the buffer will be updated only if the cache differs.
  75951. */
  75952. update(): void;
  75953. /**
  75954. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  75955. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75956. * @param data Define the flattened data
  75957. * @param size Define the size of the data.
  75958. */
  75959. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  75960. private _valueCache;
  75961. private _cacheMatrix;
  75962. private _updateMatrix3x3ForUniform;
  75963. private _updateMatrix3x3ForEffect;
  75964. private _updateMatrix2x2ForEffect;
  75965. private _updateMatrix2x2ForUniform;
  75966. private _updateFloatForEffect;
  75967. private _updateFloatForUniform;
  75968. private _updateFloat2ForEffect;
  75969. private _updateFloat2ForUniform;
  75970. private _updateFloat3ForEffect;
  75971. private _updateFloat3ForUniform;
  75972. private _updateFloat4ForEffect;
  75973. private _updateFloat4ForUniform;
  75974. private _updateMatrixForEffect;
  75975. private _updateMatrixForUniform;
  75976. private _updateVector3ForEffect;
  75977. private _updateVector3ForUniform;
  75978. private _updateVector4ForEffect;
  75979. private _updateVector4ForUniform;
  75980. private _updateColor3ForEffect;
  75981. private _updateColor3ForUniform;
  75982. private _updateColor4ForEffect;
  75983. private _updateColor4ForUniform;
  75984. /**
  75985. * Sets a sampler uniform on the effect.
  75986. * @param name Define the name of the sampler.
  75987. * @param texture Define the texture to set in the sampler
  75988. */
  75989. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  75990. /**
  75991. * Directly updates the value of the uniform in the cache AND on the GPU.
  75992. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75993. * @param data Define the flattened data
  75994. */
  75995. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75996. /**
  75997. * Binds this uniform buffer to an effect.
  75998. * @param effect Define the effect to bind the buffer to
  75999. * @param name Name of the uniform block in the shader.
  76000. */
  76001. bindToEffect(effect: Effect, name: string): void;
  76002. /**
  76003. * Disposes the uniform buffer.
  76004. */
  76005. dispose(): void;
  76006. }
  76007. }
  76008. declare module BABYLON {
  76009. /**
  76010. * Enum that determines the text-wrapping mode to use.
  76011. */
  76012. export enum InspectableType {
  76013. /**
  76014. * Checkbox for booleans
  76015. */
  76016. Checkbox = 0,
  76017. /**
  76018. * Sliders for numbers
  76019. */
  76020. Slider = 1,
  76021. /**
  76022. * Vector3
  76023. */
  76024. Vector3 = 2,
  76025. /**
  76026. * Quaternions
  76027. */
  76028. Quaternion = 3,
  76029. /**
  76030. * Color3
  76031. */
  76032. Color3 = 4,
  76033. /**
  76034. * String
  76035. */
  76036. String = 5
  76037. }
  76038. /**
  76039. * Interface used to define custom inspectable properties.
  76040. * This interface is used by the inspector to display custom property grids
  76041. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  76042. */
  76043. export interface IInspectable {
  76044. /**
  76045. * Gets the label to display
  76046. */
  76047. label: string;
  76048. /**
  76049. * Gets the name of the property to edit
  76050. */
  76051. propertyName: string;
  76052. /**
  76053. * Gets the type of the editor to use
  76054. */
  76055. type: InspectableType;
  76056. /**
  76057. * Gets the minimum value of the property when using in "slider" mode
  76058. */
  76059. min?: number;
  76060. /**
  76061. * Gets the maximum value of the property when using in "slider" mode
  76062. */
  76063. max?: number;
  76064. /**
  76065. * Gets the setp to use when using in "slider" mode
  76066. */
  76067. step?: number;
  76068. }
  76069. }
  76070. declare module BABYLON {
  76071. /**
  76072. * Class used to provide helper for timing
  76073. */
  76074. export class TimingTools {
  76075. /**
  76076. * Polyfill for setImmediate
  76077. * @param action defines the action to execute after the current execution block
  76078. */
  76079. static SetImmediate(action: () => void): void;
  76080. }
  76081. }
  76082. declare module BABYLON {
  76083. /**
  76084. * Class used to enable instatition of objects by class name
  76085. */
  76086. export class InstantiationTools {
  76087. /**
  76088. * Use this object to register external classes like custom textures or material
  76089. * to allow the laoders to instantiate them
  76090. */
  76091. static RegisteredExternalClasses: {
  76092. [key: string]: Object;
  76093. };
  76094. /**
  76095. * Tries to instantiate a new object from a given class name
  76096. * @param className defines the class name to instantiate
  76097. * @returns the new object or null if the system was not able to do the instantiation
  76098. */
  76099. static Instantiate(className: string): any;
  76100. }
  76101. }
  76102. declare module BABYLON {
  76103. /**
  76104. * Define options used to create a depth texture
  76105. */
  76106. export class DepthTextureCreationOptions {
  76107. /** Specifies whether or not a stencil should be allocated in the texture */
  76108. generateStencil?: boolean;
  76109. /** Specifies whether or not bilinear filtering is enable on the texture */
  76110. bilinearFiltering?: boolean;
  76111. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  76112. comparisonFunction?: number;
  76113. /** Specifies if the created texture is a cube texture */
  76114. isCube?: boolean;
  76115. }
  76116. }
  76117. declare module BABYLON {
  76118. interface ThinEngine {
  76119. /**
  76120. * Creates a depth stencil cube texture.
  76121. * This is only available in WebGL 2.
  76122. * @param size The size of face edge in the cube texture.
  76123. * @param options The options defining the cube texture.
  76124. * @returns The cube texture
  76125. */
  76126. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  76127. /**
  76128. * Creates a cube texture
  76129. * @param rootUrl defines the url where the files to load is located
  76130. * @param scene defines the current scene
  76131. * @param files defines the list of files to load (1 per face)
  76132. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  76133. * @param onLoad defines an optional callback raised when the texture is loaded
  76134. * @param onError defines an optional callback raised if there is an issue to load the texture
  76135. * @param format defines the format of the data
  76136. * @param forcedExtension defines the extension to use to pick the right loader
  76137. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  76138. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76139. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76140. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  76141. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  76142. * @returns the cube texture as an InternalTexture
  76143. */
  76144. 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;
  76145. /**
  76146. * Creates a cube texture
  76147. * @param rootUrl defines the url where the files to load is located
  76148. * @param scene defines the current scene
  76149. * @param files defines the list of files to load (1 per face)
  76150. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  76151. * @param onLoad defines an optional callback raised when the texture is loaded
  76152. * @param onError defines an optional callback raised if there is an issue to load the texture
  76153. * @param format defines the format of the data
  76154. * @param forcedExtension defines the extension to use to pick the right loader
  76155. * @returns the cube texture as an InternalTexture
  76156. */
  76157. 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;
  76158. /**
  76159. * Creates a cube texture
  76160. * @param rootUrl defines the url where the files to load is located
  76161. * @param scene defines the current scene
  76162. * @param files defines the list of files to load (1 per face)
  76163. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  76164. * @param onLoad defines an optional callback raised when the texture is loaded
  76165. * @param onError defines an optional callback raised if there is an issue to load the texture
  76166. * @param format defines the format of the data
  76167. * @param forcedExtension defines the extension to use to pick the right loader
  76168. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  76169. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76170. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76171. * @returns the cube texture as an InternalTexture
  76172. */
  76173. 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;
  76174. /** @hidden */
  76175. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  76176. /** @hidden */
  76177. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  76178. /** @hidden */
  76179. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  76180. /** @hidden */
  76181. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  76182. /**
  76183. * @hidden
  76184. */
  76185. _setCubeMapTextureParams(loadMipmap: boolean): void;
  76186. }
  76187. }
  76188. declare module BABYLON {
  76189. /**
  76190. * Class for creating a cube texture
  76191. */
  76192. export class CubeTexture extends BaseTexture {
  76193. private _delayedOnLoad;
  76194. /**
  76195. * The url of the texture
  76196. */
  76197. url: string;
  76198. /**
  76199. * Gets or sets the center of the bounding box associated with the cube texture.
  76200. * It must define where the camera used to render the texture was set
  76201. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  76202. */
  76203. boundingBoxPosition: Vector3;
  76204. private _boundingBoxSize;
  76205. /**
  76206. * Gets or sets the size of the bounding box associated with the cube texture
  76207. * When defined, the cubemap will switch to local mode
  76208. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  76209. * @example https://www.babylonjs-playground.com/#RNASML
  76210. */
  76211. /**
  76212. * Returns the bounding box size
  76213. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  76214. */
  76215. boundingBoxSize: Vector3;
  76216. protected _rotationY: number;
  76217. /**
  76218. * Sets texture matrix rotation angle around Y axis in radians.
  76219. */
  76220. /**
  76221. * Gets texture matrix rotation angle around Y axis radians.
  76222. */
  76223. rotationY: number;
  76224. /**
  76225. * Are mip maps generated for this texture or not.
  76226. */
  76227. readonly noMipmap: boolean;
  76228. private _noMipmap;
  76229. private _files;
  76230. protected _forcedExtension: Nullable<string>;
  76231. private _extensions;
  76232. private _textureMatrix;
  76233. private _format;
  76234. private _createPolynomials;
  76235. /** @hidden */
  76236. _prefiltered: boolean;
  76237. /**
  76238. * Creates a cube texture from an array of image urls
  76239. * @param files defines an array of image urls
  76240. * @param scene defines the hosting scene
  76241. * @param noMipmap specifies if mip maps are not used
  76242. * @returns a cube texture
  76243. */
  76244. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  76245. /**
  76246. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  76247. * @param url defines the url of the prefiltered texture
  76248. * @param scene defines the scene the texture is attached to
  76249. * @param forcedExtension defines the extension of the file if different from the url
  76250. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  76251. * @return the prefiltered texture
  76252. */
  76253. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  76254. /**
  76255. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  76256. * as prefiltered data.
  76257. * @param rootUrl defines the url of the texture or the root name of the six images
  76258. * @param scene defines the scene the texture is attached to
  76259. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  76260. * @param noMipmap defines if mipmaps should be created or not
  76261. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  76262. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  76263. * @param onError defines a callback triggered in case of error during load
  76264. * @param format defines the internal format to use for the texture once loaded
  76265. * @param prefiltered defines whether or not the texture is created from prefiltered data
  76266. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  76267. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  76268. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76269. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76270. * @return the cube texture
  76271. */
  76272. 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);
  76273. /**
  76274. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  76275. */
  76276. readonly isPrefiltered: boolean;
  76277. /**
  76278. * Get the current class name of the texture useful for serialization or dynamic coding.
  76279. * @returns "CubeTexture"
  76280. */
  76281. getClassName(): string;
  76282. /**
  76283. * Update the url (and optional buffer) of this texture if url was null during construction.
  76284. * @param url the url of the texture
  76285. * @param forcedExtension defines the extension to use
  76286. * @param onLoad callback called when the texture is loaded (defaults to null)
  76287. */
  76288. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  76289. /**
  76290. * Delays loading of the cube texture
  76291. * @param forcedExtension defines the extension to use
  76292. */
  76293. delayLoad(forcedExtension?: string): void;
  76294. /**
  76295. * Returns the reflection texture matrix
  76296. * @returns the reflection texture matrix
  76297. */
  76298. getReflectionTextureMatrix(): Matrix;
  76299. /**
  76300. * Sets the reflection texture matrix
  76301. * @param value Reflection texture matrix
  76302. */
  76303. setReflectionTextureMatrix(value: Matrix): void;
  76304. /**
  76305. * Parses text to create a cube texture
  76306. * @param parsedTexture define the serialized text to read from
  76307. * @param scene defines the hosting scene
  76308. * @param rootUrl defines the root url of the cube texture
  76309. * @returns a cube texture
  76310. */
  76311. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  76312. /**
  76313. * Makes a clone, or deep copy, of the cube texture
  76314. * @returns a new cube texture
  76315. */
  76316. clone(): CubeTexture;
  76317. }
  76318. }
  76319. declare module BABYLON {
  76320. /**
  76321. * Manages the defines for the Material
  76322. */
  76323. export class MaterialDefines {
  76324. /** @hidden */
  76325. protected _keys: string[];
  76326. private _isDirty;
  76327. /** @hidden */
  76328. _renderId: number;
  76329. /** @hidden */
  76330. _areLightsDirty: boolean;
  76331. /** @hidden */
  76332. _areLightsDisposed: boolean;
  76333. /** @hidden */
  76334. _areAttributesDirty: boolean;
  76335. /** @hidden */
  76336. _areTexturesDirty: boolean;
  76337. /** @hidden */
  76338. _areFresnelDirty: boolean;
  76339. /** @hidden */
  76340. _areMiscDirty: boolean;
  76341. /** @hidden */
  76342. _areImageProcessingDirty: boolean;
  76343. /** @hidden */
  76344. _normals: boolean;
  76345. /** @hidden */
  76346. _uvs: boolean;
  76347. /** @hidden */
  76348. _needNormals: boolean;
  76349. /** @hidden */
  76350. _needUVs: boolean;
  76351. [id: string]: any;
  76352. /**
  76353. * Specifies if the material needs to be re-calculated
  76354. */
  76355. readonly isDirty: boolean;
  76356. /**
  76357. * Marks the material to indicate that it has been re-calculated
  76358. */
  76359. markAsProcessed(): void;
  76360. /**
  76361. * Marks the material to indicate that it needs to be re-calculated
  76362. */
  76363. markAsUnprocessed(): void;
  76364. /**
  76365. * Marks the material to indicate all of its defines need to be re-calculated
  76366. */
  76367. markAllAsDirty(): void;
  76368. /**
  76369. * Marks the material to indicate that image processing needs to be re-calculated
  76370. */
  76371. markAsImageProcessingDirty(): void;
  76372. /**
  76373. * Marks the material to indicate the lights need to be re-calculated
  76374. * @param disposed Defines whether the light is dirty due to dispose or not
  76375. */
  76376. markAsLightDirty(disposed?: boolean): void;
  76377. /**
  76378. * Marks the attribute state as changed
  76379. */
  76380. markAsAttributesDirty(): void;
  76381. /**
  76382. * Marks the texture state as changed
  76383. */
  76384. markAsTexturesDirty(): void;
  76385. /**
  76386. * Marks the fresnel state as changed
  76387. */
  76388. markAsFresnelDirty(): void;
  76389. /**
  76390. * Marks the misc state as changed
  76391. */
  76392. markAsMiscDirty(): void;
  76393. /**
  76394. * Rebuilds the material defines
  76395. */
  76396. rebuild(): void;
  76397. /**
  76398. * Specifies if two material defines are equal
  76399. * @param other - A material define instance to compare to
  76400. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  76401. */
  76402. isEqual(other: MaterialDefines): boolean;
  76403. /**
  76404. * Clones this instance's defines to another instance
  76405. * @param other - material defines to clone values to
  76406. */
  76407. cloneTo(other: MaterialDefines): void;
  76408. /**
  76409. * Resets the material define values
  76410. */
  76411. reset(): void;
  76412. /**
  76413. * Converts the material define values to a string
  76414. * @returns - String of material define information
  76415. */
  76416. toString(): string;
  76417. }
  76418. }
  76419. declare module BABYLON {
  76420. /**
  76421. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  76422. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  76423. * 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;
  76424. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  76425. */
  76426. export class ColorCurves {
  76427. private _dirty;
  76428. private _tempColor;
  76429. private _globalCurve;
  76430. private _highlightsCurve;
  76431. private _midtonesCurve;
  76432. private _shadowsCurve;
  76433. private _positiveCurve;
  76434. private _negativeCurve;
  76435. private _globalHue;
  76436. private _globalDensity;
  76437. private _globalSaturation;
  76438. private _globalExposure;
  76439. /**
  76440. * Gets the global Hue value.
  76441. * 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).
  76442. */
  76443. /**
  76444. * Sets the global Hue value.
  76445. * 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).
  76446. */
  76447. globalHue: number;
  76448. /**
  76449. * Gets the global Density value.
  76450. * 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.
  76451. * Values less than zero provide a filter of opposite hue.
  76452. */
  76453. /**
  76454. * Sets the global Density value.
  76455. * 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.
  76456. * Values less than zero provide a filter of opposite hue.
  76457. */
  76458. globalDensity: number;
  76459. /**
  76460. * Gets the global Saturation value.
  76461. * 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.
  76462. */
  76463. /**
  76464. * Sets the global Saturation value.
  76465. * 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.
  76466. */
  76467. globalSaturation: number;
  76468. /**
  76469. * Gets the global Exposure value.
  76470. * 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.
  76471. */
  76472. /**
  76473. * Sets the global Exposure value.
  76474. * 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.
  76475. */
  76476. globalExposure: number;
  76477. private _highlightsHue;
  76478. private _highlightsDensity;
  76479. private _highlightsSaturation;
  76480. private _highlightsExposure;
  76481. /**
  76482. * Gets the highlights Hue value.
  76483. * 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).
  76484. */
  76485. /**
  76486. * Sets the highlights Hue value.
  76487. * 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).
  76488. */
  76489. highlightsHue: number;
  76490. /**
  76491. * Gets the highlights Density value.
  76492. * 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.
  76493. * Values less than zero provide a filter of opposite hue.
  76494. */
  76495. /**
  76496. * Sets the highlights Density value.
  76497. * 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.
  76498. * Values less than zero provide a filter of opposite hue.
  76499. */
  76500. highlightsDensity: number;
  76501. /**
  76502. * Gets the highlights Saturation value.
  76503. * 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.
  76504. */
  76505. /**
  76506. * Sets the highlights Saturation value.
  76507. * 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.
  76508. */
  76509. highlightsSaturation: number;
  76510. /**
  76511. * Gets the highlights Exposure value.
  76512. * 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.
  76513. */
  76514. /**
  76515. * Sets the highlights Exposure value.
  76516. * 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.
  76517. */
  76518. highlightsExposure: number;
  76519. private _midtonesHue;
  76520. private _midtonesDensity;
  76521. private _midtonesSaturation;
  76522. private _midtonesExposure;
  76523. /**
  76524. * Gets the midtones Hue value.
  76525. * 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).
  76526. */
  76527. /**
  76528. * Sets the midtones Hue value.
  76529. * 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).
  76530. */
  76531. midtonesHue: number;
  76532. /**
  76533. * Gets the midtones Density value.
  76534. * 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.
  76535. * Values less than zero provide a filter of opposite hue.
  76536. */
  76537. /**
  76538. * Sets the midtones Density value.
  76539. * 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.
  76540. * Values less than zero provide a filter of opposite hue.
  76541. */
  76542. midtonesDensity: number;
  76543. /**
  76544. * Gets the midtones Saturation value.
  76545. * 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.
  76546. */
  76547. /**
  76548. * Sets the midtones Saturation value.
  76549. * 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.
  76550. */
  76551. midtonesSaturation: number;
  76552. /**
  76553. * Gets the midtones Exposure value.
  76554. * 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.
  76555. */
  76556. /**
  76557. * Sets the midtones Exposure value.
  76558. * 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.
  76559. */
  76560. midtonesExposure: number;
  76561. private _shadowsHue;
  76562. private _shadowsDensity;
  76563. private _shadowsSaturation;
  76564. private _shadowsExposure;
  76565. /**
  76566. * Gets the shadows Hue value.
  76567. * 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).
  76568. */
  76569. /**
  76570. * Sets the shadows Hue value.
  76571. * 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).
  76572. */
  76573. shadowsHue: number;
  76574. /**
  76575. * Gets the shadows Density value.
  76576. * 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.
  76577. * Values less than zero provide a filter of opposite hue.
  76578. */
  76579. /**
  76580. * Sets the shadows Density value.
  76581. * 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.
  76582. * Values less than zero provide a filter of opposite hue.
  76583. */
  76584. shadowsDensity: number;
  76585. /**
  76586. * Gets the shadows Saturation value.
  76587. * 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.
  76588. */
  76589. /**
  76590. * Sets the shadows Saturation value.
  76591. * 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.
  76592. */
  76593. shadowsSaturation: number;
  76594. /**
  76595. * Gets the shadows Exposure value.
  76596. * 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.
  76597. */
  76598. /**
  76599. * Sets the shadows Exposure value.
  76600. * 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.
  76601. */
  76602. shadowsExposure: number;
  76603. /**
  76604. * Returns the class name
  76605. * @returns The class name
  76606. */
  76607. getClassName(): string;
  76608. /**
  76609. * Binds the color curves to the shader.
  76610. * @param colorCurves The color curve to bind
  76611. * @param effect The effect to bind to
  76612. * @param positiveUniform The positive uniform shader parameter
  76613. * @param neutralUniform The neutral uniform shader parameter
  76614. * @param negativeUniform The negative uniform shader parameter
  76615. */
  76616. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  76617. /**
  76618. * Prepare the list of uniforms associated with the ColorCurves effects.
  76619. * @param uniformsList The list of uniforms used in the effect
  76620. */
  76621. static PrepareUniforms(uniformsList: string[]): void;
  76622. /**
  76623. * Returns color grading data based on a hue, density, saturation and exposure value.
  76624. * @param filterHue The hue of the color filter.
  76625. * @param filterDensity The density of the color filter.
  76626. * @param saturation The saturation.
  76627. * @param exposure The exposure.
  76628. * @param result The result data container.
  76629. */
  76630. private getColorGradingDataToRef;
  76631. /**
  76632. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  76633. * @param value The input slider value in range [-100,100].
  76634. * @returns Adjusted value.
  76635. */
  76636. private static applyColorGradingSliderNonlinear;
  76637. /**
  76638. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  76639. * @param hue The hue (H) input.
  76640. * @param saturation The saturation (S) input.
  76641. * @param brightness The brightness (B) input.
  76642. * @result An RGBA color represented as Vector4.
  76643. */
  76644. private static fromHSBToRef;
  76645. /**
  76646. * Returns a value clamped between min and max
  76647. * @param value The value to clamp
  76648. * @param min The minimum of value
  76649. * @param max The maximum of value
  76650. * @returns The clamped value.
  76651. */
  76652. private static clamp;
  76653. /**
  76654. * Clones the current color curve instance.
  76655. * @return The cloned curves
  76656. */
  76657. clone(): ColorCurves;
  76658. /**
  76659. * Serializes the current color curve instance to a json representation.
  76660. * @return a JSON representation
  76661. */
  76662. serialize(): any;
  76663. /**
  76664. * Parses the color curve from a json representation.
  76665. * @param source the JSON source to parse
  76666. * @return The parsed curves
  76667. */
  76668. static Parse(source: any): ColorCurves;
  76669. }
  76670. }
  76671. declare module BABYLON {
  76672. /**
  76673. * Interface to follow in your material defines to integrate easily the
  76674. * Image proccessing functions.
  76675. * @hidden
  76676. */
  76677. export interface IImageProcessingConfigurationDefines {
  76678. IMAGEPROCESSING: boolean;
  76679. VIGNETTE: boolean;
  76680. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76681. VIGNETTEBLENDMODEOPAQUE: boolean;
  76682. TONEMAPPING: boolean;
  76683. TONEMAPPING_ACES: boolean;
  76684. CONTRAST: boolean;
  76685. EXPOSURE: boolean;
  76686. COLORCURVES: boolean;
  76687. COLORGRADING: boolean;
  76688. COLORGRADING3D: boolean;
  76689. SAMPLER3DGREENDEPTH: boolean;
  76690. SAMPLER3DBGRMAP: boolean;
  76691. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76692. }
  76693. /**
  76694. * @hidden
  76695. */
  76696. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  76697. IMAGEPROCESSING: boolean;
  76698. VIGNETTE: boolean;
  76699. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76700. VIGNETTEBLENDMODEOPAQUE: boolean;
  76701. TONEMAPPING: boolean;
  76702. TONEMAPPING_ACES: boolean;
  76703. CONTRAST: boolean;
  76704. COLORCURVES: boolean;
  76705. COLORGRADING: boolean;
  76706. COLORGRADING3D: boolean;
  76707. SAMPLER3DGREENDEPTH: boolean;
  76708. SAMPLER3DBGRMAP: boolean;
  76709. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76710. EXPOSURE: boolean;
  76711. constructor();
  76712. }
  76713. /**
  76714. * This groups together the common properties used for image processing either in direct forward pass
  76715. * or through post processing effect depending on the use of the image processing pipeline in your scene
  76716. * or not.
  76717. */
  76718. export class ImageProcessingConfiguration {
  76719. /**
  76720. * Default tone mapping applied in BabylonJS.
  76721. */
  76722. static readonly TONEMAPPING_STANDARD: number;
  76723. /**
  76724. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  76725. * to other engines rendering to increase portability.
  76726. */
  76727. static readonly TONEMAPPING_ACES: number;
  76728. /**
  76729. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  76730. */
  76731. colorCurves: Nullable<ColorCurves>;
  76732. private _colorCurvesEnabled;
  76733. /**
  76734. * Gets wether the color curves effect is enabled.
  76735. */
  76736. /**
  76737. * Sets wether the color curves effect is enabled.
  76738. */
  76739. colorCurvesEnabled: boolean;
  76740. private _colorGradingTexture;
  76741. /**
  76742. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76743. */
  76744. /**
  76745. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76746. */
  76747. colorGradingTexture: Nullable<BaseTexture>;
  76748. private _colorGradingEnabled;
  76749. /**
  76750. * Gets wether the color grading effect is enabled.
  76751. */
  76752. /**
  76753. * Sets wether the color grading effect is enabled.
  76754. */
  76755. colorGradingEnabled: boolean;
  76756. private _colorGradingWithGreenDepth;
  76757. /**
  76758. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  76759. */
  76760. /**
  76761. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  76762. */
  76763. colorGradingWithGreenDepth: boolean;
  76764. private _colorGradingBGR;
  76765. /**
  76766. * Gets wether the color grading texture contains BGR values.
  76767. */
  76768. /**
  76769. * Sets wether the color grading texture contains BGR values.
  76770. */
  76771. colorGradingBGR: boolean;
  76772. /** @hidden */
  76773. _exposure: number;
  76774. /**
  76775. * Gets the Exposure used in the effect.
  76776. */
  76777. /**
  76778. * Sets the Exposure used in the effect.
  76779. */
  76780. exposure: number;
  76781. private _toneMappingEnabled;
  76782. /**
  76783. * Gets wether the tone mapping effect is enabled.
  76784. */
  76785. /**
  76786. * Sets wether the tone mapping effect is enabled.
  76787. */
  76788. toneMappingEnabled: boolean;
  76789. private _toneMappingType;
  76790. /**
  76791. * Gets the type of tone mapping effect.
  76792. */
  76793. /**
  76794. * Sets the type of tone mapping effect used in BabylonJS.
  76795. */
  76796. toneMappingType: number;
  76797. protected _contrast: number;
  76798. /**
  76799. * Gets the contrast used in the effect.
  76800. */
  76801. /**
  76802. * Sets the contrast used in the effect.
  76803. */
  76804. contrast: number;
  76805. /**
  76806. * Vignette stretch size.
  76807. */
  76808. vignetteStretch: number;
  76809. /**
  76810. * Vignette centre X Offset.
  76811. */
  76812. vignetteCentreX: number;
  76813. /**
  76814. * Vignette centre Y Offset.
  76815. */
  76816. vignetteCentreY: number;
  76817. /**
  76818. * Vignette weight or intensity of the vignette effect.
  76819. */
  76820. vignetteWeight: number;
  76821. /**
  76822. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  76823. * if vignetteEnabled is set to true.
  76824. */
  76825. vignetteColor: Color4;
  76826. /**
  76827. * Camera field of view used by the Vignette effect.
  76828. */
  76829. vignetteCameraFov: number;
  76830. private _vignetteBlendMode;
  76831. /**
  76832. * Gets the vignette blend mode allowing different kind of effect.
  76833. */
  76834. /**
  76835. * Sets the vignette blend mode allowing different kind of effect.
  76836. */
  76837. vignetteBlendMode: number;
  76838. private _vignetteEnabled;
  76839. /**
  76840. * Gets wether the vignette effect is enabled.
  76841. */
  76842. /**
  76843. * Sets wether the vignette effect is enabled.
  76844. */
  76845. vignetteEnabled: boolean;
  76846. private _applyByPostProcess;
  76847. /**
  76848. * Gets wether the image processing is applied through a post process or not.
  76849. */
  76850. /**
  76851. * Sets wether the image processing is applied through a post process or not.
  76852. */
  76853. applyByPostProcess: boolean;
  76854. private _isEnabled;
  76855. /**
  76856. * Gets wether the image processing is enabled or not.
  76857. */
  76858. /**
  76859. * Sets wether the image processing is enabled or not.
  76860. */
  76861. isEnabled: boolean;
  76862. /**
  76863. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  76864. */
  76865. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  76866. /**
  76867. * Method called each time the image processing information changes requires to recompile the effect.
  76868. */
  76869. protected _updateParameters(): void;
  76870. /**
  76871. * Gets the current class name.
  76872. * @return "ImageProcessingConfiguration"
  76873. */
  76874. getClassName(): string;
  76875. /**
  76876. * Prepare the list of uniforms associated with the Image Processing effects.
  76877. * @param uniforms The list of uniforms used in the effect
  76878. * @param defines the list of defines currently in use
  76879. */
  76880. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  76881. /**
  76882. * Prepare the list of samplers associated with the Image Processing effects.
  76883. * @param samplersList The list of uniforms used in the effect
  76884. * @param defines the list of defines currently in use
  76885. */
  76886. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  76887. /**
  76888. * Prepare the list of defines associated to the shader.
  76889. * @param defines the list of defines to complete
  76890. * @param forPostProcess Define if we are currently in post process mode or not
  76891. */
  76892. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  76893. /**
  76894. * Returns true if all the image processing information are ready.
  76895. * @returns True if ready, otherwise, false
  76896. */
  76897. isReady(): boolean;
  76898. /**
  76899. * Binds the image processing to the shader.
  76900. * @param effect The effect to bind to
  76901. * @param overrideAspectRatio Override the aspect ratio of the effect
  76902. */
  76903. bind(effect: Effect, overrideAspectRatio?: number): void;
  76904. /**
  76905. * Clones the current image processing instance.
  76906. * @return The cloned image processing
  76907. */
  76908. clone(): ImageProcessingConfiguration;
  76909. /**
  76910. * Serializes the current image processing instance to a json representation.
  76911. * @return a JSON representation
  76912. */
  76913. serialize(): any;
  76914. /**
  76915. * Parses the image processing from a json representation.
  76916. * @param source the JSON source to parse
  76917. * @return The parsed image processing
  76918. */
  76919. static Parse(source: any): ImageProcessingConfiguration;
  76920. private static _VIGNETTEMODE_MULTIPLY;
  76921. private static _VIGNETTEMODE_OPAQUE;
  76922. /**
  76923. * Used to apply the vignette as a mix with the pixel color.
  76924. */
  76925. static readonly VIGNETTEMODE_MULTIPLY: number;
  76926. /**
  76927. * Used to apply the vignette as a replacement of the pixel color.
  76928. */
  76929. static readonly VIGNETTEMODE_OPAQUE: number;
  76930. }
  76931. }
  76932. declare module BABYLON {
  76933. /** @hidden */
  76934. export var postprocessVertexShader: {
  76935. name: string;
  76936. shader: string;
  76937. };
  76938. }
  76939. declare module BABYLON {
  76940. interface ThinEngine {
  76941. /**
  76942. * Creates a new render target texture
  76943. * @param size defines the size of the texture
  76944. * @param options defines the options used to create the texture
  76945. * @returns a new render target texture stored in an InternalTexture
  76946. */
  76947. createRenderTargetTexture(size: number | {
  76948. width: number;
  76949. height: number;
  76950. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  76951. /**
  76952. * Creates a depth stencil texture.
  76953. * This is only available in WebGL 2 or with the depth texture extension available.
  76954. * @param size The size of face edge in the texture.
  76955. * @param options The options defining the texture.
  76956. * @returns The texture
  76957. */
  76958. createDepthStencilTexture(size: number | {
  76959. width: number;
  76960. height: number;
  76961. }, options: DepthTextureCreationOptions): InternalTexture;
  76962. /** @hidden */
  76963. _createDepthStencilTexture(size: number | {
  76964. width: number;
  76965. height: number;
  76966. }, options: DepthTextureCreationOptions): InternalTexture;
  76967. }
  76968. }
  76969. declare module BABYLON {
  76970. /** Defines supported spaces */
  76971. export enum Space {
  76972. /** Local (object) space */
  76973. LOCAL = 0,
  76974. /** World space */
  76975. WORLD = 1,
  76976. /** Bone space */
  76977. BONE = 2
  76978. }
  76979. /** Defines the 3 main axes */
  76980. export class Axis {
  76981. /** X axis */
  76982. static X: Vector3;
  76983. /** Y axis */
  76984. static Y: Vector3;
  76985. /** Z axis */
  76986. static Z: Vector3;
  76987. }
  76988. }
  76989. declare module BABYLON {
  76990. /**
  76991. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76992. * This is the base of the follow, arc rotate cameras and Free camera
  76993. * @see http://doc.babylonjs.com/features/cameras
  76994. */
  76995. export class TargetCamera extends Camera {
  76996. private static _RigCamTransformMatrix;
  76997. private static _TargetTransformMatrix;
  76998. private static _TargetFocalPoint;
  76999. /**
  77000. * Define the current direction the camera is moving to
  77001. */
  77002. cameraDirection: Vector3;
  77003. /**
  77004. * Define the current rotation the camera is rotating to
  77005. */
  77006. cameraRotation: Vector2;
  77007. /**
  77008. * When set, the up vector of the camera will be updated by the rotation of the camera
  77009. */
  77010. updateUpVectorFromRotation: boolean;
  77011. private _tmpQuaternion;
  77012. /**
  77013. * Define the current rotation of the camera
  77014. */
  77015. rotation: Vector3;
  77016. /**
  77017. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  77018. */
  77019. rotationQuaternion: Quaternion;
  77020. /**
  77021. * Define the current speed of the camera
  77022. */
  77023. speed: number;
  77024. /**
  77025. * Add constraint to the camera to prevent it to move freely in all directions and
  77026. * around all axis.
  77027. */
  77028. noRotationConstraint: boolean;
  77029. /**
  77030. * Define the current target of the camera as an object or a position.
  77031. */
  77032. lockedTarget: any;
  77033. /** @hidden */
  77034. _currentTarget: Vector3;
  77035. /** @hidden */
  77036. _initialFocalDistance: number;
  77037. /** @hidden */
  77038. _viewMatrix: Matrix;
  77039. /** @hidden */
  77040. _camMatrix: Matrix;
  77041. /** @hidden */
  77042. _cameraTransformMatrix: Matrix;
  77043. /** @hidden */
  77044. _cameraRotationMatrix: Matrix;
  77045. /** @hidden */
  77046. _referencePoint: Vector3;
  77047. /** @hidden */
  77048. _transformedReferencePoint: Vector3;
  77049. protected _globalCurrentTarget: Vector3;
  77050. protected _globalCurrentUpVector: Vector3;
  77051. /** @hidden */
  77052. _reset: () => void;
  77053. private _defaultUp;
  77054. /**
  77055. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  77056. * This is the base of the follow, arc rotate cameras and Free camera
  77057. * @see http://doc.babylonjs.com/features/cameras
  77058. * @param name Defines the name of the camera in the scene
  77059. * @param position Defines the start position of the camera in the scene
  77060. * @param scene Defines the scene the camera belongs to
  77061. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  77062. */
  77063. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  77064. /**
  77065. * Gets the position in front of the camera at a given distance.
  77066. * @param distance The distance from the camera we want the position to be
  77067. * @returns the position
  77068. */
  77069. getFrontPosition(distance: number): Vector3;
  77070. /** @hidden */
  77071. _getLockedTargetPosition(): Nullable<Vector3>;
  77072. private _storedPosition;
  77073. private _storedRotation;
  77074. private _storedRotationQuaternion;
  77075. /**
  77076. * Store current camera state of the camera (fov, position, rotation, etc..)
  77077. * @returns the camera
  77078. */
  77079. storeState(): Camera;
  77080. /**
  77081. * Restored camera state. You must call storeState() first
  77082. * @returns whether it was successful or not
  77083. * @hidden
  77084. */
  77085. _restoreStateValues(): boolean;
  77086. /** @hidden */
  77087. _initCache(): void;
  77088. /** @hidden */
  77089. _updateCache(ignoreParentClass?: boolean): void;
  77090. /** @hidden */
  77091. _isSynchronizedViewMatrix(): boolean;
  77092. /** @hidden */
  77093. _computeLocalCameraSpeed(): number;
  77094. /**
  77095. * Defines the target the camera should look at.
  77096. * @param target Defines the new target as a Vector or a mesh
  77097. */
  77098. setTarget(target: Vector3): void;
  77099. /**
  77100. * Return the current target position of the camera. This value is expressed in local space.
  77101. * @returns the target position
  77102. */
  77103. getTarget(): Vector3;
  77104. /** @hidden */
  77105. _decideIfNeedsToMove(): boolean;
  77106. /** @hidden */
  77107. _updatePosition(): void;
  77108. /** @hidden */
  77109. _checkInputs(): void;
  77110. protected _updateCameraRotationMatrix(): void;
  77111. /**
  77112. * 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)
  77113. * @returns the current camera
  77114. */
  77115. private _rotateUpVectorWithCameraRotationMatrix;
  77116. private _cachedRotationZ;
  77117. private _cachedQuaternionRotationZ;
  77118. /** @hidden */
  77119. _getViewMatrix(): Matrix;
  77120. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  77121. /**
  77122. * @hidden
  77123. */
  77124. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  77125. /**
  77126. * @hidden
  77127. */
  77128. _updateRigCameras(): void;
  77129. private _getRigCamPositionAndTarget;
  77130. /**
  77131. * Gets the current object class name.
  77132. * @return the class name
  77133. */
  77134. getClassName(): string;
  77135. }
  77136. }
  77137. declare module BABYLON {
  77138. /**
  77139. * Gather the list of keyboard event types as constants.
  77140. */
  77141. export class KeyboardEventTypes {
  77142. /**
  77143. * The keydown event is fired when a key becomes active (pressed).
  77144. */
  77145. static readonly KEYDOWN: number;
  77146. /**
  77147. * The keyup event is fired when a key has been released.
  77148. */
  77149. static readonly KEYUP: number;
  77150. }
  77151. /**
  77152. * This class is used to store keyboard related info for the onKeyboardObservable event.
  77153. */
  77154. export class KeyboardInfo {
  77155. /**
  77156. * Defines the type of event (KeyboardEventTypes)
  77157. */
  77158. type: number;
  77159. /**
  77160. * Defines the related dom event
  77161. */
  77162. event: KeyboardEvent;
  77163. /**
  77164. * Instantiates a new keyboard info.
  77165. * This class is used to store keyboard related info for the onKeyboardObservable event.
  77166. * @param type Defines the type of event (KeyboardEventTypes)
  77167. * @param event Defines the related dom event
  77168. */
  77169. constructor(
  77170. /**
  77171. * Defines the type of event (KeyboardEventTypes)
  77172. */
  77173. type: number,
  77174. /**
  77175. * Defines the related dom event
  77176. */
  77177. event: KeyboardEvent);
  77178. }
  77179. /**
  77180. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  77181. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  77182. */
  77183. export class KeyboardInfoPre extends KeyboardInfo {
  77184. /**
  77185. * Defines the type of event (KeyboardEventTypes)
  77186. */
  77187. type: number;
  77188. /**
  77189. * Defines the related dom event
  77190. */
  77191. event: KeyboardEvent;
  77192. /**
  77193. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  77194. */
  77195. skipOnPointerObservable: boolean;
  77196. /**
  77197. * Instantiates a new keyboard pre info.
  77198. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  77199. * @param type Defines the type of event (KeyboardEventTypes)
  77200. * @param event Defines the related dom event
  77201. */
  77202. constructor(
  77203. /**
  77204. * Defines the type of event (KeyboardEventTypes)
  77205. */
  77206. type: number,
  77207. /**
  77208. * Defines the related dom event
  77209. */
  77210. event: KeyboardEvent);
  77211. }
  77212. }
  77213. declare module BABYLON {
  77214. /**
  77215. * Manage the keyboard inputs to control the movement of a free camera.
  77216. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77217. */
  77218. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  77219. /**
  77220. * Defines the camera the input is attached to.
  77221. */
  77222. camera: FreeCamera;
  77223. /**
  77224. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  77225. */
  77226. keysUp: number[];
  77227. /**
  77228. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  77229. */
  77230. keysDown: number[];
  77231. /**
  77232. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  77233. */
  77234. keysLeft: number[];
  77235. /**
  77236. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  77237. */
  77238. keysRight: number[];
  77239. private _keys;
  77240. private _onCanvasBlurObserver;
  77241. private _onKeyboardObserver;
  77242. private _engine;
  77243. private _scene;
  77244. /**
  77245. * Attach the input controls to a specific dom element to get the input from.
  77246. * @param element Defines the element the controls should be listened from
  77247. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77248. */
  77249. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77250. /**
  77251. * Detach the current controls from the specified dom element.
  77252. * @param element Defines the element to stop listening the inputs from
  77253. */
  77254. detachControl(element: Nullable<HTMLElement>): void;
  77255. /**
  77256. * Update the current camera state depending on the inputs that have been used this frame.
  77257. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77258. */
  77259. checkInputs(): void;
  77260. /**
  77261. * Gets the class name of the current intput.
  77262. * @returns the class name
  77263. */
  77264. getClassName(): string;
  77265. /** @hidden */
  77266. _onLostFocus(): void;
  77267. /**
  77268. * Get the friendly name associated with the input class.
  77269. * @returns the input friendly name
  77270. */
  77271. getSimpleName(): string;
  77272. }
  77273. }
  77274. declare module BABYLON {
  77275. /**
  77276. * Interface describing all the common properties and methods a shadow light needs to implement.
  77277. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  77278. * as well as binding the different shadow properties to the effects.
  77279. */
  77280. export interface IShadowLight extends Light {
  77281. /**
  77282. * The light id in the scene (used in scene.findLighById for instance)
  77283. */
  77284. id: string;
  77285. /**
  77286. * The position the shdow will be casted from.
  77287. */
  77288. position: Vector3;
  77289. /**
  77290. * In 2d mode (needCube being false), the direction used to cast the shadow.
  77291. */
  77292. direction: Vector3;
  77293. /**
  77294. * The transformed position. Position of the light in world space taking parenting in account.
  77295. */
  77296. transformedPosition: Vector3;
  77297. /**
  77298. * The transformed direction. Direction of the light in world space taking parenting in account.
  77299. */
  77300. transformedDirection: Vector3;
  77301. /**
  77302. * The friendly name of the light in the scene.
  77303. */
  77304. name: string;
  77305. /**
  77306. * Defines the shadow projection clipping minimum z value.
  77307. */
  77308. shadowMinZ: number;
  77309. /**
  77310. * Defines the shadow projection clipping maximum z value.
  77311. */
  77312. shadowMaxZ: number;
  77313. /**
  77314. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  77315. * @returns true if the information has been computed, false if it does not need to (no parenting)
  77316. */
  77317. computeTransformedInformation(): boolean;
  77318. /**
  77319. * Gets the scene the light belongs to.
  77320. * @returns The scene
  77321. */
  77322. getScene(): Scene;
  77323. /**
  77324. * Callback defining a custom Projection Matrix Builder.
  77325. * This can be used to override the default projection matrix computation.
  77326. */
  77327. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77328. /**
  77329. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77330. * @param matrix The materix to updated with the projection information
  77331. * @param viewMatrix The transform matrix of the light
  77332. * @param renderList The list of mesh to render in the map
  77333. * @returns The current light
  77334. */
  77335. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77336. /**
  77337. * Gets the current depth scale used in ESM.
  77338. * @returns The scale
  77339. */
  77340. getDepthScale(): number;
  77341. /**
  77342. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77343. * @returns true if a cube texture needs to be use
  77344. */
  77345. needCube(): boolean;
  77346. /**
  77347. * Detects if the projection matrix requires to be recomputed this frame.
  77348. * @returns true if it requires to be recomputed otherwise, false.
  77349. */
  77350. needProjectionMatrixCompute(): boolean;
  77351. /**
  77352. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77353. */
  77354. forceProjectionMatrixCompute(): void;
  77355. /**
  77356. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77357. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77358. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77359. */
  77360. getShadowDirection(faceIndex?: number): Vector3;
  77361. /**
  77362. * Gets the minZ used for shadow according to both the scene and the light.
  77363. * @param activeCamera The camera we are returning the min for
  77364. * @returns the depth min z
  77365. */
  77366. getDepthMinZ(activeCamera: Camera): number;
  77367. /**
  77368. * Gets the maxZ used for shadow according to both the scene and the light.
  77369. * @param activeCamera The camera we are returning the max for
  77370. * @returns the depth max z
  77371. */
  77372. getDepthMaxZ(activeCamera: Camera): number;
  77373. }
  77374. /**
  77375. * Base implementation IShadowLight
  77376. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  77377. */
  77378. export abstract class ShadowLight extends Light implements IShadowLight {
  77379. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  77380. protected _position: Vector3;
  77381. protected _setPosition(value: Vector3): void;
  77382. /**
  77383. * Sets the position the shadow will be casted from. Also use as the light position for both
  77384. * point and spot lights.
  77385. */
  77386. /**
  77387. * Sets the position the shadow will be casted from. Also use as the light position for both
  77388. * point and spot lights.
  77389. */
  77390. position: Vector3;
  77391. protected _direction: Vector3;
  77392. protected _setDirection(value: Vector3): void;
  77393. /**
  77394. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  77395. * Also use as the light direction on spot and directional lights.
  77396. */
  77397. /**
  77398. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  77399. * Also use as the light direction on spot and directional lights.
  77400. */
  77401. direction: Vector3;
  77402. private _shadowMinZ;
  77403. /**
  77404. * Gets the shadow projection clipping minimum z value.
  77405. */
  77406. /**
  77407. * Sets the shadow projection clipping minimum z value.
  77408. */
  77409. shadowMinZ: number;
  77410. private _shadowMaxZ;
  77411. /**
  77412. * Sets the shadow projection clipping maximum z value.
  77413. */
  77414. /**
  77415. * Gets the shadow projection clipping maximum z value.
  77416. */
  77417. shadowMaxZ: number;
  77418. /**
  77419. * Callback defining a custom Projection Matrix Builder.
  77420. * This can be used to override the default projection matrix computation.
  77421. */
  77422. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77423. /**
  77424. * The transformed position. Position of the light in world space taking parenting in account.
  77425. */
  77426. transformedPosition: Vector3;
  77427. /**
  77428. * The transformed direction. Direction of the light in world space taking parenting in account.
  77429. */
  77430. transformedDirection: Vector3;
  77431. private _needProjectionMatrixCompute;
  77432. /**
  77433. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  77434. * @returns true if the information has been computed, false if it does not need to (no parenting)
  77435. */
  77436. computeTransformedInformation(): boolean;
  77437. /**
  77438. * Return the depth scale used for the shadow map.
  77439. * @returns the depth scale.
  77440. */
  77441. getDepthScale(): number;
  77442. /**
  77443. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77444. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77445. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77446. */
  77447. getShadowDirection(faceIndex?: number): Vector3;
  77448. /**
  77449. * Returns the ShadowLight absolute position in the World.
  77450. * @returns the position vector in world space
  77451. */
  77452. getAbsolutePosition(): Vector3;
  77453. /**
  77454. * Sets the ShadowLight direction toward the passed target.
  77455. * @param target The point to target in local space
  77456. * @returns the updated ShadowLight direction
  77457. */
  77458. setDirectionToTarget(target: Vector3): Vector3;
  77459. /**
  77460. * Returns the light rotation in euler definition.
  77461. * @returns the x y z rotation in local space.
  77462. */
  77463. getRotation(): Vector3;
  77464. /**
  77465. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77466. * @returns true if a cube texture needs to be use
  77467. */
  77468. needCube(): boolean;
  77469. /**
  77470. * Detects if the projection matrix requires to be recomputed this frame.
  77471. * @returns true if it requires to be recomputed otherwise, false.
  77472. */
  77473. needProjectionMatrixCompute(): boolean;
  77474. /**
  77475. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77476. */
  77477. forceProjectionMatrixCompute(): void;
  77478. /** @hidden */
  77479. _initCache(): void;
  77480. /** @hidden */
  77481. _isSynchronized(): boolean;
  77482. /**
  77483. * Computes the world matrix of the node
  77484. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77485. * @returns the world matrix
  77486. */
  77487. computeWorldMatrix(force?: boolean): Matrix;
  77488. /**
  77489. * Gets the minZ used for shadow according to both the scene and the light.
  77490. * @param activeCamera The camera we are returning the min for
  77491. * @returns the depth min z
  77492. */
  77493. getDepthMinZ(activeCamera: Camera): number;
  77494. /**
  77495. * Gets the maxZ used for shadow according to both the scene and the light.
  77496. * @param activeCamera The camera we are returning the max for
  77497. * @returns the depth max z
  77498. */
  77499. getDepthMaxZ(activeCamera: Camera): number;
  77500. /**
  77501. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77502. * @param matrix The materix to updated with the projection information
  77503. * @param viewMatrix The transform matrix of the light
  77504. * @param renderList The list of mesh to render in the map
  77505. * @returns The current light
  77506. */
  77507. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77508. }
  77509. }
  77510. declare module BABYLON {
  77511. /**
  77512. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  77513. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  77514. */
  77515. export class EffectFallbacks implements IEffectFallbacks {
  77516. private _defines;
  77517. private _currentRank;
  77518. private _maxRank;
  77519. private _mesh;
  77520. /**
  77521. * Removes the fallback from the bound mesh.
  77522. */
  77523. unBindMesh(): void;
  77524. /**
  77525. * Adds a fallback on the specified property.
  77526. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77527. * @param define The name of the define in the shader
  77528. */
  77529. addFallback(rank: number, define: string): void;
  77530. /**
  77531. * Sets the mesh to use CPU skinning when needing to fallback.
  77532. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77533. * @param mesh The mesh to use the fallbacks.
  77534. */
  77535. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  77536. /**
  77537. * Checks to see if more fallbacks are still availible.
  77538. */
  77539. readonly hasMoreFallbacks: boolean;
  77540. /**
  77541. * Removes the defines that should be removed when falling back.
  77542. * @param currentDefines defines the current define statements for the shader.
  77543. * @param effect defines the current effect we try to compile
  77544. * @returns The resulting defines with defines of the current rank removed.
  77545. */
  77546. reduce(currentDefines: string, effect: Effect): string;
  77547. }
  77548. }
  77549. declare module BABYLON {
  77550. /**
  77551. * "Static Class" containing the most commonly used helper while dealing with material for
  77552. * rendering purpose.
  77553. *
  77554. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  77555. *
  77556. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  77557. */
  77558. export class MaterialHelper {
  77559. /**
  77560. * Bind the current view position to an effect.
  77561. * @param effect The effect to be bound
  77562. * @param scene The scene the eyes position is used from
  77563. */
  77564. static BindEyePosition(effect: Effect, scene: Scene): void;
  77565. /**
  77566. * Helps preparing the defines values about the UVs in used in the effect.
  77567. * UVs are shared as much as we can accross channels in the shaders.
  77568. * @param texture The texture we are preparing the UVs for
  77569. * @param defines The defines to update
  77570. * @param key The channel key "diffuse", "specular"... used in the shader
  77571. */
  77572. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  77573. /**
  77574. * Binds a texture matrix value to its corrsponding uniform
  77575. * @param texture The texture to bind the matrix for
  77576. * @param uniformBuffer The uniform buffer receivin the data
  77577. * @param key The channel key "diffuse", "specular"... used in the shader
  77578. */
  77579. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  77580. /**
  77581. * Gets the current status of the fog (should it be enabled?)
  77582. * @param mesh defines the mesh to evaluate for fog support
  77583. * @param scene defines the hosting scene
  77584. * @returns true if fog must be enabled
  77585. */
  77586. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  77587. /**
  77588. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  77589. * @param mesh defines the current mesh
  77590. * @param scene defines the current scene
  77591. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  77592. * @param pointsCloud defines if point cloud rendering has to be turned on
  77593. * @param fogEnabled defines if fog has to be turned on
  77594. * @param alphaTest defines if alpha testing has to be turned on
  77595. * @param defines defines the current list of defines
  77596. */
  77597. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  77598. /**
  77599. * Helper used to prepare the list of defines associated with frame values for shader compilation
  77600. * @param scene defines the current scene
  77601. * @param engine defines the current engine
  77602. * @param defines specifies the list of active defines
  77603. * @param useInstances defines if instances have to be turned on
  77604. * @param useClipPlane defines if clip plane have to be turned on
  77605. */
  77606. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  77607. /**
  77608. * Prepares the defines for bones
  77609. * @param mesh The mesh containing the geometry data we will draw
  77610. * @param defines The defines to update
  77611. */
  77612. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  77613. /**
  77614. * Prepares the defines for morph targets
  77615. * @param mesh The mesh containing the geometry data we will draw
  77616. * @param defines The defines to update
  77617. */
  77618. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  77619. /**
  77620. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  77621. * @param mesh The mesh containing the geometry data we will draw
  77622. * @param defines The defines to update
  77623. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  77624. * @param useBones Precise whether bones should be used or not (override mesh info)
  77625. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  77626. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  77627. * @returns false if defines are considered not dirty and have not been checked
  77628. */
  77629. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  77630. /**
  77631. * Prepares the defines related to multiview
  77632. * @param scene The scene we are intending to draw
  77633. * @param defines The defines to update
  77634. */
  77635. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  77636. /**
  77637. * Prepares the defines related to the light information passed in parameter
  77638. * @param scene The scene we are intending to draw
  77639. * @param mesh The mesh the effect is compiling for
  77640. * @param light The light the effect is compiling for
  77641. * @param lightIndex The index of the light
  77642. * @param defines The defines to update
  77643. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77644. * @param state Defines the current state regarding what is needed (normals, etc...)
  77645. */
  77646. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  77647. needNormals: boolean;
  77648. needRebuild: boolean;
  77649. shadowEnabled: boolean;
  77650. specularEnabled: boolean;
  77651. lightmapMode: boolean;
  77652. }): void;
  77653. /**
  77654. * Prepares the defines related to the light information passed in parameter
  77655. * @param scene The scene we are intending to draw
  77656. * @param mesh The mesh the effect is compiling for
  77657. * @param defines The defines to update
  77658. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77659. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  77660. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  77661. * @returns true if normals will be required for the rest of the effect
  77662. */
  77663. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  77664. /**
  77665. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  77666. * @param lightIndex defines the light index
  77667. * @param uniformsList The uniform list
  77668. * @param samplersList The sampler list
  77669. * @param projectedLightTexture defines if projected texture must be used
  77670. * @param uniformBuffersList defines an optional list of uniform buffers
  77671. */
  77672. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  77673. /**
  77674. * Prepares the uniforms and samplers list to be used in the effect
  77675. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  77676. * @param samplersList The sampler list
  77677. * @param defines The defines helping in the list generation
  77678. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  77679. */
  77680. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  77681. /**
  77682. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  77683. * @param defines The defines to update while falling back
  77684. * @param fallbacks The authorized effect fallbacks
  77685. * @param maxSimultaneousLights The maximum number of lights allowed
  77686. * @param rank the current rank of the Effect
  77687. * @returns The newly affected rank
  77688. */
  77689. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  77690. private static _TmpMorphInfluencers;
  77691. /**
  77692. * Prepares the list of attributes required for morph targets according to the effect defines.
  77693. * @param attribs The current list of supported attribs
  77694. * @param mesh The mesh to prepare the morph targets attributes for
  77695. * @param influencers The number of influencers
  77696. */
  77697. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  77698. /**
  77699. * Prepares the list of attributes required for morph targets according to the effect defines.
  77700. * @param attribs The current list of supported attribs
  77701. * @param mesh The mesh to prepare the morph targets attributes for
  77702. * @param defines The current Defines of the effect
  77703. */
  77704. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  77705. /**
  77706. * Prepares the list of attributes required for bones according to the effect defines.
  77707. * @param attribs The current list of supported attribs
  77708. * @param mesh The mesh to prepare the bones attributes for
  77709. * @param defines The current Defines of the effect
  77710. * @param fallbacks The current efffect fallback strategy
  77711. */
  77712. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  77713. /**
  77714. * Check and prepare the list of attributes required for instances according to the effect defines.
  77715. * @param attribs The current list of supported attribs
  77716. * @param defines The current MaterialDefines of the effect
  77717. */
  77718. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  77719. /**
  77720. * Add the list of attributes required for instances to the attribs array.
  77721. * @param attribs The current list of supported attribs
  77722. */
  77723. static PushAttributesForInstances(attribs: string[]): void;
  77724. /**
  77725. * Binds the light information to the effect.
  77726. * @param light The light containing the generator
  77727. * @param effect The effect we are binding the data to
  77728. * @param lightIndex The light index in the effect used to render
  77729. */
  77730. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  77731. /**
  77732. * Binds the lights information from the scene to the effect for the given mesh.
  77733. * @param light Light to bind
  77734. * @param lightIndex Light index
  77735. * @param scene The scene where the light belongs to
  77736. * @param effect The effect we are binding the data to
  77737. * @param useSpecular Defines if specular is supported
  77738. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77739. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77740. */
  77741. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77742. /**
  77743. * Binds the lights information from the scene to the effect for the given mesh.
  77744. * @param scene The scene the lights belongs to
  77745. * @param mesh The mesh we are binding the information to render
  77746. * @param effect The effect we are binding the data to
  77747. * @param defines The generated defines for the effect
  77748. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  77749. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77750. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77751. */
  77752. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77753. private static _tempFogColor;
  77754. /**
  77755. * Binds the fog information from the scene to the effect for the given mesh.
  77756. * @param scene The scene the lights belongs to
  77757. * @param mesh The mesh we are binding the information to render
  77758. * @param effect The effect we are binding the data to
  77759. * @param linearSpace Defines if the fog effect is applied in linear space
  77760. */
  77761. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  77762. /**
  77763. * Binds the bones information from the mesh to the effect.
  77764. * @param mesh The mesh we are binding the information to render
  77765. * @param effect The effect we are binding the data to
  77766. */
  77767. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  77768. /**
  77769. * Binds the morph targets information from the mesh to the effect.
  77770. * @param abstractMesh The mesh we are binding the information to render
  77771. * @param effect The effect we are binding the data to
  77772. */
  77773. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  77774. /**
  77775. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  77776. * @param defines The generated defines used in the effect
  77777. * @param effect The effect we are binding the data to
  77778. * @param scene The scene we are willing to render with logarithmic scale for
  77779. */
  77780. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  77781. /**
  77782. * Binds the clip plane information from the scene to the effect.
  77783. * @param scene The scene the clip plane information are extracted from
  77784. * @param effect The effect we are binding the data to
  77785. */
  77786. static BindClipPlane(effect: Effect, scene: Scene): void;
  77787. }
  77788. }
  77789. declare module BABYLON {
  77790. /** @hidden */
  77791. export var packingFunctions: {
  77792. name: string;
  77793. shader: string;
  77794. };
  77795. }
  77796. declare module BABYLON {
  77797. /** @hidden */
  77798. export var shadowMapPixelShader: {
  77799. name: string;
  77800. shader: string;
  77801. };
  77802. }
  77803. declare module BABYLON {
  77804. /** @hidden */
  77805. export var bonesDeclaration: {
  77806. name: string;
  77807. shader: string;
  77808. };
  77809. }
  77810. declare module BABYLON {
  77811. /** @hidden */
  77812. export var morphTargetsVertexGlobalDeclaration: {
  77813. name: string;
  77814. shader: string;
  77815. };
  77816. }
  77817. declare module BABYLON {
  77818. /** @hidden */
  77819. export var morphTargetsVertexDeclaration: {
  77820. name: string;
  77821. shader: string;
  77822. };
  77823. }
  77824. declare module BABYLON {
  77825. /** @hidden */
  77826. export var instancesDeclaration: {
  77827. name: string;
  77828. shader: string;
  77829. };
  77830. }
  77831. declare module BABYLON {
  77832. /** @hidden */
  77833. export var helperFunctions: {
  77834. name: string;
  77835. shader: string;
  77836. };
  77837. }
  77838. declare module BABYLON {
  77839. /** @hidden */
  77840. export var morphTargetsVertex: {
  77841. name: string;
  77842. shader: string;
  77843. };
  77844. }
  77845. declare module BABYLON {
  77846. /** @hidden */
  77847. export var instancesVertex: {
  77848. name: string;
  77849. shader: string;
  77850. };
  77851. }
  77852. declare module BABYLON {
  77853. /** @hidden */
  77854. export var bonesVertex: {
  77855. name: string;
  77856. shader: string;
  77857. };
  77858. }
  77859. declare module BABYLON {
  77860. /** @hidden */
  77861. export var shadowMapVertexShader: {
  77862. name: string;
  77863. shader: string;
  77864. };
  77865. }
  77866. declare module BABYLON {
  77867. /** @hidden */
  77868. export var depthBoxBlurPixelShader: {
  77869. name: string;
  77870. shader: string;
  77871. };
  77872. }
  77873. declare module BABYLON {
  77874. /**
  77875. * Defines the options associated with the creation of a custom shader for a shadow generator.
  77876. */
  77877. export interface ICustomShaderOptions {
  77878. /**
  77879. * Gets or sets the custom shader name to use
  77880. */
  77881. shaderName: string;
  77882. /**
  77883. * The list of attribute names used in the shader
  77884. */
  77885. attributes?: string[];
  77886. /**
  77887. * The list of unifrom names used in the shader
  77888. */
  77889. uniforms?: string[];
  77890. /**
  77891. * The list of sampler names used in the shader
  77892. */
  77893. samplers?: string[];
  77894. /**
  77895. * The list of defines used in the shader
  77896. */
  77897. defines?: string[];
  77898. }
  77899. /**
  77900. * Interface to implement to create a shadow generator compatible with BJS.
  77901. */
  77902. export interface IShadowGenerator {
  77903. /**
  77904. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77905. * @returns The render target texture if present otherwise, null
  77906. */
  77907. getShadowMap(): Nullable<RenderTargetTexture>;
  77908. /**
  77909. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77910. * @returns The render target texture if the shadow map is present otherwise, null
  77911. */
  77912. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77913. /**
  77914. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77915. * @param subMesh The submesh we want to render in the shadow map
  77916. * @param useInstances Defines wether will draw in the map using instances
  77917. * @returns true if ready otherwise, false
  77918. */
  77919. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77920. /**
  77921. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77922. * @param defines Defines of the material we want to update
  77923. * @param lightIndex Index of the light in the enabled light list of the material
  77924. */
  77925. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  77926. /**
  77927. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77928. * defined in the generator but impacting the effect).
  77929. * It implies the unifroms available on the materials are the standard BJS ones.
  77930. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77931. * @param effect The effect we are binfing the information for
  77932. */
  77933. bindShadowLight(lightIndex: string, effect: Effect): void;
  77934. /**
  77935. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77936. * (eq to shadow prjection matrix * light transform matrix)
  77937. * @returns The transform matrix used to create the shadow map
  77938. */
  77939. getTransformMatrix(): Matrix;
  77940. /**
  77941. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77942. * Cube and 2D textures for instance.
  77943. */
  77944. recreateShadowMap(): void;
  77945. /**
  77946. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77947. * @param onCompiled Callback triggered at the and of the effects compilation
  77948. * @param options Sets of optional options forcing the compilation with different modes
  77949. */
  77950. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77951. useInstances: boolean;
  77952. }>): void;
  77953. /**
  77954. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77955. * @param options Sets of optional options forcing the compilation with different modes
  77956. * @returns A promise that resolves when the compilation completes
  77957. */
  77958. forceCompilationAsync(options?: Partial<{
  77959. useInstances: boolean;
  77960. }>): Promise<void>;
  77961. /**
  77962. * Serializes the shadow generator setup to a json object.
  77963. * @returns The serialized JSON object
  77964. */
  77965. serialize(): any;
  77966. /**
  77967. * Disposes the Shadow map and related Textures and effects.
  77968. */
  77969. dispose(): void;
  77970. }
  77971. /**
  77972. * Default implementation IShadowGenerator.
  77973. * This is the main object responsible of generating shadows in the framework.
  77974. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  77975. */
  77976. export class ShadowGenerator implements IShadowGenerator {
  77977. /**
  77978. * Shadow generator mode None: no filtering applied.
  77979. */
  77980. static readonly FILTER_NONE: number;
  77981. /**
  77982. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77983. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77984. */
  77985. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  77986. /**
  77987. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77988. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77989. */
  77990. static readonly FILTER_POISSONSAMPLING: number;
  77991. /**
  77992. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77993. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77994. */
  77995. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77996. /**
  77997. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77998. * edge artifacts on steep falloff.
  77999. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  78000. */
  78001. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  78002. /**
  78003. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  78004. * edge artifacts on steep falloff.
  78005. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  78006. */
  78007. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  78008. /**
  78009. * Shadow generator mode PCF: Percentage Closer Filtering
  78010. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  78011. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  78012. */
  78013. static readonly FILTER_PCF: number;
  78014. /**
  78015. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  78016. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  78017. * Contact Hardening
  78018. */
  78019. static readonly FILTER_PCSS: number;
  78020. /**
  78021. * Reserved for PCF and PCSS
  78022. * Highest Quality.
  78023. *
  78024. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  78025. *
  78026. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  78027. */
  78028. static readonly QUALITY_HIGH: number;
  78029. /**
  78030. * Reserved for PCF and PCSS
  78031. * Good tradeoff for quality/perf cross devices
  78032. *
  78033. * Execute PCF on a 3*3 kernel.
  78034. *
  78035. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  78036. */
  78037. static readonly QUALITY_MEDIUM: number;
  78038. /**
  78039. * Reserved for PCF and PCSS
  78040. * The lowest quality but the fastest.
  78041. *
  78042. * Execute PCF on a 1*1 kernel.
  78043. *
  78044. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  78045. */
  78046. static readonly QUALITY_LOW: number;
  78047. /** Gets or sets the custom shader name to use */
  78048. customShaderOptions: ICustomShaderOptions;
  78049. /**
  78050. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  78051. */
  78052. onBeforeShadowMapRenderObservable: Observable<Effect>;
  78053. /**
  78054. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  78055. */
  78056. onAfterShadowMapRenderObservable: Observable<Effect>;
  78057. /**
  78058. * Observable triggered before a mesh is rendered in the shadow map.
  78059. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  78060. */
  78061. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  78062. /**
  78063. * Observable triggered after a mesh is rendered in the shadow map.
  78064. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  78065. */
  78066. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  78067. private _bias;
  78068. /**
  78069. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  78070. */
  78071. /**
  78072. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  78073. */
  78074. bias: number;
  78075. private _normalBias;
  78076. /**
  78077. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  78078. */
  78079. /**
  78080. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  78081. */
  78082. normalBias: number;
  78083. private _blurBoxOffset;
  78084. /**
  78085. * Gets the blur box offset: offset applied during the blur pass.
  78086. * Only useful if useKernelBlur = false
  78087. */
  78088. /**
  78089. * Sets the blur box offset: offset applied during the blur pass.
  78090. * Only useful if useKernelBlur = false
  78091. */
  78092. blurBoxOffset: number;
  78093. private _blurScale;
  78094. /**
  78095. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  78096. * 2 means half of the size.
  78097. */
  78098. /**
  78099. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  78100. * 2 means half of the size.
  78101. */
  78102. blurScale: number;
  78103. private _blurKernel;
  78104. /**
  78105. * Gets the blur kernel: kernel size of the blur pass.
  78106. * Only useful if useKernelBlur = true
  78107. */
  78108. /**
  78109. * Sets the blur kernel: kernel size of the blur pass.
  78110. * Only useful if useKernelBlur = true
  78111. */
  78112. blurKernel: number;
  78113. private _useKernelBlur;
  78114. /**
  78115. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  78116. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  78117. */
  78118. /**
  78119. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  78120. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  78121. */
  78122. useKernelBlur: boolean;
  78123. private _depthScale;
  78124. /**
  78125. * Gets the depth scale used in ESM mode.
  78126. */
  78127. /**
  78128. * Sets the depth scale used in ESM mode.
  78129. * This can override the scale stored on the light.
  78130. */
  78131. depthScale: number;
  78132. private _filter;
  78133. /**
  78134. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  78135. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  78136. */
  78137. /**
  78138. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  78139. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  78140. */
  78141. filter: number;
  78142. /**
  78143. * Gets if the current filter is set to Poisson Sampling.
  78144. */
  78145. /**
  78146. * Sets the current filter to Poisson Sampling.
  78147. */
  78148. usePoissonSampling: boolean;
  78149. /**
  78150. * Gets if the current filter is set to ESM.
  78151. */
  78152. /**
  78153. * Sets the current filter is to ESM.
  78154. */
  78155. useExponentialShadowMap: boolean;
  78156. /**
  78157. * Gets if the current filter is set to filtered ESM.
  78158. */
  78159. /**
  78160. * Gets if the current filter is set to filtered ESM.
  78161. */
  78162. useBlurExponentialShadowMap: boolean;
  78163. /**
  78164. * Gets if the current filter is set to "close ESM" (using the inverse of the
  78165. * exponential to prevent steep falloff artifacts).
  78166. */
  78167. /**
  78168. * Sets the current filter to "close ESM" (using the inverse of the
  78169. * exponential to prevent steep falloff artifacts).
  78170. */
  78171. useCloseExponentialShadowMap: boolean;
  78172. /**
  78173. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  78174. * exponential to prevent steep falloff artifacts).
  78175. */
  78176. /**
  78177. * Sets the current filter to filtered "close ESM" (using the inverse of the
  78178. * exponential to prevent steep falloff artifacts).
  78179. */
  78180. useBlurCloseExponentialShadowMap: boolean;
  78181. /**
  78182. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  78183. */
  78184. /**
  78185. * Sets the current filter to "PCF" (percentage closer filtering).
  78186. */
  78187. usePercentageCloserFiltering: boolean;
  78188. private _filteringQuality;
  78189. /**
  78190. * Gets the PCF or PCSS Quality.
  78191. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  78192. */
  78193. /**
  78194. * Sets the PCF or PCSS Quality.
  78195. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  78196. */
  78197. filteringQuality: number;
  78198. /**
  78199. * Gets if the current filter is set to "PCSS" (contact hardening).
  78200. */
  78201. /**
  78202. * Sets the current filter to "PCSS" (contact hardening).
  78203. */
  78204. useContactHardeningShadow: boolean;
  78205. private _contactHardeningLightSizeUVRatio;
  78206. /**
  78207. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  78208. * Using a ratio helps keeping shape stability independently of the map size.
  78209. *
  78210. * It does not account for the light projection as it was having too much
  78211. * instability during the light setup or during light position changes.
  78212. *
  78213. * Only valid if useContactHardeningShadow is true.
  78214. */
  78215. /**
  78216. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  78217. * Using a ratio helps keeping shape stability independently of the map size.
  78218. *
  78219. * It does not account for the light projection as it was having too much
  78220. * instability during the light setup or during light position changes.
  78221. *
  78222. * Only valid if useContactHardeningShadow is true.
  78223. */
  78224. contactHardeningLightSizeUVRatio: number;
  78225. private _darkness;
  78226. /** Gets or sets the actual darkness of a shadow */
  78227. darkness: number;
  78228. /**
  78229. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  78230. * 0 means strongest and 1 would means no shadow.
  78231. * @returns the darkness.
  78232. */
  78233. getDarkness(): number;
  78234. /**
  78235. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  78236. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  78237. * @returns the shadow generator allowing fluent coding.
  78238. */
  78239. setDarkness(darkness: number): ShadowGenerator;
  78240. private _transparencyShadow;
  78241. /** Gets or sets the ability to have transparent shadow */
  78242. transparencyShadow: boolean;
  78243. /**
  78244. * Sets the ability to have transparent shadow (boolean).
  78245. * @param transparent True if transparent else False
  78246. * @returns the shadow generator allowing fluent coding
  78247. */
  78248. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  78249. private _shadowMap;
  78250. private _shadowMap2;
  78251. /**
  78252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  78253. * @returns The render target texture if present otherwise, null
  78254. */
  78255. getShadowMap(): Nullable<RenderTargetTexture>;
  78256. /**
  78257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  78258. * @returns The render target texture if the shadow map is present otherwise, null
  78259. */
  78260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  78261. /**
  78262. * Gets the class name of that object
  78263. * @returns "ShadowGenerator"
  78264. */
  78265. getClassName(): string;
  78266. /**
  78267. * Helper function to add a mesh and its descendants to the list of shadow casters.
  78268. * @param mesh Mesh to add
  78269. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  78270. * @returns the Shadow Generator itself
  78271. */
  78272. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  78273. /**
  78274. * Helper function to remove a mesh and its descendants from the list of shadow casters
  78275. * @param mesh Mesh to remove
  78276. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  78277. * @returns the Shadow Generator itself
  78278. */
  78279. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  78280. /**
  78281. * Controls the extent to which the shadows fade out at the edge of the frustum
  78282. * Used only by directionals and spots
  78283. */
  78284. frustumEdgeFalloff: number;
  78285. private _light;
  78286. /**
  78287. * Returns the associated light object.
  78288. * @returns the light generating the shadow
  78289. */
  78290. getLight(): IShadowLight;
  78291. /**
  78292. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  78293. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  78294. * It might on the other hand introduce peter panning.
  78295. */
  78296. forceBackFacesOnly: boolean;
  78297. private _scene;
  78298. private _lightDirection;
  78299. private _effect;
  78300. private _viewMatrix;
  78301. private _projectionMatrix;
  78302. private _transformMatrix;
  78303. private _cachedPosition;
  78304. private _cachedDirection;
  78305. private _cachedDefines;
  78306. private _currentRenderID;
  78307. private _boxBlurPostprocess;
  78308. private _kernelBlurXPostprocess;
  78309. private _kernelBlurYPostprocess;
  78310. private _blurPostProcesses;
  78311. private _mapSize;
  78312. private _currentFaceIndex;
  78313. private _currentFaceIndexCache;
  78314. private _textureType;
  78315. private _defaultTextureMatrix;
  78316. private _storedUniqueId;
  78317. /** @hidden */
  78318. static _SceneComponentInitialization: (scene: Scene) => void;
  78319. /**
  78320. * Creates a ShadowGenerator object.
  78321. * A ShadowGenerator is the required tool to use the shadows.
  78322. * Each light casting shadows needs to use its own ShadowGenerator.
  78323. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  78324. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  78325. * @param light The light object generating the shadows.
  78326. * @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.
  78327. */
  78328. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  78329. private _initializeGenerator;
  78330. private _initializeShadowMap;
  78331. private _initializeBlurRTTAndPostProcesses;
  78332. private _renderForShadowMap;
  78333. private _renderSubMeshForShadowMap;
  78334. private _applyFilterValues;
  78335. /**
  78336. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78337. * @param onCompiled Callback triggered at the and of the effects compilation
  78338. * @param options Sets of optional options forcing the compilation with different modes
  78339. */
  78340. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  78341. useInstances: boolean;
  78342. }>): void;
  78343. /**
  78344. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78345. * @param options Sets of optional options forcing the compilation with different modes
  78346. * @returns A promise that resolves when the compilation completes
  78347. */
  78348. forceCompilationAsync(options?: Partial<{
  78349. useInstances: boolean;
  78350. }>): Promise<void>;
  78351. /**
  78352. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  78353. * @param subMesh The submesh we want to render in the shadow map
  78354. * @param useInstances Defines wether will draw in the map using instances
  78355. * @returns true if ready otherwise, false
  78356. */
  78357. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  78358. /**
  78359. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  78360. * @param defines Defines of the material we want to update
  78361. * @param lightIndex Index of the light in the enabled light list of the material
  78362. */
  78363. prepareDefines(defines: any, lightIndex: number): void;
  78364. /**
  78365. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  78366. * defined in the generator but impacting the effect).
  78367. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  78368. * @param effect The effect we are binfing the information for
  78369. */
  78370. bindShadowLight(lightIndex: string, effect: Effect): void;
  78371. /**
  78372. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  78373. * (eq to shadow prjection matrix * light transform matrix)
  78374. * @returns The transform matrix used to create the shadow map
  78375. */
  78376. getTransformMatrix(): Matrix;
  78377. /**
  78378. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  78379. * Cube and 2D textures for instance.
  78380. */
  78381. recreateShadowMap(): void;
  78382. private _disposeBlurPostProcesses;
  78383. private _disposeRTTandPostProcesses;
  78384. /**
  78385. * Disposes the ShadowGenerator.
  78386. * Returns nothing.
  78387. */
  78388. dispose(): void;
  78389. /**
  78390. * Serializes the shadow generator setup to a json object.
  78391. * @returns The serialized JSON object
  78392. */
  78393. serialize(): any;
  78394. /**
  78395. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  78396. * @param parsedShadowGenerator The JSON object to parse
  78397. * @param scene The scene to create the shadow map for
  78398. * @returns The parsed shadow generator
  78399. */
  78400. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  78401. }
  78402. }
  78403. declare module BABYLON {
  78404. /**
  78405. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  78406. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  78407. * 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.
  78408. */
  78409. export abstract class Light extends Node {
  78410. /**
  78411. * Falloff Default: light is falling off following the material specification:
  78412. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  78413. */
  78414. static readonly FALLOFF_DEFAULT: number;
  78415. /**
  78416. * Falloff Physical: light is falling off following the inverse squared distance law.
  78417. */
  78418. static readonly FALLOFF_PHYSICAL: number;
  78419. /**
  78420. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  78421. * to enhance interoperability with other engines.
  78422. */
  78423. static readonly FALLOFF_GLTF: number;
  78424. /**
  78425. * Falloff Standard: light is falling off like in the standard material
  78426. * to enhance interoperability with other materials.
  78427. */
  78428. static readonly FALLOFF_STANDARD: number;
  78429. /**
  78430. * If every light affecting the material is in this lightmapMode,
  78431. * material.lightmapTexture adds or multiplies
  78432. * (depends on material.useLightmapAsShadowmap)
  78433. * after every other light calculations.
  78434. */
  78435. static readonly LIGHTMAP_DEFAULT: number;
  78436. /**
  78437. * material.lightmapTexture as only diffuse lighting from this light
  78438. * adds only specular lighting from this light
  78439. * adds dynamic shadows
  78440. */
  78441. static readonly LIGHTMAP_SPECULAR: number;
  78442. /**
  78443. * material.lightmapTexture as only lighting
  78444. * no light calculation from this light
  78445. * only adds dynamic shadows from this light
  78446. */
  78447. static readonly LIGHTMAP_SHADOWSONLY: number;
  78448. /**
  78449. * Each light type uses the default quantity according to its type:
  78450. * point/spot lights use luminous intensity
  78451. * directional lights use illuminance
  78452. */
  78453. static readonly INTENSITYMODE_AUTOMATIC: number;
  78454. /**
  78455. * lumen (lm)
  78456. */
  78457. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  78458. /**
  78459. * candela (lm/sr)
  78460. */
  78461. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  78462. /**
  78463. * lux (lm/m^2)
  78464. */
  78465. static readonly INTENSITYMODE_ILLUMINANCE: number;
  78466. /**
  78467. * nit (cd/m^2)
  78468. */
  78469. static readonly INTENSITYMODE_LUMINANCE: number;
  78470. /**
  78471. * Light type const id of the point light.
  78472. */
  78473. static readonly LIGHTTYPEID_POINTLIGHT: number;
  78474. /**
  78475. * Light type const id of the directional light.
  78476. */
  78477. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  78478. /**
  78479. * Light type const id of the spot light.
  78480. */
  78481. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  78482. /**
  78483. * Light type const id of the hemispheric light.
  78484. */
  78485. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  78486. /**
  78487. * Diffuse gives the basic color to an object.
  78488. */
  78489. diffuse: Color3;
  78490. /**
  78491. * Specular produces a highlight color on an object.
  78492. * Note: This is note affecting PBR materials.
  78493. */
  78494. specular: Color3;
  78495. /**
  78496. * Defines the falloff type for this light. This lets overrriding how punctual light are
  78497. * falling off base on range or angle.
  78498. * This can be set to any values in Light.FALLOFF_x.
  78499. *
  78500. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  78501. * other types of materials.
  78502. */
  78503. falloffType: number;
  78504. /**
  78505. * Strength of the light.
  78506. * Note: By default it is define in the framework own unit.
  78507. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  78508. */
  78509. intensity: number;
  78510. private _range;
  78511. protected _inverseSquaredRange: number;
  78512. /**
  78513. * Defines how far from the source the light is impacting in scene units.
  78514. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78515. */
  78516. /**
  78517. * Defines how far from the source the light is impacting in scene units.
  78518. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78519. */
  78520. range: number;
  78521. /**
  78522. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  78523. * of light.
  78524. */
  78525. private _photometricScale;
  78526. private _intensityMode;
  78527. /**
  78528. * Gets the photometric scale used to interpret the intensity.
  78529. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78530. */
  78531. /**
  78532. * Sets the photometric scale used to interpret the intensity.
  78533. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78534. */
  78535. intensityMode: number;
  78536. private _radius;
  78537. /**
  78538. * Gets the light radius used by PBR Materials to simulate soft area lights.
  78539. */
  78540. /**
  78541. * sets the light radius used by PBR Materials to simulate soft area lights.
  78542. */
  78543. radius: number;
  78544. private _renderPriority;
  78545. /**
  78546. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  78547. * exceeding the number allowed of the materials.
  78548. */
  78549. renderPriority: number;
  78550. private _shadowEnabled;
  78551. /**
  78552. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78553. * the current shadow generator.
  78554. */
  78555. /**
  78556. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78557. * the current shadow generator.
  78558. */
  78559. shadowEnabled: boolean;
  78560. private _includedOnlyMeshes;
  78561. /**
  78562. * Gets the only meshes impacted by this light.
  78563. */
  78564. /**
  78565. * Sets the only meshes impacted by this light.
  78566. */
  78567. includedOnlyMeshes: AbstractMesh[];
  78568. private _excludedMeshes;
  78569. /**
  78570. * Gets the meshes not impacted by this light.
  78571. */
  78572. /**
  78573. * Sets the meshes not impacted by this light.
  78574. */
  78575. excludedMeshes: AbstractMesh[];
  78576. private _excludeWithLayerMask;
  78577. /**
  78578. * Gets the layer id use to find what meshes are not impacted by the light.
  78579. * Inactive if 0
  78580. */
  78581. /**
  78582. * Sets the layer id use to find what meshes are not impacted by the light.
  78583. * Inactive if 0
  78584. */
  78585. excludeWithLayerMask: number;
  78586. private _includeOnlyWithLayerMask;
  78587. /**
  78588. * Gets the layer id use to find what meshes are impacted by the light.
  78589. * Inactive if 0
  78590. */
  78591. /**
  78592. * Sets the layer id use to find what meshes are impacted by the light.
  78593. * Inactive if 0
  78594. */
  78595. includeOnlyWithLayerMask: number;
  78596. private _lightmapMode;
  78597. /**
  78598. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78599. */
  78600. /**
  78601. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78602. */
  78603. lightmapMode: number;
  78604. /**
  78605. * Shadow generator associted to the light.
  78606. * @hidden Internal use only.
  78607. */
  78608. _shadowGenerator: Nullable<IShadowGenerator>;
  78609. /**
  78610. * @hidden Internal use only.
  78611. */
  78612. _excludedMeshesIds: string[];
  78613. /**
  78614. * @hidden Internal use only.
  78615. */
  78616. _includedOnlyMeshesIds: string[];
  78617. /**
  78618. * The current light unifom buffer.
  78619. * @hidden Internal use only.
  78620. */
  78621. _uniformBuffer: UniformBuffer;
  78622. /** @hidden */
  78623. _renderId: number;
  78624. /**
  78625. * Creates a Light object in the scene.
  78626. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78627. * @param name The firendly name of the light
  78628. * @param scene The scene the light belongs too
  78629. */
  78630. constructor(name: string, scene: Scene);
  78631. protected abstract _buildUniformLayout(): void;
  78632. /**
  78633. * Sets the passed Effect "effect" with the Light information.
  78634. * @param effect The effect to update
  78635. * @param lightIndex The index of the light in the effect to update
  78636. * @returns The light
  78637. */
  78638. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  78639. /**
  78640. * Sets the passed Effect "effect" with the Light information.
  78641. * @param effect The effect to update
  78642. * @param lightDataUniformName The uniform used to store light data (position or direction)
  78643. * @returns The light
  78644. */
  78645. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  78646. /**
  78647. * Returns the string "Light".
  78648. * @returns the class name
  78649. */
  78650. getClassName(): string;
  78651. /** @hidden */
  78652. readonly _isLight: boolean;
  78653. /**
  78654. * Converts the light information to a readable string for debug purpose.
  78655. * @param fullDetails Supports for multiple levels of logging within scene loading
  78656. * @returns the human readable light info
  78657. */
  78658. toString(fullDetails?: boolean): string;
  78659. /** @hidden */
  78660. protected _syncParentEnabledState(): void;
  78661. /**
  78662. * Set the enabled state of this node.
  78663. * @param value - the new enabled state
  78664. */
  78665. setEnabled(value: boolean): void;
  78666. /**
  78667. * Returns the Light associated shadow generator if any.
  78668. * @return the associated shadow generator.
  78669. */
  78670. getShadowGenerator(): Nullable<IShadowGenerator>;
  78671. /**
  78672. * Returns a Vector3, the absolute light position in the World.
  78673. * @returns the world space position of the light
  78674. */
  78675. getAbsolutePosition(): Vector3;
  78676. /**
  78677. * Specifies if the light will affect the passed mesh.
  78678. * @param mesh The mesh to test against the light
  78679. * @return true the mesh is affected otherwise, false.
  78680. */
  78681. canAffectMesh(mesh: AbstractMesh): boolean;
  78682. /**
  78683. * Sort function to order lights for rendering.
  78684. * @param a First Light object to compare to second.
  78685. * @param b Second Light object to compare first.
  78686. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  78687. */
  78688. static CompareLightsPriority(a: Light, b: Light): number;
  78689. /**
  78690. * Releases resources associated with this node.
  78691. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78692. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78693. */
  78694. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78695. /**
  78696. * Returns the light type ID (integer).
  78697. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78698. */
  78699. getTypeID(): number;
  78700. /**
  78701. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  78702. * @returns the scaled intensity in intensity mode unit
  78703. */
  78704. getScaledIntensity(): number;
  78705. /**
  78706. * Returns a new Light object, named "name", from the current one.
  78707. * @param name The name of the cloned light
  78708. * @returns the new created light
  78709. */
  78710. clone(name: string): Nullable<Light>;
  78711. /**
  78712. * Serializes the current light into a Serialization object.
  78713. * @returns the serialized object.
  78714. */
  78715. serialize(): any;
  78716. /**
  78717. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  78718. * This new light is named "name" and added to the passed scene.
  78719. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  78720. * @param name The friendly name of the light
  78721. * @param scene The scene the new light will belong to
  78722. * @returns the constructor function
  78723. */
  78724. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  78725. /**
  78726. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  78727. * @param parsedLight The JSON representation of the light
  78728. * @param scene The scene to create the parsed light in
  78729. * @returns the created light after parsing
  78730. */
  78731. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  78732. private _hookArrayForExcluded;
  78733. private _hookArrayForIncludedOnly;
  78734. private _resyncMeshes;
  78735. /**
  78736. * Forces the meshes to update their light related information in their rendering used effects
  78737. * @hidden Internal Use Only
  78738. */
  78739. _markMeshesAsLightDirty(): void;
  78740. /**
  78741. * Recomputes the cached photometric scale if needed.
  78742. */
  78743. private _computePhotometricScale;
  78744. /**
  78745. * Returns the Photometric Scale according to the light type and intensity mode.
  78746. */
  78747. private _getPhotometricScale;
  78748. /**
  78749. * Reorder the light in the scene according to their defined priority.
  78750. * @hidden Internal Use Only
  78751. */
  78752. _reorderLightsInScene(): void;
  78753. /**
  78754. * Prepares the list of defines specific to the light type.
  78755. * @param defines the list of defines
  78756. * @param lightIndex defines the index of the light for the effect
  78757. */
  78758. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78759. }
  78760. }
  78761. declare module BABYLON {
  78762. /**
  78763. * Interface used to define Action
  78764. */
  78765. export interface IAction {
  78766. /**
  78767. * Trigger for the action
  78768. */
  78769. trigger: number;
  78770. /** Options of the trigger */
  78771. triggerOptions: any;
  78772. /**
  78773. * Gets the trigger parameters
  78774. * @returns the trigger parameters
  78775. */
  78776. getTriggerParameter(): any;
  78777. /**
  78778. * Internal only - executes current action event
  78779. * @hidden
  78780. */
  78781. _executeCurrent(evt?: ActionEvent): void;
  78782. /**
  78783. * Serialize placeholder for child classes
  78784. * @param parent of child
  78785. * @returns the serialized object
  78786. */
  78787. serialize(parent: any): any;
  78788. /**
  78789. * Internal only
  78790. * @hidden
  78791. */
  78792. _prepare(): void;
  78793. /**
  78794. * Internal only - manager for action
  78795. * @hidden
  78796. */
  78797. _actionManager: AbstractActionManager;
  78798. /**
  78799. * Adds action to chain of actions, may be a DoNothingAction
  78800. * @param action defines the next action to execute
  78801. * @returns The action passed in
  78802. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78803. */
  78804. then(action: IAction): IAction;
  78805. }
  78806. /**
  78807. * The action to be carried out following a trigger
  78808. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  78809. */
  78810. export class Action implements IAction {
  78811. /** the trigger, with or without parameters, for the action */
  78812. triggerOptions: any;
  78813. /**
  78814. * Trigger for the action
  78815. */
  78816. trigger: number;
  78817. /**
  78818. * Internal only - manager for action
  78819. * @hidden
  78820. */
  78821. _actionManager: ActionManager;
  78822. private _nextActiveAction;
  78823. private _child;
  78824. private _condition?;
  78825. private _triggerParameter;
  78826. /**
  78827. * An event triggered prior to action being executed.
  78828. */
  78829. onBeforeExecuteObservable: Observable<Action>;
  78830. /**
  78831. * Creates a new Action
  78832. * @param triggerOptions the trigger, with or without parameters, for the action
  78833. * @param condition an optional determinant of action
  78834. */
  78835. constructor(
  78836. /** the trigger, with or without parameters, for the action */
  78837. triggerOptions: any, condition?: Condition);
  78838. /**
  78839. * Internal only
  78840. * @hidden
  78841. */
  78842. _prepare(): void;
  78843. /**
  78844. * Gets the trigger parameters
  78845. * @returns the trigger parameters
  78846. */
  78847. getTriggerParameter(): any;
  78848. /**
  78849. * Internal only - executes current action event
  78850. * @hidden
  78851. */
  78852. _executeCurrent(evt?: ActionEvent): void;
  78853. /**
  78854. * Execute placeholder for child classes
  78855. * @param evt optional action event
  78856. */
  78857. execute(evt?: ActionEvent): void;
  78858. /**
  78859. * Skips to next active action
  78860. */
  78861. skipToNextActiveAction(): void;
  78862. /**
  78863. * Adds action to chain of actions, may be a DoNothingAction
  78864. * @param action defines the next action to execute
  78865. * @returns The action passed in
  78866. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78867. */
  78868. then(action: Action): Action;
  78869. /**
  78870. * Internal only
  78871. * @hidden
  78872. */
  78873. _getProperty(propertyPath: string): string;
  78874. /**
  78875. * Internal only
  78876. * @hidden
  78877. */
  78878. _getEffectiveTarget(target: any, propertyPath: string): any;
  78879. /**
  78880. * Serialize placeholder for child classes
  78881. * @param parent of child
  78882. * @returns the serialized object
  78883. */
  78884. serialize(parent: any): any;
  78885. /**
  78886. * Internal only called by serialize
  78887. * @hidden
  78888. */
  78889. protected _serialize(serializedAction: any, parent?: any): any;
  78890. /**
  78891. * Internal only
  78892. * @hidden
  78893. */
  78894. static _SerializeValueAsString: (value: any) => string;
  78895. /**
  78896. * Internal only
  78897. * @hidden
  78898. */
  78899. static _GetTargetProperty: (target: Node | Scene) => {
  78900. name: string;
  78901. targetType: string;
  78902. value: string;
  78903. };
  78904. }
  78905. }
  78906. declare module BABYLON {
  78907. /**
  78908. * A Condition applied to an Action
  78909. */
  78910. export class Condition {
  78911. /**
  78912. * Internal only - manager for action
  78913. * @hidden
  78914. */
  78915. _actionManager: ActionManager;
  78916. /**
  78917. * Internal only
  78918. * @hidden
  78919. */
  78920. _evaluationId: number;
  78921. /**
  78922. * Internal only
  78923. * @hidden
  78924. */
  78925. _currentResult: boolean;
  78926. /**
  78927. * Creates a new Condition
  78928. * @param actionManager the manager of the action the condition is applied to
  78929. */
  78930. constructor(actionManager: ActionManager);
  78931. /**
  78932. * Check if the current condition is valid
  78933. * @returns a boolean
  78934. */
  78935. isValid(): boolean;
  78936. /**
  78937. * Internal only
  78938. * @hidden
  78939. */
  78940. _getProperty(propertyPath: string): string;
  78941. /**
  78942. * Internal only
  78943. * @hidden
  78944. */
  78945. _getEffectiveTarget(target: any, propertyPath: string): any;
  78946. /**
  78947. * Serialize placeholder for child classes
  78948. * @returns the serialized object
  78949. */
  78950. serialize(): any;
  78951. /**
  78952. * Internal only
  78953. * @hidden
  78954. */
  78955. protected _serialize(serializedCondition: any): any;
  78956. }
  78957. /**
  78958. * Defines specific conditional operators as extensions of Condition
  78959. */
  78960. export class ValueCondition extends Condition {
  78961. /** path to specify the property of the target the conditional operator uses */
  78962. propertyPath: string;
  78963. /** the value compared by the conditional operator against the current value of the property */
  78964. value: any;
  78965. /** the conditional operator, default ValueCondition.IsEqual */
  78966. operator: number;
  78967. /**
  78968. * Internal only
  78969. * @hidden
  78970. */
  78971. private static _IsEqual;
  78972. /**
  78973. * Internal only
  78974. * @hidden
  78975. */
  78976. private static _IsDifferent;
  78977. /**
  78978. * Internal only
  78979. * @hidden
  78980. */
  78981. private static _IsGreater;
  78982. /**
  78983. * Internal only
  78984. * @hidden
  78985. */
  78986. private static _IsLesser;
  78987. /**
  78988. * returns the number for IsEqual
  78989. */
  78990. static readonly IsEqual: number;
  78991. /**
  78992. * Returns the number for IsDifferent
  78993. */
  78994. static readonly IsDifferent: number;
  78995. /**
  78996. * Returns the number for IsGreater
  78997. */
  78998. static readonly IsGreater: number;
  78999. /**
  79000. * Returns the number for IsLesser
  79001. */
  79002. static readonly IsLesser: number;
  79003. /**
  79004. * Internal only The action manager for the condition
  79005. * @hidden
  79006. */
  79007. _actionManager: ActionManager;
  79008. /**
  79009. * Internal only
  79010. * @hidden
  79011. */
  79012. private _target;
  79013. /**
  79014. * Internal only
  79015. * @hidden
  79016. */
  79017. private _effectiveTarget;
  79018. /**
  79019. * Internal only
  79020. * @hidden
  79021. */
  79022. private _property;
  79023. /**
  79024. * Creates a new ValueCondition
  79025. * @param actionManager manager for the action the condition applies to
  79026. * @param target for the action
  79027. * @param propertyPath path to specify the property of the target the conditional operator uses
  79028. * @param value the value compared by the conditional operator against the current value of the property
  79029. * @param operator the conditional operator, default ValueCondition.IsEqual
  79030. */
  79031. constructor(actionManager: ActionManager, target: any,
  79032. /** path to specify the property of the target the conditional operator uses */
  79033. propertyPath: string,
  79034. /** the value compared by the conditional operator against the current value of the property */
  79035. value: any,
  79036. /** the conditional operator, default ValueCondition.IsEqual */
  79037. operator?: number);
  79038. /**
  79039. * Compares the given value with the property value for the specified conditional operator
  79040. * @returns the result of the comparison
  79041. */
  79042. isValid(): boolean;
  79043. /**
  79044. * Serialize the ValueCondition into a JSON compatible object
  79045. * @returns serialization object
  79046. */
  79047. serialize(): any;
  79048. /**
  79049. * Gets the name of the conditional operator for the ValueCondition
  79050. * @param operator the conditional operator
  79051. * @returns the name
  79052. */
  79053. static GetOperatorName(operator: number): string;
  79054. }
  79055. /**
  79056. * Defines a predicate condition as an extension of Condition
  79057. */
  79058. export class PredicateCondition extends Condition {
  79059. /** defines the predicate function used to validate the condition */
  79060. predicate: () => boolean;
  79061. /**
  79062. * Internal only - manager for action
  79063. * @hidden
  79064. */
  79065. _actionManager: ActionManager;
  79066. /**
  79067. * Creates a new PredicateCondition
  79068. * @param actionManager manager for the action the condition applies to
  79069. * @param predicate defines the predicate function used to validate the condition
  79070. */
  79071. constructor(actionManager: ActionManager,
  79072. /** defines the predicate function used to validate the condition */
  79073. predicate: () => boolean);
  79074. /**
  79075. * @returns the validity of the predicate condition
  79076. */
  79077. isValid(): boolean;
  79078. }
  79079. /**
  79080. * Defines a state condition as an extension of Condition
  79081. */
  79082. export class StateCondition extends Condition {
  79083. /** Value to compare with target state */
  79084. value: string;
  79085. /**
  79086. * Internal only - manager for action
  79087. * @hidden
  79088. */
  79089. _actionManager: ActionManager;
  79090. /**
  79091. * Internal only
  79092. * @hidden
  79093. */
  79094. private _target;
  79095. /**
  79096. * Creates a new StateCondition
  79097. * @param actionManager manager for the action the condition applies to
  79098. * @param target of the condition
  79099. * @param value to compare with target state
  79100. */
  79101. constructor(actionManager: ActionManager, target: any,
  79102. /** Value to compare with target state */
  79103. value: string);
  79104. /**
  79105. * Gets a boolean indicating if the current condition is met
  79106. * @returns the validity of the state
  79107. */
  79108. isValid(): boolean;
  79109. /**
  79110. * Serialize the StateCondition into a JSON compatible object
  79111. * @returns serialization object
  79112. */
  79113. serialize(): any;
  79114. }
  79115. }
  79116. declare module BABYLON {
  79117. /**
  79118. * This defines an action responsible to toggle a boolean once triggered.
  79119. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79120. */
  79121. export class SwitchBooleanAction extends Action {
  79122. /**
  79123. * The path to the boolean property in the target object
  79124. */
  79125. propertyPath: string;
  79126. private _target;
  79127. private _effectiveTarget;
  79128. private _property;
  79129. /**
  79130. * Instantiate the action
  79131. * @param triggerOptions defines the trigger options
  79132. * @param target defines the object containing the boolean
  79133. * @param propertyPath defines the path to the boolean property in the target object
  79134. * @param condition defines the trigger related conditions
  79135. */
  79136. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  79137. /** @hidden */
  79138. _prepare(): void;
  79139. /**
  79140. * Execute the action toggle the boolean value.
  79141. */
  79142. execute(): void;
  79143. /**
  79144. * Serializes the actions and its related information.
  79145. * @param parent defines the object to serialize in
  79146. * @returns the serialized object
  79147. */
  79148. serialize(parent: any): any;
  79149. }
  79150. /**
  79151. * This defines an action responsible to set a the state field of the target
  79152. * to a desired value once triggered.
  79153. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79154. */
  79155. export class SetStateAction extends Action {
  79156. /**
  79157. * The value to store in the state field.
  79158. */
  79159. value: string;
  79160. private _target;
  79161. /**
  79162. * Instantiate the action
  79163. * @param triggerOptions defines the trigger options
  79164. * @param target defines the object containing the state property
  79165. * @param value defines the value to store in the state field
  79166. * @param condition defines the trigger related conditions
  79167. */
  79168. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  79169. /**
  79170. * Execute the action and store the value on the target state property.
  79171. */
  79172. execute(): void;
  79173. /**
  79174. * Serializes the actions and its related information.
  79175. * @param parent defines the object to serialize in
  79176. * @returns the serialized object
  79177. */
  79178. serialize(parent: any): any;
  79179. }
  79180. /**
  79181. * This defines an action responsible to set a property of the target
  79182. * to a desired value once triggered.
  79183. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79184. */
  79185. export class SetValueAction extends Action {
  79186. /**
  79187. * The path of the property to set in the target.
  79188. */
  79189. propertyPath: string;
  79190. /**
  79191. * The value to set in the property
  79192. */
  79193. value: any;
  79194. private _target;
  79195. private _effectiveTarget;
  79196. private _property;
  79197. /**
  79198. * Instantiate the action
  79199. * @param triggerOptions defines the trigger options
  79200. * @param target defines the object containing the property
  79201. * @param propertyPath defines the path of the property to set in the target
  79202. * @param value defines the value to set in the property
  79203. * @param condition defines the trigger related conditions
  79204. */
  79205. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  79206. /** @hidden */
  79207. _prepare(): void;
  79208. /**
  79209. * Execute the action and set the targetted property to the desired value.
  79210. */
  79211. execute(): void;
  79212. /**
  79213. * Serializes the actions and its related information.
  79214. * @param parent defines the object to serialize in
  79215. * @returns the serialized object
  79216. */
  79217. serialize(parent: any): any;
  79218. }
  79219. /**
  79220. * This defines an action responsible to increment the target value
  79221. * to a desired value once triggered.
  79222. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79223. */
  79224. export class IncrementValueAction extends Action {
  79225. /**
  79226. * The path of the property to increment in the target.
  79227. */
  79228. propertyPath: string;
  79229. /**
  79230. * The value we should increment the property by.
  79231. */
  79232. value: any;
  79233. private _target;
  79234. private _effectiveTarget;
  79235. private _property;
  79236. /**
  79237. * Instantiate the action
  79238. * @param triggerOptions defines the trigger options
  79239. * @param target defines the object containing the property
  79240. * @param propertyPath defines the path of the property to increment in the target
  79241. * @param value defines the value value we should increment the property by
  79242. * @param condition defines the trigger related conditions
  79243. */
  79244. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  79245. /** @hidden */
  79246. _prepare(): void;
  79247. /**
  79248. * Execute the action and increment the target of the value amount.
  79249. */
  79250. execute(): void;
  79251. /**
  79252. * Serializes the actions and its related information.
  79253. * @param parent defines the object to serialize in
  79254. * @returns the serialized object
  79255. */
  79256. serialize(parent: any): any;
  79257. }
  79258. /**
  79259. * This defines an action responsible to start an animation once triggered.
  79260. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79261. */
  79262. export class PlayAnimationAction extends Action {
  79263. /**
  79264. * Where the animation should start (animation frame)
  79265. */
  79266. from: number;
  79267. /**
  79268. * Where the animation should stop (animation frame)
  79269. */
  79270. to: number;
  79271. /**
  79272. * Define if the animation should loop or stop after the first play.
  79273. */
  79274. loop?: boolean;
  79275. private _target;
  79276. /**
  79277. * Instantiate the action
  79278. * @param triggerOptions defines the trigger options
  79279. * @param target defines the target animation or animation name
  79280. * @param from defines from where the animation should start (animation frame)
  79281. * @param end defines where the animation should stop (animation frame)
  79282. * @param loop defines if the animation should loop or stop after the first play
  79283. * @param condition defines the trigger related conditions
  79284. */
  79285. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  79286. /** @hidden */
  79287. _prepare(): void;
  79288. /**
  79289. * Execute the action and play the animation.
  79290. */
  79291. execute(): void;
  79292. /**
  79293. * Serializes the actions and its related information.
  79294. * @param parent defines the object to serialize in
  79295. * @returns the serialized object
  79296. */
  79297. serialize(parent: any): any;
  79298. }
  79299. /**
  79300. * This defines an action responsible to stop an animation once triggered.
  79301. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79302. */
  79303. export class StopAnimationAction extends Action {
  79304. private _target;
  79305. /**
  79306. * Instantiate the action
  79307. * @param triggerOptions defines the trigger options
  79308. * @param target defines the target animation or animation name
  79309. * @param condition defines the trigger related conditions
  79310. */
  79311. constructor(triggerOptions: any, target: any, condition?: Condition);
  79312. /** @hidden */
  79313. _prepare(): void;
  79314. /**
  79315. * Execute the action and stop the animation.
  79316. */
  79317. execute(): void;
  79318. /**
  79319. * Serializes the actions and its related information.
  79320. * @param parent defines the object to serialize in
  79321. * @returns the serialized object
  79322. */
  79323. serialize(parent: any): any;
  79324. }
  79325. /**
  79326. * This defines an action responsible that does nothing once triggered.
  79327. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79328. */
  79329. export class DoNothingAction extends Action {
  79330. /**
  79331. * Instantiate the action
  79332. * @param triggerOptions defines the trigger options
  79333. * @param condition defines the trigger related conditions
  79334. */
  79335. constructor(triggerOptions?: any, condition?: Condition);
  79336. /**
  79337. * Execute the action and do nothing.
  79338. */
  79339. execute(): void;
  79340. /**
  79341. * Serializes the actions and its related information.
  79342. * @param parent defines the object to serialize in
  79343. * @returns the serialized object
  79344. */
  79345. serialize(parent: any): any;
  79346. }
  79347. /**
  79348. * This defines an action responsible to trigger several actions once triggered.
  79349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79350. */
  79351. export class CombineAction extends Action {
  79352. /**
  79353. * The list of aggregated animations to run.
  79354. */
  79355. children: Action[];
  79356. /**
  79357. * Instantiate the action
  79358. * @param triggerOptions defines the trigger options
  79359. * @param children defines the list of aggregated animations to run
  79360. * @param condition defines the trigger related conditions
  79361. */
  79362. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  79363. /** @hidden */
  79364. _prepare(): void;
  79365. /**
  79366. * Execute the action and executes all the aggregated actions.
  79367. */
  79368. execute(evt: ActionEvent): void;
  79369. /**
  79370. * Serializes the actions and its related information.
  79371. * @param parent defines the object to serialize in
  79372. * @returns the serialized object
  79373. */
  79374. serialize(parent: any): any;
  79375. }
  79376. /**
  79377. * This defines an action responsible to run code (external event) once triggered.
  79378. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79379. */
  79380. export class ExecuteCodeAction extends Action {
  79381. /**
  79382. * The callback function to run.
  79383. */
  79384. func: (evt: ActionEvent) => void;
  79385. /**
  79386. * Instantiate the action
  79387. * @param triggerOptions defines the trigger options
  79388. * @param func defines the callback function to run
  79389. * @param condition defines the trigger related conditions
  79390. */
  79391. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  79392. /**
  79393. * Execute the action and run the attached code.
  79394. */
  79395. execute(evt: ActionEvent): void;
  79396. }
  79397. /**
  79398. * This defines an action responsible to set the parent property of the target once triggered.
  79399. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79400. */
  79401. export class SetParentAction extends Action {
  79402. private _parent;
  79403. private _target;
  79404. /**
  79405. * Instantiate the action
  79406. * @param triggerOptions defines the trigger options
  79407. * @param target defines the target containing the parent property
  79408. * @param parent defines from where the animation should start (animation frame)
  79409. * @param condition defines the trigger related conditions
  79410. */
  79411. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  79412. /** @hidden */
  79413. _prepare(): void;
  79414. /**
  79415. * Execute the action and set the parent property.
  79416. */
  79417. execute(): void;
  79418. /**
  79419. * Serializes the actions and its related information.
  79420. * @param parent defines the object to serialize in
  79421. * @returns the serialized object
  79422. */
  79423. serialize(parent: any): any;
  79424. }
  79425. }
  79426. declare module BABYLON {
  79427. /**
  79428. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  79429. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  79430. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79431. */
  79432. export class ActionManager extends AbstractActionManager {
  79433. /**
  79434. * Nothing
  79435. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79436. */
  79437. static readonly NothingTrigger: number;
  79438. /**
  79439. * On pick
  79440. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79441. */
  79442. static readonly OnPickTrigger: number;
  79443. /**
  79444. * On left pick
  79445. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79446. */
  79447. static readonly OnLeftPickTrigger: number;
  79448. /**
  79449. * On right pick
  79450. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79451. */
  79452. static readonly OnRightPickTrigger: number;
  79453. /**
  79454. * On center pick
  79455. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79456. */
  79457. static readonly OnCenterPickTrigger: number;
  79458. /**
  79459. * On pick down
  79460. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79461. */
  79462. static readonly OnPickDownTrigger: number;
  79463. /**
  79464. * On double pick
  79465. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79466. */
  79467. static readonly OnDoublePickTrigger: number;
  79468. /**
  79469. * On pick up
  79470. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79471. */
  79472. static readonly OnPickUpTrigger: number;
  79473. /**
  79474. * On pick out.
  79475. * This trigger will only be raised if you also declared a OnPickDown
  79476. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79477. */
  79478. static readonly OnPickOutTrigger: number;
  79479. /**
  79480. * On long press
  79481. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79482. */
  79483. static readonly OnLongPressTrigger: number;
  79484. /**
  79485. * On pointer over
  79486. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79487. */
  79488. static readonly OnPointerOverTrigger: number;
  79489. /**
  79490. * On pointer out
  79491. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79492. */
  79493. static readonly OnPointerOutTrigger: number;
  79494. /**
  79495. * On every frame
  79496. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79497. */
  79498. static readonly OnEveryFrameTrigger: number;
  79499. /**
  79500. * On intersection enter
  79501. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79502. */
  79503. static readonly OnIntersectionEnterTrigger: number;
  79504. /**
  79505. * On intersection exit
  79506. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79507. */
  79508. static readonly OnIntersectionExitTrigger: number;
  79509. /**
  79510. * On key down
  79511. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79512. */
  79513. static readonly OnKeyDownTrigger: number;
  79514. /**
  79515. * On key up
  79516. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79517. */
  79518. static readonly OnKeyUpTrigger: number;
  79519. private _scene;
  79520. /**
  79521. * Creates a new action manager
  79522. * @param scene defines the hosting scene
  79523. */
  79524. constructor(scene: Scene);
  79525. /**
  79526. * Releases all associated resources
  79527. */
  79528. dispose(): void;
  79529. /**
  79530. * Gets hosting scene
  79531. * @returns the hosting scene
  79532. */
  79533. getScene(): Scene;
  79534. /**
  79535. * Does this action manager handles actions of any of the given triggers
  79536. * @param triggers defines the triggers to be tested
  79537. * @return a boolean indicating whether one (or more) of the triggers is handled
  79538. */
  79539. hasSpecificTriggers(triggers: number[]): boolean;
  79540. /**
  79541. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  79542. * speed.
  79543. * @param triggerA defines the trigger to be tested
  79544. * @param triggerB defines the trigger to be tested
  79545. * @return a boolean indicating whether one (or more) of the triggers is handled
  79546. */
  79547. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  79548. /**
  79549. * Does this action manager handles actions of a given trigger
  79550. * @param trigger defines the trigger to be tested
  79551. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  79552. * @return whether the trigger is handled
  79553. */
  79554. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  79555. /**
  79556. * Does this action manager has pointer triggers
  79557. */
  79558. readonly hasPointerTriggers: boolean;
  79559. /**
  79560. * Does this action manager has pick triggers
  79561. */
  79562. readonly hasPickTriggers: boolean;
  79563. /**
  79564. * Registers an action to this action manager
  79565. * @param action defines the action to be registered
  79566. * @return the action amended (prepared) after registration
  79567. */
  79568. registerAction(action: IAction): Nullable<IAction>;
  79569. /**
  79570. * Unregisters an action to this action manager
  79571. * @param action defines the action to be unregistered
  79572. * @return a boolean indicating whether the action has been unregistered
  79573. */
  79574. unregisterAction(action: IAction): Boolean;
  79575. /**
  79576. * Process a specific trigger
  79577. * @param trigger defines the trigger to process
  79578. * @param evt defines the event details to be processed
  79579. */
  79580. processTrigger(trigger: number, evt?: IActionEvent): void;
  79581. /** @hidden */
  79582. _getEffectiveTarget(target: any, propertyPath: string): any;
  79583. /** @hidden */
  79584. _getProperty(propertyPath: string): string;
  79585. /**
  79586. * Serialize this manager to a JSON object
  79587. * @param name defines the property name to store this manager
  79588. * @returns a JSON representation of this manager
  79589. */
  79590. serialize(name: string): any;
  79591. /**
  79592. * Creates a new ActionManager from a JSON data
  79593. * @param parsedActions defines the JSON data to read from
  79594. * @param object defines the hosting mesh
  79595. * @param scene defines the hosting scene
  79596. */
  79597. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  79598. /**
  79599. * Get a trigger name by index
  79600. * @param trigger defines the trigger index
  79601. * @returns a trigger name
  79602. */
  79603. static GetTriggerName(trigger: number): string;
  79604. }
  79605. }
  79606. declare module BABYLON {
  79607. /**
  79608. * Class representing a ray with position and direction
  79609. */
  79610. export class Ray {
  79611. /** origin point */
  79612. origin: Vector3;
  79613. /** direction */
  79614. direction: Vector3;
  79615. /** length of the ray */
  79616. length: number;
  79617. private static readonly TmpVector3;
  79618. private _tmpRay;
  79619. /**
  79620. * Creates a new ray
  79621. * @param origin origin point
  79622. * @param direction direction
  79623. * @param length length of the ray
  79624. */
  79625. constructor(
  79626. /** origin point */
  79627. origin: Vector3,
  79628. /** direction */
  79629. direction: Vector3,
  79630. /** length of the ray */
  79631. length?: number);
  79632. /**
  79633. * Checks if the ray intersects a box
  79634. * @param minimum bound of the box
  79635. * @param maximum bound of the box
  79636. * @param intersectionTreshold extra extend to be added to the box in all direction
  79637. * @returns if the box was hit
  79638. */
  79639. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  79640. /**
  79641. * Checks if the ray intersects a box
  79642. * @param box the bounding box to check
  79643. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  79644. * @returns if the box was hit
  79645. */
  79646. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  79647. /**
  79648. * If the ray hits a sphere
  79649. * @param sphere the bounding sphere to check
  79650. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  79651. * @returns true if it hits the sphere
  79652. */
  79653. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  79654. /**
  79655. * If the ray hits a triange
  79656. * @param vertex0 triangle vertex
  79657. * @param vertex1 triangle vertex
  79658. * @param vertex2 triangle vertex
  79659. * @returns intersection information if hit
  79660. */
  79661. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  79662. /**
  79663. * Checks if ray intersects a plane
  79664. * @param plane the plane to check
  79665. * @returns the distance away it was hit
  79666. */
  79667. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  79668. /**
  79669. * Calculate the intercept of a ray on a given axis
  79670. * @param axis to check 'x' | 'y' | 'z'
  79671. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  79672. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  79673. */
  79674. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  79675. /**
  79676. * Checks if ray intersects a mesh
  79677. * @param mesh the mesh to check
  79678. * @param fastCheck if only the bounding box should checked
  79679. * @returns picking info of the intersecton
  79680. */
  79681. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  79682. /**
  79683. * Checks if ray intersects a mesh
  79684. * @param meshes the meshes to check
  79685. * @param fastCheck if only the bounding box should checked
  79686. * @param results array to store result in
  79687. * @returns Array of picking infos
  79688. */
  79689. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  79690. private _comparePickingInfo;
  79691. private static smallnum;
  79692. private static rayl;
  79693. /**
  79694. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  79695. * @param sega the first point of the segment to test the intersection against
  79696. * @param segb the second point of the segment to test the intersection against
  79697. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  79698. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  79699. */
  79700. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  79701. /**
  79702. * Update the ray from viewport position
  79703. * @param x position
  79704. * @param y y position
  79705. * @param viewportWidth viewport width
  79706. * @param viewportHeight viewport height
  79707. * @param world world matrix
  79708. * @param view view matrix
  79709. * @param projection projection matrix
  79710. * @returns this ray updated
  79711. */
  79712. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79713. /**
  79714. * Creates a ray with origin and direction of 0,0,0
  79715. * @returns the new ray
  79716. */
  79717. static Zero(): Ray;
  79718. /**
  79719. * Creates a new ray from screen space and viewport
  79720. * @param x position
  79721. * @param y y position
  79722. * @param viewportWidth viewport width
  79723. * @param viewportHeight viewport height
  79724. * @param world world matrix
  79725. * @param view view matrix
  79726. * @param projection projection matrix
  79727. * @returns new ray
  79728. */
  79729. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79730. /**
  79731. * 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
  79732. * transformed to the given world matrix.
  79733. * @param origin The origin point
  79734. * @param end The end point
  79735. * @param world a matrix to transform the ray to. Default is the identity matrix.
  79736. * @returns the new ray
  79737. */
  79738. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  79739. /**
  79740. * Transforms a ray by a matrix
  79741. * @param ray ray to transform
  79742. * @param matrix matrix to apply
  79743. * @returns the resulting new ray
  79744. */
  79745. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  79746. /**
  79747. * Transforms a ray by a matrix
  79748. * @param ray ray to transform
  79749. * @param matrix matrix to apply
  79750. * @param result ray to store result in
  79751. */
  79752. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  79753. /**
  79754. * Unproject a ray from screen space to object space
  79755. * @param sourceX defines the screen space x coordinate to use
  79756. * @param sourceY defines the screen space y coordinate to use
  79757. * @param viewportWidth defines the current width of the viewport
  79758. * @param viewportHeight defines the current height of the viewport
  79759. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  79760. * @param view defines the view matrix to use
  79761. * @param projection defines the projection matrix to use
  79762. */
  79763. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  79764. }
  79765. /**
  79766. * Type used to define predicate used to select faces when a mesh intersection is detected
  79767. */
  79768. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  79769. interface Scene {
  79770. /** @hidden */
  79771. _tempPickingRay: Nullable<Ray>;
  79772. /** @hidden */
  79773. _cachedRayForTransform: Ray;
  79774. /** @hidden */
  79775. _pickWithRayInverseMatrix: Matrix;
  79776. /** @hidden */
  79777. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  79778. /** @hidden */
  79779. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  79780. }
  79781. }
  79782. declare module BABYLON {
  79783. /**
  79784. * Groups all the scene component constants in one place to ease maintenance.
  79785. * @hidden
  79786. */
  79787. export class SceneComponentConstants {
  79788. static readonly NAME_EFFECTLAYER: string;
  79789. static readonly NAME_LAYER: string;
  79790. static readonly NAME_LENSFLARESYSTEM: string;
  79791. static readonly NAME_BOUNDINGBOXRENDERER: string;
  79792. static readonly NAME_PARTICLESYSTEM: string;
  79793. static readonly NAME_GAMEPAD: string;
  79794. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  79795. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  79796. static readonly NAME_DEPTHRENDERER: string;
  79797. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  79798. static readonly NAME_SPRITE: string;
  79799. static readonly NAME_OUTLINERENDERER: string;
  79800. static readonly NAME_PROCEDURALTEXTURE: string;
  79801. static readonly NAME_SHADOWGENERATOR: string;
  79802. static readonly NAME_OCTREE: string;
  79803. static readonly NAME_PHYSICSENGINE: string;
  79804. static readonly NAME_AUDIO: string;
  79805. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  79806. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79807. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  79808. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79809. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  79810. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  79811. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  79812. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  79813. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  79814. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  79815. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  79816. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  79817. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  79818. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  79819. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  79820. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  79821. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  79822. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  79823. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  79824. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  79825. static readonly STEP_AFTERRENDER_AUDIO: number;
  79826. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  79827. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  79828. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  79829. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  79830. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  79831. static readonly STEP_POINTERMOVE_SPRITE: number;
  79832. static readonly STEP_POINTERDOWN_SPRITE: number;
  79833. static readonly STEP_POINTERUP_SPRITE: number;
  79834. }
  79835. /**
  79836. * This represents a scene component.
  79837. *
  79838. * This is used to decouple the dependency the scene is having on the different workloads like
  79839. * layers, post processes...
  79840. */
  79841. export interface ISceneComponent {
  79842. /**
  79843. * The name of the component. Each component must have a unique name.
  79844. */
  79845. name: string;
  79846. /**
  79847. * The scene the component belongs to.
  79848. */
  79849. scene: Scene;
  79850. /**
  79851. * Register the component to one instance of a scene.
  79852. */
  79853. register(): void;
  79854. /**
  79855. * Rebuilds the elements related to this component in case of
  79856. * context lost for instance.
  79857. */
  79858. rebuild(): void;
  79859. /**
  79860. * Disposes the component and the associated ressources.
  79861. */
  79862. dispose(): void;
  79863. }
  79864. /**
  79865. * This represents a SERIALIZABLE scene component.
  79866. *
  79867. * This extends Scene Component to add Serialization methods on top.
  79868. */
  79869. export interface ISceneSerializableComponent extends ISceneComponent {
  79870. /**
  79871. * Adds all the elements from the container to the scene
  79872. * @param container the container holding the elements
  79873. */
  79874. addFromContainer(container: AbstractScene): void;
  79875. /**
  79876. * Removes all the elements in the container from the scene
  79877. * @param container contains the elements to remove
  79878. * @param dispose if the removed element should be disposed (default: false)
  79879. */
  79880. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  79881. /**
  79882. * Serializes the component data to the specified json object
  79883. * @param serializationObject The object to serialize to
  79884. */
  79885. serialize(serializationObject: any): void;
  79886. }
  79887. /**
  79888. * Strong typing of a Mesh related stage step action
  79889. */
  79890. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  79891. /**
  79892. * Strong typing of a Evaluate Sub Mesh related stage step action
  79893. */
  79894. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  79895. /**
  79896. * Strong typing of a Active Mesh related stage step action
  79897. */
  79898. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  79899. /**
  79900. * Strong typing of a Camera related stage step action
  79901. */
  79902. export type CameraStageAction = (camera: Camera) => void;
  79903. /**
  79904. * Strong typing of a Camera Frame buffer related stage step action
  79905. */
  79906. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  79907. /**
  79908. * Strong typing of a Render Target related stage step action
  79909. */
  79910. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  79911. /**
  79912. * Strong typing of a RenderingGroup related stage step action
  79913. */
  79914. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  79915. /**
  79916. * Strong typing of a Mesh Render related stage step action
  79917. */
  79918. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  79919. /**
  79920. * Strong typing of a simple stage step action
  79921. */
  79922. export type SimpleStageAction = () => void;
  79923. /**
  79924. * Strong typing of a render target action.
  79925. */
  79926. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  79927. /**
  79928. * Strong typing of a pointer move action.
  79929. */
  79930. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  79931. /**
  79932. * Strong typing of a pointer up/down action.
  79933. */
  79934. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  79935. /**
  79936. * Representation of a stage in the scene (Basically a list of ordered steps)
  79937. * @hidden
  79938. */
  79939. export class Stage<T extends Function> extends Array<{
  79940. index: number;
  79941. component: ISceneComponent;
  79942. action: T;
  79943. }> {
  79944. /**
  79945. * Hide ctor from the rest of the world.
  79946. * @param items The items to add.
  79947. */
  79948. private constructor();
  79949. /**
  79950. * Creates a new Stage.
  79951. * @returns A new instance of a Stage
  79952. */
  79953. static Create<T extends Function>(): Stage<T>;
  79954. /**
  79955. * Registers a step in an ordered way in the targeted stage.
  79956. * @param index Defines the position to register the step in
  79957. * @param component Defines the component attached to the step
  79958. * @param action Defines the action to launch during the step
  79959. */
  79960. registerStep(index: number, component: ISceneComponent, action: T): void;
  79961. /**
  79962. * Clears all the steps from the stage.
  79963. */
  79964. clear(): void;
  79965. }
  79966. }
  79967. declare module BABYLON {
  79968. interface Scene {
  79969. /** @hidden */
  79970. _pointerOverSprite: Nullable<Sprite>;
  79971. /** @hidden */
  79972. _pickedDownSprite: Nullable<Sprite>;
  79973. /** @hidden */
  79974. _tempSpritePickingRay: Nullable<Ray>;
  79975. /**
  79976. * All of the sprite managers added to this scene
  79977. * @see http://doc.babylonjs.com/babylon101/sprites
  79978. */
  79979. spriteManagers: Array<ISpriteManager>;
  79980. /**
  79981. * An event triggered when sprites rendering is about to start
  79982. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79983. */
  79984. onBeforeSpritesRenderingObservable: Observable<Scene>;
  79985. /**
  79986. * An event triggered when sprites rendering is done
  79987. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79988. */
  79989. onAfterSpritesRenderingObservable: Observable<Scene>;
  79990. /** @hidden */
  79991. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79992. /** Launch a ray to try to pick a sprite in the scene
  79993. * @param x position on screen
  79994. * @param y position on screen
  79995. * @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
  79996. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79997. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79998. * @returns a PickingInfo
  79999. */
  80000. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  80001. /** Use the given ray to pick a sprite in the scene
  80002. * @param ray The ray (in world space) to use to pick meshes
  80003. * @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
  80004. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  80005. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  80006. * @returns a PickingInfo
  80007. */
  80008. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  80009. /** @hidden */
  80010. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  80011. /** Launch a ray to try to pick sprites in the scene
  80012. * @param x position on screen
  80013. * @param y position on screen
  80014. * @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
  80015. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  80016. * @returns a PickingInfo array
  80017. */
  80018. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  80019. /** Use the given ray to pick sprites in the scene
  80020. * @param ray The ray (in world space) to use to pick meshes
  80021. * @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
  80022. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  80023. * @returns a PickingInfo array
  80024. */
  80025. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  80026. /**
  80027. * Force the sprite under the pointer
  80028. * @param sprite defines the sprite to use
  80029. */
  80030. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  80031. /**
  80032. * Gets the sprite under the pointer
  80033. * @returns a Sprite or null if no sprite is under the pointer
  80034. */
  80035. getPointerOverSprite(): Nullable<Sprite>;
  80036. }
  80037. /**
  80038. * Defines the sprite scene component responsible to manage sprites
  80039. * in a given scene.
  80040. */
  80041. export class SpriteSceneComponent implements ISceneComponent {
  80042. /**
  80043. * The component name helpfull to identify the component in the list of scene components.
  80044. */
  80045. readonly name: string;
  80046. /**
  80047. * The scene the component belongs to.
  80048. */
  80049. scene: Scene;
  80050. /** @hidden */
  80051. private _spritePredicate;
  80052. /**
  80053. * Creates a new instance of the component for the given scene
  80054. * @param scene Defines the scene to register the component in
  80055. */
  80056. constructor(scene: Scene);
  80057. /**
  80058. * Registers the component in a given scene
  80059. */
  80060. register(): void;
  80061. /**
  80062. * Rebuilds the elements related to this component in case of
  80063. * context lost for instance.
  80064. */
  80065. rebuild(): void;
  80066. /**
  80067. * Disposes the component and the associated ressources.
  80068. */
  80069. dispose(): void;
  80070. private _pickSpriteButKeepRay;
  80071. private _pointerMove;
  80072. private _pointerDown;
  80073. private _pointerUp;
  80074. }
  80075. }
  80076. declare module BABYLON {
  80077. /** @hidden */
  80078. export var fogFragmentDeclaration: {
  80079. name: string;
  80080. shader: string;
  80081. };
  80082. }
  80083. declare module BABYLON {
  80084. /** @hidden */
  80085. export var fogFragment: {
  80086. name: string;
  80087. shader: string;
  80088. };
  80089. }
  80090. declare module BABYLON {
  80091. /** @hidden */
  80092. export var spritesPixelShader: {
  80093. name: string;
  80094. shader: string;
  80095. };
  80096. }
  80097. declare module BABYLON {
  80098. /** @hidden */
  80099. export var fogVertexDeclaration: {
  80100. name: string;
  80101. shader: string;
  80102. };
  80103. }
  80104. declare module BABYLON {
  80105. /** @hidden */
  80106. export var spritesVertexShader: {
  80107. name: string;
  80108. shader: string;
  80109. };
  80110. }
  80111. declare module BABYLON {
  80112. /**
  80113. * Defines the minimum interface to fullfil in order to be a sprite manager.
  80114. */
  80115. export interface ISpriteManager extends IDisposable {
  80116. /**
  80117. * Restricts the camera to viewing objects with the same layerMask.
  80118. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  80119. */
  80120. layerMask: number;
  80121. /**
  80122. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  80123. */
  80124. isPickable: boolean;
  80125. /**
  80126. * Specifies the rendering group id for this mesh (0 by default)
  80127. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  80128. */
  80129. renderingGroupId: number;
  80130. /**
  80131. * Defines the list of sprites managed by the manager.
  80132. */
  80133. sprites: Array<Sprite>;
  80134. /**
  80135. * Tests the intersection of a sprite with a specific ray.
  80136. * @param ray The ray we are sending to test the collision
  80137. * @param camera The camera space we are sending rays in
  80138. * @param predicate A predicate allowing excluding sprites from the list of object to test
  80139. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  80140. * @returns picking info or null.
  80141. */
  80142. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  80143. /**
  80144. * Intersects the sprites with a ray
  80145. * @param ray defines the ray to intersect with
  80146. * @param camera defines the current active camera
  80147. * @param predicate defines a predicate used to select candidate sprites
  80148. * @returns null if no hit or a PickingInfo array
  80149. */
  80150. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  80151. /**
  80152. * Renders the list of sprites on screen.
  80153. */
  80154. render(): void;
  80155. }
  80156. /**
  80157. * Class used to manage multiple sprites on the same spritesheet
  80158. * @see http://doc.babylonjs.com/babylon101/sprites
  80159. */
  80160. export class SpriteManager implements ISpriteManager {
  80161. /** defines the manager's name */
  80162. name: string;
  80163. /** Gets the list of sprites */
  80164. sprites: Sprite[];
  80165. /** Gets or sets the rendering group id (0 by default) */
  80166. renderingGroupId: number;
  80167. /** Gets or sets camera layer mask */
  80168. layerMask: number;
  80169. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  80170. fogEnabled: boolean;
  80171. /** Gets or sets a boolean indicating if the sprites are pickable */
  80172. isPickable: boolean;
  80173. /** Defines the default width of a cell in the spritesheet */
  80174. cellWidth: number;
  80175. /** Defines the default height of a cell in the spritesheet */
  80176. cellHeight: number;
  80177. /** Associative array from JSON sprite data file */
  80178. private _cellData;
  80179. /** Array of sprite names from JSON sprite data file */
  80180. private _spriteMap;
  80181. /** True when packed cell data from JSON file is ready*/
  80182. private _packedAndReady;
  80183. /**
  80184. * An event triggered when the manager is disposed.
  80185. */
  80186. onDisposeObservable: Observable<SpriteManager>;
  80187. private _onDisposeObserver;
  80188. /**
  80189. * Callback called when the manager is disposed
  80190. */
  80191. onDispose: () => void;
  80192. private _capacity;
  80193. private _fromPacked;
  80194. private _spriteTexture;
  80195. private _epsilon;
  80196. private _scene;
  80197. private _vertexData;
  80198. private _buffer;
  80199. private _vertexBuffers;
  80200. private _indexBuffer;
  80201. private _effectBase;
  80202. private _effectFog;
  80203. /**
  80204. * Gets or sets the spritesheet texture
  80205. */
  80206. texture: Texture;
  80207. /**
  80208. * Creates a new sprite manager
  80209. * @param name defines the manager's name
  80210. * @param imgUrl defines the sprite sheet url
  80211. * @param capacity defines the maximum allowed number of sprites
  80212. * @param cellSize defines the size of a sprite cell
  80213. * @param scene defines the hosting scene
  80214. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  80215. * @param samplingMode defines the smapling mode to use with spritesheet
  80216. * @param fromPacked set to false; do not alter
  80217. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  80218. */
  80219. constructor(
  80220. /** defines the manager's name */
  80221. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  80222. private _makePacked;
  80223. private _appendSpriteVertex;
  80224. /**
  80225. * Intersects the sprites with a ray
  80226. * @param ray defines the ray to intersect with
  80227. * @param camera defines the current active camera
  80228. * @param predicate defines a predicate used to select candidate sprites
  80229. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  80230. * @returns null if no hit or a PickingInfo
  80231. */
  80232. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  80233. /**
  80234. * Intersects the sprites with a ray
  80235. * @param ray defines the ray to intersect with
  80236. * @param camera defines the current active camera
  80237. * @param predicate defines a predicate used to select candidate sprites
  80238. * @returns null if no hit or a PickingInfo array
  80239. */
  80240. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  80241. /**
  80242. * Render all child sprites
  80243. */
  80244. render(): void;
  80245. /**
  80246. * Release associated resources
  80247. */
  80248. dispose(): void;
  80249. }
  80250. }
  80251. declare module BABYLON {
  80252. /**
  80253. * Class used to represent a sprite
  80254. * @see http://doc.babylonjs.com/babylon101/sprites
  80255. */
  80256. export class Sprite {
  80257. /** defines the name */
  80258. name: string;
  80259. /** Gets or sets the current world position */
  80260. position: Vector3;
  80261. /** Gets or sets the main color */
  80262. color: Color4;
  80263. /** Gets or sets the width */
  80264. width: number;
  80265. /** Gets or sets the height */
  80266. height: number;
  80267. /** Gets or sets rotation angle */
  80268. angle: number;
  80269. /** Gets or sets the cell index in the sprite sheet */
  80270. cellIndex: number;
  80271. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  80272. cellRef: string;
  80273. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  80274. invertU: number;
  80275. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  80276. invertV: number;
  80277. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  80278. disposeWhenFinishedAnimating: boolean;
  80279. /** Gets the list of attached animations */
  80280. animations: Animation[];
  80281. /** Gets or sets a boolean indicating if the sprite can be picked */
  80282. isPickable: boolean;
  80283. /**
  80284. * Gets or sets the associated action manager
  80285. */
  80286. actionManager: Nullable<ActionManager>;
  80287. private _animationStarted;
  80288. private _loopAnimation;
  80289. private _fromIndex;
  80290. private _toIndex;
  80291. private _delay;
  80292. private _direction;
  80293. private _manager;
  80294. private _time;
  80295. private _onAnimationEnd;
  80296. /**
  80297. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  80298. */
  80299. isVisible: boolean;
  80300. /**
  80301. * Gets or sets the sprite size
  80302. */
  80303. size: number;
  80304. /**
  80305. * Creates a new Sprite
  80306. * @param name defines the name
  80307. * @param manager defines the manager
  80308. */
  80309. constructor(
  80310. /** defines the name */
  80311. name: string, manager: ISpriteManager);
  80312. /**
  80313. * Starts an animation
  80314. * @param from defines the initial key
  80315. * @param to defines the end key
  80316. * @param loop defines if the animation must loop
  80317. * @param delay defines the start delay (in ms)
  80318. * @param onAnimationEnd defines a callback to call when animation ends
  80319. */
  80320. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  80321. /** Stops current animation (if any) */
  80322. stopAnimation(): void;
  80323. /** @hidden */
  80324. _animate(deltaTime: number): void;
  80325. /** Release associated resources */
  80326. dispose(): void;
  80327. }
  80328. }
  80329. declare module BABYLON {
  80330. /**
  80331. * Information about the result of picking within a scene
  80332. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  80333. */
  80334. export class PickingInfo {
  80335. /** @hidden */
  80336. _pickingUnavailable: boolean;
  80337. /**
  80338. * If the pick collided with an object
  80339. */
  80340. hit: boolean;
  80341. /**
  80342. * Distance away where the pick collided
  80343. */
  80344. distance: number;
  80345. /**
  80346. * The location of pick collision
  80347. */
  80348. pickedPoint: Nullable<Vector3>;
  80349. /**
  80350. * The mesh corresponding the the pick collision
  80351. */
  80352. pickedMesh: Nullable<AbstractMesh>;
  80353. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  80354. bu: number;
  80355. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  80356. bv: number;
  80357. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  80358. faceId: number;
  80359. /** Id of the the submesh that was picked */
  80360. subMeshId: number;
  80361. /** If a sprite was picked, this will be the sprite the pick collided with */
  80362. pickedSprite: Nullable<Sprite>;
  80363. /**
  80364. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  80365. */
  80366. originMesh: Nullable<AbstractMesh>;
  80367. /**
  80368. * The ray that was used to perform the picking.
  80369. */
  80370. ray: Nullable<Ray>;
  80371. /**
  80372. * Gets the normal correspodning to the face the pick collided with
  80373. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  80374. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  80375. * @returns The normal correspodning to the face the pick collided with
  80376. */
  80377. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  80378. /**
  80379. * Gets the texture coordinates of where the pick occured
  80380. * @returns the vector containing the coordnates of the texture
  80381. */
  80382. getTextureCoordinates(): Nullable<Vector2>;
  80383. }
  80384. }
  80385. declare module BABYLON {
  80386. /**
  80387. * Gather the list of pointer event types as constants.
  80388. */
  80389. export class PointerEventTypes {
  80390. /**
  80391. * 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.
  80392. */
  80393. static readonly POINTERDOWN: number;
  80394. /**
  80395. * The pointerup event is fired when a pointer is no longer active.
  80396. */
  80397. static readonly POINTERUP: number;
  80398. /**
  80399. * The pointermove event is fired when a pointer changes coordinates.
  80400. */
  80401. static readonly POINTERMOVE: number;
  80402. /**
  80403. * The pointerwheel event is fired when a mouse wheel has been rotated.
  80404. */
  80405. static readonly POINTERWHEEL: number;
  80406. /**
  80407. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  80408. */
  80409. static readonly POINTERPICK: number;
  80410. /**
  80411. * The pointertap event is fired when a the object has been touched and released without drag.
  80412. */
  80413. static readonly POINTERTAP: number;
  80414. /**
  80415. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  80416. */
  80417. static readonly POINTERDOUBLETAP: number;
  80418. }
  80419. /**
  80420. * Base class of pointer info types.
  80421. */
  80422. export class PointerInfoBase {
  80423. /**
  80424. * Defines the type of event (PointerEventTypes)
  80425. */
  80426. type: number;
  80427. /**
  80428. * Defines the related dom event
  80429. */
  80430. event: PointerEvent | MouseWheelEvent;
  80431. /**
  80432. * Instantiates the base class of pointers info.
  80433. * @param type Defines the type of event (PointerEventTypes)
  80434. * @param event Defines the related dom event
  80435. */
  80436. constructor(
  80437. /**
  80438. * Defines the type of event (PointerEventTypes)
  80439. */
  80440. type: number,
  80441. /**
  80442. * Defines the related dom event
  80443. */
  80444. event: PointerEvent | MouseWheelEvent);
  80445. }
  80446. /**
  80447. * This class is used to store pointer related info for the onPrePointerObservable event.
  80448. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  80449. */
  80450. export class PointerInfoPre extends PointerInfoBase {
  80451. /**
  80452. * Ray from a pointer if availible (eg. 6dof controller)
  80453. */
  80454. ray: Nullable<Ray>;
  80455. /**
  80456. * Defines the local position of the pointer on the canvas.
  80457. */
  80458. localPosition: Vector2;
  80459. /**
  80460. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  80461. */
  80462. skipOnPointerObservable: boolean;
  80463. /**
  80464. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  80465. * @param type Defines the type of event (PointerEventTypes)
  80466. * @param event Defines the related dom event
  80467. * @param localX Defines the local x coordinates of the pointer when the event occured
  80468. * @param localY Defines the local y coordinates of the pointer when the event occured
  80469. */
  80470. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  80471. }
  80472. /**
  80473. * This type contains all the data related to a pointer event in Babylon.js.
  80474. * 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.
  80475. */
  80476. export class PointerInfo extends PointerInfoBase {
  80477. /**
  80478. * Defines the picking info associated to the info (if any)\
  80479. */
  80480. pickInfo: Nullable<PickingInfo>;
  80481. /**
  80482. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  80483. * @param type Defines the type of event (PointerEventTypes)
  80484. * @param event Defines the related dom event
  80485. * @param pickInfo Defines the picking info associated to the info (if any)\
  80486. */
  80487. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  80488. /**
  80489. * Defines the picking info associated to the info (if any)\
  80490. */
  80491. pickInfo: Nullable<PickingInfo>);
  80492. }
  80493. /**
  80494. * Data relating to a touch event on the screen.
  80495. */
  80496. export interface PointerTouch {
  80497. /**
  80498. * X coordinate of touch.
  80499. */
  80500. x: number;
  80501. /**
  80502. * Y coordinate of touch.
  80503. */
  80504. y: number;
  80505. /**
  80506. * Id of touch. Unique for each finger.
  80507. */
  80508. pointerId: number;
  80509. /**
  80510. * Event type passed from DOM.
  80511. */
  80512. type: any;
  80513. }
  80514. }
  80515. declare module BABYLON {
  80516. /**
  80517. * Manage the mouse inputs to control the movement of a free camera.
  80518. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80519. */
  80520. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  80521. /**
  80522. * Define if touch is enabled in the mouse input
  80523. */
  80524. touchEnabled: boolean;
  80525. /**
  80526. * Defines the camera the input is attached to.
  80527. */
  80528. camera: FreeCamera;
  80529. /**
  80530. * Defines the buttons associated with the input to handle camera move.
  80531. */
  80532. buttons: number[];
  80533. /**
  80534. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  80535. */
  80536. angularSensibility: number;
  80537. private _pointerInput;
  80538. private _onMouseMove;
  80539. private _observer;
  80540. private previousPosition;
  80541. /**
  80542. * Observable for when a pointer move event occurs containing the move offset
  80543. */
  80544. onPointerMovedObservable: Observable<{
  80545. offsetX: number;
  80546. offsetY: number;
  80547. }>;
  80548. /**
  80549. * @hidden
  80550. * If the camera should be rotated automatically based on pointer movement
  80551. */
  80552. _allowCameraRotation: boolean;
  80553. /**
  80554. * Manage the mouse inputs to control the movement of a free camera.
  80555. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80556. * @param touchEnabled Defines if touch is enabled or not
  80557. */
  80558. constructor(
  80559. /**
  80560. * Define if touch is enabled in the mouse input
  80561. */
  80562. touchEnabled?: boolean);
  80563. /**
  80564. * Attach the input controls to a specific dom element to get the input from.
  80565. * @param element Defines the element the controls should be listened from
  80566. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80567. */
  80568. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80569. /**
  80570. * Called on JS contextmenu event.
  80571. * Override this method to provide functionality.
  80572. */
  80573. protected onContextMenu(evt: PointerEvent): void;
  80574. /**
  80575. * Detach the current controls from the specified dom element.
  80576. * @param element Defines the element to stop listening the inputs from
  80577. */
  80578. detachControl(element: Nullable<HTMLElement>): void;
  80579. /**
  80580. * Gets the class name of the current intput.
  80581. * @returns the class name
  80582. */
  80583. getClassName(): string;
  80584. /**
  80585. * Get the friendly name associated with the input class.
  80586. * @returns the input friendly name
  80587. */
  80588. getSimpleName(): string;
  80589. }
  80590. }
  80591. declare module BABYLON {
  80592. /**
  80593. * Manage the touch inputs to control the movement of a free camera.
  80594. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80595. */
  80596. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  80597. /**
  80598. * Defines the camera the input is attached to.
  80599. */
  80600. camera: FreeCamera;
  80601. /**
  80602. * Defines the touch sensibility for rotation.
  80603. * The higher the faster.
  80604. */
  80605. touchAngularSensibility: number;
  80606. /**
  80607. * Defines the touch sensibility for move.
  80608. * The higher the faster.
  80609. */
  80610. touchMoveSensibility: number;
  80611. private _offsetX;
  80612. private _offsetY;
  80613. private _pointerPressed;
  80614. private _pointerInput;
  80615. private _observer;
  80616. private _onLostFocus;
  80617. /**
  80618. * Attach the input controls to a specific dom element to get the input from.
  80619. * @param element Defines the element the controls should be listened from
  80620. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80621. */
  80622. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80623. /**
  80624. * Detach the current controls from the specified dom element.
  80625. * @param element Defines the element to stop listening the inputs from
  80626. */
  80627. detachControl(element: Nullable<HTMLElement>): void;
  80628. /**
  80629. * Update the current camera state depending on the inputs that have been used this frame.
  80630. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80631. */
  80632. checkInputs(): void;
  80633. /**
  80634. * Gets the class name of the current intput.
  80635. * @returns the class name
  80636. */
  80637. getClassName(): string;
  80638. /**
  80639. * Get the friendly name associated with the input class.
  80640. * @returns the input friendly name
  80641. */
  80642. getSimpleName(): string;
  80643. }
  80644. }
  80645. declare module BABYLON {
  80646. /**
  80647. * Default Inputs manager for the FreeCamera.
  80648. * It groups all the default supported inputs for ease of use.
  80649. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80650. */
  80651. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  80652. /**
  80653. * @hidden
  80654. */
  80655. _mouseInput: Nullable<FreeCameraMouseInput>;
  80656. /**
  80657. * Instantiates a new FreeCameraInputsManager.
  80658. * @param camera Defines the camera the inputs belong to
  80659. */
  80660. constructor(camera: FreeCamera);
  80661. /**
  80662. * Add keyboard input support to the input manager.
  80663. * @returns the current input manager
  80664. */
  80665. addKeyboard(): FreeCameraInputsManager;
  80666. /**
  80667. * Add mouse input support to the input manager.
  80668. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  80669. * @returns the current input manager
  80670. */
  80671. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  80672. /**
  80673. * Removes the mouse input support from the manager
  80674. * @returns the current input manager
  80675. */
  80676. removeMouse(): FreeCameraInputsManager;
  80677. /**
  80678. * Add touch input support to the input manager.
  80679. * @returns the current input manager
  80680. */
  80681. addTouch(): FreeCameraInputsManager;
  80682. /**
  80683. * Remove all attached input methods from a camera
  80684. */
  80685. clear(): void;
  80686. }
  80687. }
  80688. declare module BABYLON {
  80689. /**
  80690. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80691. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  80692. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80693. */
  80694. export class FreeCamera extends TargetCamera {
  80695. /**
  80696. * Define the collision ellipsoid of the camera.
  80697. * This is helpful to simulate a camera body like the player body around the camera
  80698. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  80699. */
  80700. ellipsoid: Vector3;
  80701. /**
  80702. * Define an offset for the position of the ellipsoid around the camera.
  80703. * This can be helpful to determine the center of the body near the gravity center of the body
  80704. * instead of its head.
  80705. */
  80706. ellipsoidOffset: Vector3;
  80707. /**
  80708. * Enable or disable collisions of the camera with the rest of the scene objects.
  80709. */
  80710. checkCollisions: boolean;
  80711. /**
  80712. * Enable or disable gravity on the camera.
  80713. */
  80714. applyGravity: boolean;
  80715. /**
  80716. * Define the input manager associated to the camera.
  80717. */
  80718. inputs: FreeCameraInputsManager;
  80719. /**
  80720. * Gets the input sensibility for a mouse input. (default is 2000.0)
  80721. * Higher values reduce sensitivity.
  80722. */
  80723. /**
  80724. * Sets the input sensibility for a mouse input. (default is 2000.0)
  80725. * Higher values reduce sensitivity.
  80726. */
  80727. angularSensibility: number;
  80728. /**
  80729. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  80730. */
  80731. keysUp: number[];
  80732. /**
  80733. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  80734. */
  80735. keysDown: number[];
  80736. /**
  80737. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  80738. */
  80739. keysLeft: number[];
  80740. /**
  80741. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  80742. */
  80743. keysRight: number[];
  80744. /**
  80745. * Event raised when the camera collide with a mesh in the scene.
  80746. */
  80747. onCollide: (collidedMesh: AbstractMesh) => void;
  80748. private _collider;
  80749. private _needMoveForGravity;
  80750. private _oldPosition;
  80751. private _diffPosition;
  80752. private _newPosition;
  80753. /** @hidden */
  80754. _localDirection: Vector3;
  80755. /** @hidden */
  80756. _transformedDirection: Vector3;
  80757. /**
  80758. * Instantiates a Free Camera.
  80759. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80760. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  80761. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80762. * @param name Define the name of the camera in the scene
  80763. * @param position Define the start position of the camera in the scene
  80764. * @param scene Define the scene the camera belongs to
  80765. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  80766. */
  80767. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  80768. /**
  80769. * Attached controls to the current camera.
  80770. * @param element Defines the element the controls should be listened from
  80771. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80772. */
  80773. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80774. /**
  80775. * Detach the current controls from the camera.
  80776. * The camera will stop reacting to inputs.
  80777. * @param element Defines the element to stop listening the inputs from
  80778. */
  80779. detachControl(element: HTMLElement): void;
  80780. private _collisionMask;
  80781. /**
  80782. * Define a collision mask to limit the list of object the camera can collide with
  80783. */
  80784. collisionMask: number;
  80785. /** @hidden */
  80786. _collideWithWorld(displacement: Vector3): void;
  80787. private _onCollisionPositionChange;
  80788. /** @hidden */
  80789. _checkInputs(): void;
  80790. /** @hidden */
  80791. _decideIfNeedsToMove(): boolean;
  80792. /** @hidden */
  80793. _updatePosition(): void;
  80794. /**
  80795. * Destroy the camera and release the current resources hold by it.
  80796. */
  80797. dispose(): void;
  80798. /**
  80799. * Gets the current object class name.
  80800. * @return the class name
  80801. */
  80802. getClassName(): string;
  80803. }
  80804. }
  80805. declare module BABYLON {
  80806. /**
  80807. * Represents a gamepad control stick position
  80808. */
  80809. export class StickValues {
  80810. /**
  80811. * The x component of the control stick
  80812. */
  80813. x: number;
  80814. /**
  80815. * The y component of the control stick
  80816. */
  80817. y: number;
  80818. /**
  80819. * Initializes the gamepad x and y control stick values
  80820. * @param x The x component of the gamepad control stick value
  80821. * @param y The y component of the gamepad control stick value
  80822. */
  80823. constructor(
  80824. /**
  80825. * The x component of the control stick
  80826. */
  80827. x: number,
  80828. /**
  80829. * The y component of the control stick
  80830. */
  80831. y: number);
  80832. }
  80833. /**
  80834. * An interface which manages callbacks for gamepad button changes
  80835. */
  80836. export interface GamepadButtonChanges {
  80837. /**
  80838. * Called when a gamepad has been changed
  80839. */
  80840. changed: boolean;
  80841. /**
  80842. * Called when a gamepad press event has been triggered
  80843. */
  80844. pressChanged: boolean;
  80845. /**
  80846. * Called when a touch event has been triggered
  80847. */
  80848. touchChanged: boolean;
  80849. /**
  80850. * Called when a value has changed
  80851. */
  80852. valueChanged: boolean;
  80853. }
  80854. /**
  80855. * Represents a gamepad
  80856. */
  80857. export class Gamepad {
  80858. /**
  80859. * The id of the gamepad
  80860. */
  80861. id: string;
  80862. /**
  80863. * The index of the gamepad
  80864. */
  80865. index: number;
  80866. /**
  80867. * The browser gamepad
  80868. */
  80869. browserGamepad: any;
  80870. /**
  80871. * Specifies what type of gamepad this represents
  80872. */
  80873. type: number;
  80874. private _leftStick;
  80875. private _rightStick;
  80876. /** @hidden */
  80877. _isConnected: boolean;
  80878. private _leftStickAxisX;
  80879. private _leftStickAxisY;
  80880. private _rightStickAxisX;
  80881. private _rightStickAxisY;
  80882. /**
  80883. * Triggered when the left control stick has been changed
  80884. */
  80885. private _onleftstickchanged;
  80886. /**
  80887. * Triggered when the right control stick has been changed
  80888. */
  80889. private _onrightstickchanged;
  80890. /**
  80891. * Represents a gamepad controller
  80892. */
  80893. static GAMEPAD: number;
  80894. /**
  80895. * Represents a generic controller
  80896. */
  80897. static GENERIC: number;
  80898. /**
  80899. * Represents an XBox controller
  80900. */
  80901. static XBOX: number;
  80902. /**
  80903. * Represents a pose-enabled controller
  80904. */
  80905. static POSE_ENABLED: number;
  80906. /**
  80907. * Represents an Dual Shock controller
  80908. */
  80909. static DUALSHOCK: number;
  80910. /**
  80911. * Specifies whether the left control stick should be Y-inverted
  80912. */
  80913. protected _invertLeftStickY: boolean;
  80914. /**
  80915. * Specifies if the gamepad has been connected
  80916. */
  80917. readonly isConnected: boolean;
  80918. /**
  80919. * Initializes the gamepad
  80920. * @param id The id of the gamepad
  80921. * @param index The index of the gamepad
  80922. * @param browserGamepad The browser gamepad
  80923. * @param leftStickX The x component of the left joystick
  80924. * @param leftStickY The y component of the left joystick
  80925. * @param rightStickX The x component of the right joystick
  80926. * @param rightStickY The y component of the right joystick
  80927. */
  80928. constructor(
  80929. /**
  80930. * The id of the gamepad
  80931. */
  80932. id: string,
  80933. /**
  80934. * The index of the gamepad
  80935. */
  80936. index: number,
  80937. /**
  80938. * The browser gamepad
  80939. */
  80940. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  80941. /**
  80942. * Callback triggered when the left joystick has changed
  80943. * @param callback
  80944. */
  80945. onleftstickchanged(callback: (values: StickValues) => void): void;
  80946. /**
  80947. * Callback triggered when the right joystick has changed
  80948. * @param callback
  80949. */
  80950. onrightstickchanged(callback: (values: StickValues) => void): void;
  80951. /**
  80952. * Gets the left joystick
  80953. */
  80954. /**
  80955. * Sets the left joystick values
  80956. */
  80957. leftStick: StickValues;
  80958. /**
  80959. * Gets the right joystick
  80960. */
  80961. /**
  80962. * Sets the right joystick value
  80963. */
  80964. rightStick: StickValues;
  80965. /**
  80966. * Updates the gamepad joystick positions
  80967. */
  80968. update(): void;
  80969. /**
  80970. * Disposes the gamepad
  80971. */
  80972. dispose(): void;
  80973. }
  80974. /**
  80975. * Represents a generic gamepad
  80976. */
  80977. export class GenericPad extends Gamepad {
  80978. private _buttons;
  80979. private _onbuttondown;
  80980. private _onbuttonup;
  80981. /**
  80982. * Observable triggered when a button has been pressed
  80983. */
  80984. onButtonDownObservable: Observable<number>;
  80985. /**
  80986. * Observable triggered when a button has been released
  80987. */
  80988. onButtonUpObservable: Observable<number>;
  80989. /**
  80990. * Callback triggered when a button has been pressed
  80991. * @param callback Called when a button has been pressed
  80992. */
  80993. onbuttondown(callback: (buttonPressed: number) => void): void;
  80994. /**
  80995. * Callback triggered when a button has been released
  80996. * @param callback Called when a button has been released
  80997. */
  80998. onbuttonup(callback: (buttonReleased: number) => void): void;
  80999. /**
  81000. * Initializes the generic gamepad
  81001. * @param id The id of the generic gamepad
  81002. * @param index The index of the generic gamepad
  81003. * @param browserGamepad The browser gamepad
  81004. */
  81005. constructor(id: string, index: number, browserGamepad: any);
  81006. private _setButtonValue;
  81007. /**
  81008. * Updates the generic gamepad
  81009. */
  81010. update(): void;
  81011. /**
  81012. * Disposes the generic gamepad
  81013. */
  81014. dispose(): void;
  81015. }
  81016. }
  81017. declare module BABYLON {
  81018. interface Engine {
  81019. /**
  81020. * Creates a raw texture
  81021. * @param data defines the data to store in the texture
  81022. * @param width defines the width of the texture
  81023. * @param height defines the height of the texture
  81024. * @param format defines the format of the data
  81025. * @param generateMipMaps defines if the engine should generate the mip levels
  81026. * @param invertY defines if data must be stored with Y axis inverted
  81027. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  81028. * @param compression defines the compression used (null by default)
  81029. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  81030. * @returns the raw texture inside an InternalTexture
  81031. */
  81032. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  81033. /**
  81034. * Update a raw texture
  81035. * @param texture defines the texture to update
  81036. * @param data defines the data to store in the texture
  81037. * @param format defines the format of the data
  81038. * @param invertY defines if data must be stored with Y axis inverted
  81039. */
  81040. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  81041. /**
  81042. * Update a raw texture
  81043. * @param texture defines the texture to update
  81044. * @param data defines the data to store in the texture
  81045. * @param format defines the format of the data
  81046. * @param invertY defines if data must be stored with Y axis inverted
  81047. * @param compression defines the compression used (null by default)
  81048. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  81049. */
  81050. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  81051. /**
  81052. * Creates a new raw cube texture
  81053. * @param data defines the array of data to use to create each face
  81054. * @param size defines the size of the textures
  81055. * @param format defines the format of the data
  81056. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  81057. * @param generateMipMaps defines if the engine should generate the mip levels
  81058. * @param invertY defines if data must be stored with Y axis inverted
  81059. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81060. * @param compression defines the compression used (null by default)
  81061. * @returns the cube texture as an InternalTexture
  81062. */
  81063. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  81064. /**
  81065. * Update a raw cube texture
  81066. * @param texture defines the texture to udpdate
  81067. * @param data defines the data to store
  81068. * @param format defines the data format
  81069. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  81070. * @param invertY defines if data must be stored with Y axis inverted
  81071. */
  81072. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  81073. /**
  81074. * Update a raw cube texture
  81075. * @param texture defines the texture to udpdate
  81076. * @param data defines the data to store
  81077. * @param format defines the data format
  81078. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  81079. * @param invertY defines if data must be stored with Y axis inverted
  81080. * @param compression defines the compression used (null by default)
  81081. */
  81082. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  81083. /**
  81084. * Update a raw cube texture
  81085. * @param texture defines the texture to udpdate
  81086. * @param data defines the data to store
  81087. * @param format defines the data format
  81088. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  81089. * @param invertY defines if data must be stored with Y axis inverted
  81090. * @param compression defines the compression used (null by default)
  81091. * @param level defines which level of the texture to update
  81092. */
  81093. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  81094. /**
  81095. * Creates a new raw cube texture from a specified url
  81096. * @param url defines the url where the data is located
  81097. * @param scene defines the current scene
  81098. * @param size defines the size of the textures
  81099. * @param format defines the format of the data
  81100. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  81101. * @param noMipmap defines if the engine should avoid generating the mip levels
  81102. * @param callback defines a callback used to extract texture data from loaded data
  81103. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  81104. * @param onLoad defines a callback called when texture is loaded
  81105. * @param onError defines a callback called if there is an error
  81106. * @returns the cube texture as an InternalTexture
  81107. */
  81108. 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;
  81109. /**
  81110. * Creates a new raw cube texture from a specified url
  81111. * @param url defines the url where the data is located
  81112. * @param scene defines the current scene
  81113. * @param size defines the size of the textures
  81114. * @param format defines the format of the data
  81115. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  81116. * @param noMipmap defines if the engine should avoid generating the mip levels
  81117. * @param callback defines a callback used to extract texture data from loaded data
  81118. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  81119. * @param onLoad defines a callback called when texture is loaded
  81120. * @param onError defines a callback called if there is an error
  81121. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81122. * @param invertY defines if data must be stored with Y axis inverted
  81123. * @returns the cube texture as an InternalTexture
  81124. */
  81125. 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;
  81126. /**
  81127. * Creates a new raw 3D texture
  81128. * @param data defines the data used to create the texture
  81129. * @param width defines the width of the texture
  81130. * @param height defines the height of the texture
  81131. * @param depth defines the depth of the texture
  81132. * @param format defines the format of the texture
  81133. * @param generateMipMaps defines if the engine must generate mip levels
  81134. * @param invertY defines if data must be stored with Y axis inverted
  81135. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81136. * @param compression defines the compressed used (can be null)
  81137. * @param textureType defines the compressed used (can be null)
  81138. * @returns a new raw 3D texture (stored in an InternalTexture)
  81139. */
  81140. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  81141. /**
  81142. * Update a raw 3D texture
  81143. * @param texture defines the texture to update
  81144. * @param data defines the data to store
  81145. * @param format defines the data format
  81146. * @param invertY defines if data must be stored with Y axis inverted
  81147. */
  81148. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  81149. /**
  81150. * Update a raw 3D texture
  81151. * @param texture defines the texture to update
  81152. * @param data defines the data to store
  81153. * @param format defines the data format
  81154. * @param invertY defines if data must be stored with Y axis inverted
  81155. * @param compression defines the used compression (can be null)
  81156. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  81157. */
  81158. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  81159. /**
  81160. * Creates a new raw 2D array texture
  81161. * @param data defines the data used to create the texture
  81162. * @param width defines the width of the texture
  81163. * @param height defines the height of the texture
  81164. * @param depth defines the number of layers of the texture
  81165. * @param format defines the format of the texture
  81166. * @param generateMipMaps defines if the engine must generate mip levels
  81167. * @param invertY defines if data must be stored with Y axis inverted
  81168. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81169. * @param compression defines the compressed used (can be null)
  81170. * @param textureType defines the compressed used (can be null)
  81171. * @returns a new raw 2D array texture (stored in an InternalTexture)
  81172. */
  81173. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  81174. /**
  81175. * Update a raw 2D array texture
  81176. * @param texture defines the texture to update
  81177. * @param data defines the data to store
  81178. * @param format defines the data format
  81179. * @param invertY defines if data must be stored with Y axis inverted
  81180. */
  81181. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  81182. /**
  81183. * Update a raw 2D array texture
  81184. * @param texture defines the texture to update
  81185. * @param data defines the data to store
  81186. * @param format defines the data format
  81187. * @param invertY defines if data must be stored with Y axis inverted
  81188. * @param compression defines the used compression (can be null)
  81189. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  81190. */
  81191. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  81192. }
  81193. }
  81194. declare module BABYLON {
  81195. /**
  81196. * Raw texture can help creating a texture directly from an array of data.
  81197. * This can be super useful if you either get the data from an uncompressed source or
  81198. * if you wish to create your texture pixel by pixel.
  81199. */
  81200. export class RawTexture extends Texture {
  81201. /**
  81202. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  81203. */
  81204. format: number;
  81205. private _engine;
  81206. /**
  81207. * Instantiates a new RawTexture.
  81208. * Raw texture can help creating a texture directly from an array of data.
  81209. * This can be super useful if you either get the data from an uncompressed source or
  81210. * if you wish to create your texture pixel by pixel.
  81211. * @param data define the array of data to use to create the texture
  81212. * @param width define the width of the texture
  81213. * @param height define the height of the texture
  81214. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  81215. * @param scene define the scene the texture belongs to
  81216. * @param generateMipMaps define whether mip maps should be generated or not
  81217. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81218. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81219. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81220. */
  81221. constructor(data: ArrayBufferView, width: number, height: number,
  81222. /**
  81223. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  81224. */
  81225. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  81226. /**
  81227. * Updates the texture underlying data.
  81228. * @param data Define the new data of the texture
  81229. */
  81230. update(data: ArrayBufferView): void;
  81231. /**
  81232. * Creates a luminance texture from some data.
  81233. * @param data Define the texture data
  81234. * @param width Define the width of the texture
  81235. * @param height Define the height of the texture
  81236. * @param scene Define the scene the texture belongs to
  81237. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81238. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81239. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81240. * @returns the luminance texture
  81241. */
  81242. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81243. /**
  81244. * Creates a luminance alpha texture from some data.
  81245. * @param data Define the texture data
  81246. * @param width Define the width of the texture
  81247. * @param height Define the height of the texture
  81248. * @param scene Define the scene the texture belongs to
  81249. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81250. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81251. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81252. * @returns the luminance alpha texture
  81253. */
  81254. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81255. /**
  81256. * Creates an alpha texture from some data.
  81257. * @param data Define the texture data
  81258. * @param width Define the width of the texture
  81259. * @param height Define the height of the texture
  81260. * @param scene Define the scene the texture belongs to
  81261. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81262. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81263. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81264. * @returns the alpha texture
  81265. */
  81266. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81267. /**
  81268. * Creates a RGB texture from some data.
  81269. * @param data Define the texture data
  81270. * @param width Define the width of the texture
  81271. * @param height Define the height of the texture
  81272. * @param scene Define the scene the texture belongs to
  81273. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81274. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81275. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81276. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81277. * @returns the RGB alpha texture
  81278. */
  81279. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81280. /**
  81281. * Creates a RGBA texture from some data.
  81282. * @param data Define the texture data
  81283. * @param width Define the width of the texture
  81284. * @param height Define the height of the texture
  81285. * @param scene Define the scene the texture belongs to
  81286. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81287. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81288. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81289. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81290. * @returns the RGBA texture
  81291. */
  81292. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81293. /**
  81294. * Creates a R texture from some data.
  81295. * @param data Define the texture data
  81296. * @param width Define the width of the texture
  81297. * @param height Define the height of the texture
  81298. * @param scene Define the scene the texture belongs to
  81299. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81300. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81301. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81302. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81303. * @returns the R texture
  81304. */
  81305. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81306. }
  81307. }
  81308. declare module BABYLON {
  81309. /**
  81310. * Interface for the size containing width and height
  81311. */
  81312. export interface ISize {
  81313. /**
  81314. * Width
  81315. */
  81316. width: number;
  81317. /**
  81318. * Heighht
  81319. */
  81320. height: number;
  81321. }
  81322. /**
  81323. * Size containing widht and height
  81324. */
  81325. export class Size implements ISize {
  81326. /**
  81327. * Width
  81328. */
  81329. width: number;
  81330. /**
  81331. * Height
  81332. */
  81333. height: number;
  81334. /**
  81335. * Creates a Size object from the given width and height (floats).
  81336. * @param width width of the new size
  81337. * @param height height of the new size
  81338. */
  81339. constructor(width: number, height: number);
  81340. /**
  81341. * Returns a string with the Size width and height
  81342. * @returns a string with the Size width and height
  81343. */
  81344. toString(): string;
  81345. /**
  81346. * "Size"
  81347. * @returns the string "Size"
  81348. */
  81349. getClassName(): string;
  81350. /**
  81351. * Returns the Size hash code.
  81352. * @returns a hash code for a unique width and height
  81353. */
  81354. getHashCode(): number;
  81355. /**
  81356. * Updates the current size from the given one.
  81357. * @param src the given size
  81358. */
  81359. copyFrom(src: Size): void;
  81360. /**
  81361. * Updates in place the current Size from the given floats.
  81362. * @param width width of the new size
  81363. * @param height height of the new size
  81364. * @returns the updated Size.
  81365. */
  81366. copyFromFloats(width: number, height: number): Size;
  81367. /**
  81368. * Updates in place the current Size from the given floats.
  81369. * @param width width to set
  81370. * @param height height to set
  81371. * @returns the updated Size.
  81372. */
  81373. set(width: number, height: number): Size;
  81374. /**
  81375. * Multiplies the width and height by numbers
  81376. * @param w factor to multiple the width by
  81377. * @param h factor to multiple the height by
  81378. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  81379. */
  81380. multiplyByFloats(w: number, h: number): Size;
  81381. /**
  81382. * Clones the size
  81383. * @returns a new Size copied from the given one.
  81384. */
  81385. clone(): Size;
  81386. /**
  81387. * True if the current Size and the given one width and height are strictly equal.
  81388. * @param other the other size to compare against
  81389. * @returns True if the current Size and the given one width and height are strictly equal.
  81390. */
  81391. equals(other: Size): boolean;
  81392. /**
  81393. * The surface of the Size : width * height (float).
  81394. */
  81395. readonly surface: number;
  81396. /**
  81397. * Create a new size of zero
  81398. * @returns a new Size set to (0.0, 0.0)
  81399. */
  81400. static Zero(): Size;
  81401. /**
  81402. * Sums the width and height of two sizes
  81403. * @param otherSize size to add to this size
  81404. * @returns a new Size set as the addition result of the current Size and the given one.
  81405. */
  81406. add(otherSize: Size): Size;
  81407. /**
  81408. * Subtracts the width and height of two
  81409. * @param otherSize size to subtract to this size
  81410. * @returns a new Size set as the subtraction result of the given one from the current Size.
  81411. */
  81412. subtract(otherSize: Size): Size;
  81413. /**
  81414. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  81415. * @param start starting size to lerp between
  81416. * @param end end size to lerp between
  81417. * @param amount amount to lerp between the start and end values
  81418. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  81419. */
  81420. static Lerp(start: Size, end: Size, amount: number): Size;
  81421. }
  81422. }
  81423. declare module BABYLON {
  81424. /**
  81425. * Defines a runtime animation
  81426. */
  81427. export class RuntimeAnimation {
  81428. private _events;
  81429. /**
  81430. * The current frame of the runtime animation
  81431. */
  81432. private _currentFrame;
  81433. /**
  81434. * The animation used by the runtime animation
  81435. */
  81436. private _animation;
  81437. /**
  81438. * The target of the runtime animation
  81439. */
  81440. private _target;
  81441. /**
  81442. * The initiating animatable
  81443. */
  81444. private _host;
  81445. /**
  81446. * The original value of the runtime animation
  81447. */
  81448. private _originalValue;
  81449. /**
  81450. * The original blend value of the runtime animation
  81451. */
  81452. private _originalBlendValue;
  81453. /**
  81454. * The offsets cache of the runtime animation
  81455. */
  81456. private _offsetsCache;
  81457. /**
  81458. * The high limits cache of the runtime animation
  81459. */
  81460. private _highLimitsCache;
  81461. /**
  81462. * Specifies if the runtime animation has been stopped
  81463. */
  81464. private _stopped;
  81465. /**
  81466. * The blending factor of the runtime animation
  81467. */
  81468. private _blendingFactor;
  81469. /**
  81470. * The BabylonJS scene
  81471. */
  81472. private _scene;
  81473. /**
  81474. * The current value of the runtime animation
  81475. */
  81476. private _currentValue;
  81477. /** @hidden */
  81478. _animationState: _IAnimationState;
  81479. /**
  81480. * The active target of the runtime animation
  81481. */
  81482. private _activeTargets;
  81483. private _currentActiveTarget;
  81484. private _directTarget;
  81485. /**
  81486. * The target path of the runtime animation
  81487. */
  81488. private _targetPath;
  81489. /**
  81490. * The weight of the runtime animation
  81491. */
  81492. private _weight;
  81493. /**
  81494. * The ratio offset of the runtime animation
  81495. */
  81496. private _ratioOffset;
  81497. /**
  81498. * The previous delay of the runtime animation
  81499. */
  81500. private _previousDelay;
  81501. /**
  81502. * The previous ratio of the runtime animation
  81503. */
  81504. private _previousRatio;
  81505. private _enableBlending;
  81506. private _keys;
  81507. private _minFrame;
  81508. private _maxFrame;
  81509. private _minValue;
  81510. private _maxValue;
  81511. private _targetIsArray;
  81512. /**
  81513. * Gets the current frame of the runtime animation
  81514. */
  81515. readonly currentFrame: number;
  81516. /**
  81517. * Gets the weight of the runtime animation
  81518. */
  81519. readonly weight: number;
  81520. /**
  81521. * Gets the current value of the runtime animation
  81522. */
  81523. readonly currentValue: any;
  81524. /**
  81525. * Gets the target path of the runtime animation
  81526. */
  81527. readonly targetPath: string;
  81528. /**
  81529. * Gets the actual target of the runtime animation
  81530. */
  81531. readonly target: any;
  81532. /** @hidden */
  81533. _onLoop: () => void;
  81534. /**
  81535. * Create a new RuntimeAnimation object
  81536. * @param target defines the target of the animation
  81537. * @param animation defines the source animation object
  81538. * @param scene defines the hosting scene
  81539. * @param host defines the initiating Animatable
  81540. */
  81541. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  81542. private _preparePath;
  81543. /**
  81544. * Gets the animation from the runtime animation
  81545. */
  81546. readonly animation: Animation;
  81547. /**
  81548. * Resets the runtime animation to the beginning
  81549. * @param restoreOriginal defines whether to restore the target property to the original value
  81550. */
  81551. reset(restoreOriginal?: boolean): void;
  81552. /**
  81553. * Specifies if the runtime animation is stopped
  81554. * @returns Boolean specifying if the runtime animation is stopped
  81555. */
  81556. isStopped(): boolean;
  81557. /**
  81558. * Disposes of the runtime animation
  81559. */
  81560. dispose(): void;
  81561. /**
  81562. * Apply the interpolated value to the target
  81563. * @param currentValue defines the value computed by the animation
  81564. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  81565. */
  81566. setValue(currentValue: any, weight: number): void;
  81567. private _getOriginalValues;
  81568. private _setValue;
  81569. /**
  81570. * Gets the loop pmode of the runtime animation
  81571. * @returns Loop Mode
  81572. */
  81573. private _getCorrectLoopMode;
  81574. /**
  81575. * Move the current animation to a given frame
  81576. * @param frame defines the frame to move to
  81577. */
  81578. goToFrame(frame: number): void;
  81579. /**
  81580. * @hidden Internal use only
  81581. */
  81582. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  81583. /**
  81584. * Execute the current animation
  81585. * @param delay defines the delay to add to the current frame
  81586. * @param from defines the lower bound of the animation range
  81587. * @param to defines the upper bound of the animation range
  81588. * @param loop defines if the current animation must loop
  81589. * @param speedRatio defines the current speed ratio
  81590. * @param weight defines the weight of the animation (default is -1 so no weight)
  81591. * @param onLoop optional callback called when animation loops
  81592. * @returns a boolean indicating if the animation is running
  81593. */
  81594. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  81595. }
  81596. }
  81597. declare module BABYLON {
  81598. /**
  81599. * Class used to store an actual running animation
  81600. */
  81601. export class Animatable {
  81602. /** defines the target object */
  81603. target: any;
  81604. /** defines the starting frame number (default is 0) */
  81605. fromFrame: number;
  81606. /** defines the ending frame number (default is 100) */
  81607. toFrame: number;
  81608. /** defines if the animation must loop (default is false) */
  81609. loopAnimation: boolean;
  81610. /** defines a callback to call when animation ends if it is not looping */
  81611. onAnimationEnd?: (() => void) | null | undefined;
  81612. /** defines a callback to call when animation loops */
  81613. onAnimationLoop?: (() => void) | null | undefined;
  81614. private _localDelayOffset;
  81615. private _pausedDelay;
  81616. private _runtimeAnimations;
  81617. private _paused;
  81618. private _scene;
  81619. private _speedRatio;
  81620. private _weight;
  81621. private _syncRoot;
  81622. /**
  81623. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  81624. * This will only apply for non looping animation (default is true)
  81625. */
  81626. disposeOnEnd: boolean;
  81627. /**
  81628. * Gets a boolean indicating if the animation has started
  81629. */
  81630. animationStarted: boolean;
  81631. /**
  81632. * Observer raised when the animation ends
  81633. */
  81634. onAnimationEndObservable: Observable<Animatable>;
  81635. /**
  81636. * Observer raised when the animation loops
  81637. */
  81638. onAnimationLoopObservable: Observable<Animatable>;
  81639. /**
  81640. * Gets the root Animatable used to synchronize and normalize animations
  81641. */
  81642. readonly syncRoot: Nullable<Animatable>;
  81643. /**
  81644. * Gets the current frame of the first RuntimeAnimation
  81645. * Used to synchronize Animatables
  81646. */
  81647. readonly masterFrame: number;
  81648. /**
  81649. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  81650. */
  81651. weight: number;
  81652. /**
  81653. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  81654. */
  81655. speedRatio: number;
  81656. /**
  81657. * Creates a new Animatable
  81658. * @param scene defines the hosting scene
  81659. * @param target defines the target object
  81660. * @param fromFrame defines the starting frame number (default is 0)
  81661. * @param toFrame defines the ending frame number (default is 100)
  81662. * @param loopAnimation defines if the animation must loop (default is false)
  81663. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  81664. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  81665. * @param animations defines a group of animation to add to the new Animatable
  81666. * @param onAnimationLoop defines a callback to call when animation loops
  81667. */
  81668. constructor(scene: Scene,
  81669. /** defines the target object */
  81670. target: any,
  81671. /** defines the starting frame number (default is 0) */
  81672. fromFrame?: number,
  81673. /** defines the ending frame number (default is 100) */
  81674. toFrame?: number,
  81675. /** defines if the animation must loop (default is false) */
  81676. loopAnimation?: boolean, speedRatio?: number,
  81677. /** defines a callback to call when animation ends if it is not looping */
  81678. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  81679. /** defines a callback to call when animation loops */
  81680. onAnimationLoop?: (() => void) | null | undefined);
  81681. /**
  81682. * Synchronize and normalize current Animatable with a source Animatable
  81683. * This is useful when using animation weights and when animations are not of the same length
  81684. * @param root defines the root Animatable to synchronize with
  81685. * @returns the current Animatable
  81686. */
  81687. syncWith(root: Animatable): Animatable;
  81688. /**
  81689. * Gets the list of runtime animations
  81690. * @returns an array of RuntimeAnimation
  81691. */
  81692. getAnimations(): RuntimeAnimation[];
  81693. /**
  81694. * Adds more animations to the current animatable
  81695. * @param target defines the target of the animations
  81696. * @param animations defines the new animations to add
  81697. */
  81698. appendAnimations(target: any, animations: Animation[]): void;
  81699. /**
  81700. * Gets the source animation for a specific property
  81701. * @param property defines the propertyu to look for
  81702. * @returns null or the source animation for the given property
  81703. */
  81704. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  81705. /**
  81706. * Gets the runtime animation for a specific property
  81707. * @param property defines the propertyu to look for
  81708. * @returns null or the runtime animation for the given property
  81709. */
  81710. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  81711. /**
  81712. * Resets the animatable to its original state
  81713. */
  81714. reset(): void;
  81715. /**
  81716. * Allows the animatable to blend with current running animations
  81717. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81718. * @param blendingSpeed defines the blending speed to use
  81719. */
  81720. enableBlending(blendingSpeed: number): void;
  81721. /**
  81722. * Disable animation blending
  81723. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81724. */
  81725. disableBlending(): void;
  81726. /**
  81727. * Jump directly to a given frame
  81728. * @param frame defines the frame to jump to
  81729. */
  81730. goToFrame(frame: number): void;
  81731. /**
  81732. * Pause the animation
  81733. */
  81734. pause(): void;
  81735. /**
  81736. * Restart the animation
  81737. */
  81738. restart(): void;
  81739. private _raiseOnAnimationEnd;
  81740. /**
  81741. * Stop and delete the current animation
  81742. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  81743. * @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)
  81744. */
  81745. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  81746. /**
  81747. * Wait asynchronously for the animation to end
  81748. * @returns a promise which will be fullfilled when the animation ends
  81749. */
  81750. waitAsync(): Promise<Animatable>;
  81751. /** @hidden */
  81752. _animate(delay: number): boolean;
  81753. }
  81754. interface Scene {
  81755. /** @hidden */
  81756. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  81757. /** @hidden */
  81758. _processLateAnimationBindingsForMatrices(holder: {
  81759. totalWeight: number;
  81760. animations: RuntimeAnimation[];
  81761. originalValue: Matrix;
  81762. }): any;
  81763. /** @hidden */
  81764. _processLateAnimationBindingsForQuaternions(holder: {
  81765. totalWeight: number;
  81766. animations: RuntimeAnimation[];
  81767. originalValue: Quaternion;
  81768. }, refQuaternion: Quaternion): Quaternion;
  81769. /** @hidden */
  81770. _processLateAnimationBindings(): void;
  81771. /**
  81772. * Will start the animation sequence of a given target
  81773. * @param target defines the target
  81774. * @param from defines from which frame should animation start
  81775. * @param to defines until which frame should animation run.
  81776. * @param weight defines the weight to apply to the animation (1.0 by default)
  81777. * @param loop defines if the animation loops
  81778. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81779. * @param onAnimationEnd defines the function to be executed when the animation ends
  81780. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81781. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81782. * @param onAnimationLoop defines the callback to call when an animation loops
  81783. * @returns the animatable object created for this animation
  81784. */
  81785. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81786. /**
  81787. * Will start the animation sequence of a given target
  81788. * @param target defines the target
  81789. * @param from defines from which frame should animation start
  81790. * @param to defines until which frame should animation run.
  81791. * @param loop defines if the animation loops
  81792. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81793. * @param onAnimationEnd defines the function to be executed when the animation ends
  81794. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81795. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81796. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  81797. * @param onAnimationLoop defines the callback to call when an animation loops
  81798. * @returns the animatable object created for this animation
  81799. */
  81800. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81801. /**
  81802. * Will start the animation sequence of a given target and its hierarchy
  81803. * @param target defines the target
  81804. * @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.
  81805. * @param from defines from which frame should animation start
  81806. * @param to defines until which frame should animation run.
  81807. * @param loop defines if the animation loops
  81808. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81809. * @param onAnimationEnd defines the function to be executed when the animation ends
  81810. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81811. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81812. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81813. * @param onAnimationLoop defines the callback to call when an animation loops
  81814. * @returns the list of created animatables
  81815. */
  81816. 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[];
  81817. /**
  81818. * Begin a new animation on a given node
  81819. * @param target defines the target where the animation will take place
  81820. * @param animations defines the list of animations to start
  81821. * @param from defines the initial value
  81822. * @param to defines the final value
  81823. * @param loop defines if you want animation to loop (off by default)
  81824. * @param speedRatio defines the speed ratio to apply to all animations
  81825. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81826. * @param onAnimationLoop defines the callback to call when an animation loops
  81827. * @returns the list of created animatables
  81828. */
  81829. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  81830. /**
  81831. * Begin a new animation on a given node and its hierarchy
  81832. * @param target defines the root node where the animation will take place
  81833. * @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.
  81834. * @param animations defines the list of animations to start
  81835. * @param from defines the initial value
  81836. * @param to defines the final value
  81837. * @param loop defines if you want animation to loop (off by default)
  81838. * @param speedRatio defines the speed ratio to apply to all animations
  81839. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81840. * @param onAnimationLoop defines the callback to call when an animation loops
  81841. * @returns the list of animatables created for all nodes
  81842. */
  81843. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  81844. /**
  81845. * Gets the animatable associated with a specific target
  81846. * @param target defines the target of the animatable
  81847. * @returns the required animatable if found
  81848. */
  81849. getAnimatableByTarget(target: any): Nullable<Animatable>;
  81850. /**
  81851. * Gets all animatables associated with a given target
  81852. * @param target defines the target to look animatables for
  81853. * @returns an array of Animatables
  81854. */
  81855. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  81856. /**
  81857. * Stops and removes all animations that have been applied to the scene
  81858. */
  81859. stopAllAnimations(): void;
  81860. /**
  81861. * Gets the current delta time used by animation engine
  81862. */
  81863. deltaTime: number;
  81864. }
  81865. interface Bone {
  81866. /**
  81867. * Copy an animation range from another bone
  81868. * @param source defines the source bone
  81869. * @param rangeName defines the range name to copy
  81870. * @param frameOffset defines the frame offset
  81871. * @param rescaleAsRequired defines if rescaling must be applied if required
  81872. * @param skelDimensionsRatio defines the scaling ratio
  81873. * @returns true if operation was successful
  81874. */
  81875. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  81876. }
  81877. }
  81878. declare module BABYLON {
  81879. /**
  81880. * Class used to override all child animations of a given target
  81881. */
  81882. export class AnimationPropertiesOverride {
  81883. /**
  81884. * Gets or sets a value indicating if animation blending must be used
  81885. */
  81886. enableBlending: boolean;
  81887. /**
  81888. * Gets or sets the blending speed to use when enableBlending is true
  81889. */
  81890. blendingSpeed: number;
  81891. /**
  81892. * Gets or sets the default loop mode to use
  81893. */
  81894. loopMode: number;
  81895. }
  81896. }
  81897. declare module BABYLON {
  81898. /**
  81899. * Class used to handle skinning animations
  81900. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81901. */
  81902. export class Skeleton implements IAnimatable {
  81903. /** defines the skeleton name */
  81904. name: string;
  81905. /** defines the skeleton Id */
  81906. id: string;
  81907. /**
  81908. * Defines the list of child bones
  81909. */
  81910. bones: Bone[];
  81911. /**
  81912. * Defines an estimate of the dimension of the skeleton at rest
  81913. */
  81914. dimensionsAtRest: Vector3;
  81915. /**
  81916. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  81917. */
  81918. needInitialSkinMatrix: boolean;
  81919. /**
  81920. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  81921. */
  81922. overrideMesh: Nullable<AbstractMesh>;
  81923. /**
  81924. * Gets the list of animations attached to this skeleton
  81925. */
  81926. animations: Array<Animation>;
  81927. private _scene;
  81928. private _isDirty;
  81929. private _transformMatrices;
  81930. private _transformMatrixTexture;
  81931. private _meshesWithPoseMatrix;
  81932. private _animatables;
  81933. private _identity;
  81934. private _synchronizedWithMesh;
  81935. private _ranges;
  81936. private _lastAbsoluteTransformsUpdateId;
  81937. private _canUseTextureForBones;
  81938. private _uniqueId;
  81939. /** @hidden */
  81940. _numBonesWithLinkedTransformNode: number;
  81941. /** @hidden */
  81942. _hasWaitingData: Nullable<boolean>;
  81943. /**
  81944. * Specifies if the skeleton should be serialized
  81945. */
  81946. doNotSerialize: boolean;
  81947. private _useTextureToStoreBoneMatrices;
  81948. /**
  81949. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  81950. * Please note that this option is not available if the hardware does not support it
  81951. */
  81952. useTextureToStoreBoneMatrices: boolean;
  81953. private _animationPropertiesOverride;
  81954. /**
  81955. * Gets or sets the animation properties override
  81956. */
  81957. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81958. /**
  81959. * List of inspectable custom properties (used by the Inspector)
  81960. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81961. */
  81962. inspectableCustomProperties: IInspectable[];
  81963. /**
  81964. * An observable triggered before computing the skeleton's matrices
  81965. */
  81966. onBeforeComputeObservable: Observable<Skeleton>;
  81967. /**
  81968. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  81969. */
  81970. readonly isUsingTextureForMatrices: boolean;
  81971. /**
  81972. * Gets the unique ID of this skeleton
  81973. */
  81974. readonly uniqueId: number;
  81975. /**
  81976. * Creates a new skeleton
  81977. * @param name defines the skeleton name
  81978. * @param id defines the skeleton Id
  81979. * @param scene defines the hosting scene
  81980. */
  81981. constructor(
  81982. /** defines the skeleton name */
  81983. name: string,
  81984. /** defines the skeleton Id */
  81985. id: string, scene: Scene);
  81986. /**
  81987. * Gets the current object class name.
  81988. * @return the class name
  81989. */
  81990. getClassName(): string;
  81991. /**
  81992. * Returns an array containing the root bones
  81993. * @returns an array containing the root bones
  81994. */
  81995. getChildren(): Array<Bone>;
  81996. /**
  81997. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  81998. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81999. * @returns a Float32Array containing matrices data
  82000. */
  82001. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  82002. /**
  82003. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  82004. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  82005. * @returns a raw texture containing the data
  82006. */
  82007. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  82008. /**
  82009. * Gets the current hosting scene
  82010. * @returns a scene object
  82011. */
  82012. getScene(): Scene;
  82013. /**
  82014. * Gets a string representing the current skeleton data
  82015. * @param fullDetails defines a boolean indicating if we want a verbose version
  82016. * @returns a string representing the current skeleton data
  82017. */
  82018. toString(fullDetails?: boolean): string;
  82019. /**
  82020. * Get bone's index searching by name
  82021. * @param name defines bone's name to search for
  82022. * @return the indice of the bone. Returns -1 if not found
  82023. */
  82024. getBoneIndexByName(name: string): number;
  82025. /**
  82026. * Creater a new animation range
  82027. * @param name defines the name of the range
  82028. * @param from defines the start key
  82029. * @param to defines the end key
  82030. */
  82031. createAnimationRange(name: string, from: number, to: number): void;
  82032. /**
  82033. * Delete a specific animation range
  82034. * @param name defines the name of the range
  82035. * @param deleteFrames defines if frames must be removed as well
  82036. */
  82037. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  82038. /**
  82039. * Gets a specific animation range
  82040. * @param name defines the name of the range to look for
  82041. * @returns the requested animation range or null if not found
  82042. */
  82043. getAnimationRange(name: string): Nullable<AnimationRange>;
  82044. /**
  82045. * Gets the list of all animation ranges defined on this skeleton
  82046. * @returns an array
  82047. */
  82048. getAnimationRanges(): Nullable<AnimationRange>[];
  82049. /**
  82050. * Copy animation range from a source skeleton.
  82051. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  82052. * @param source defines the source skeleton
  82053. * @param name defines the name of the range to copy
  82054. * @param rescaleAsRequired defines if rescaling must be applied if required
  82055. * @returns true if operation was successful
  82056. */
  82057. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  82058. /**
  82059. * Forces the skeleton to go to rest pose
  82060. */
  82061. returnToRest(): void;
  82062. private _getHighestAnimationFrame;
  82063. /**
  82064. * Begin a specific animation range
  82065. * @param name defines the name of the range to start
  82066. * @param loop defines if looping must be turned on (false by default)
  82067. * @param speedRatio defines the speed ratio to apply (1 by default)
  82068. * @param onAnimationEnd defines a callback which will be called when animation will end
  82069. * @returns a new animatable
  82070. */
  82071. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  82072. /** @hidden */
  82073. _markAsDirty(): void;
  82074. /** @hidden */
  82075. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  82076. /** @hidden */
  82077. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  82078. private _computeTransformMatrices;
  82079. /**
  82080. * Build all resources required to render a skeleton
  82081. */
  82082. prepare(): void;
  82083. /**
  82084. * Gets the list of animatables currently running for this skeleton
  82085. * @returns an array of animatables
  82086. */
  82087. getAnimatables(): IAnimatable[];
  82088. /**
  82089. * Clone the current skeleton
  82090. * @param name defines the name of the new skeleton
  82091. * @param id defines the id of the new skeleton
  82092. * @returns the new skeleton
  82093. */
  82094. clone(name: string, id?: string): Skeleton;
  82095. /**
  82096. * Enable animation blending for this skeleton
  82097. * @param blendingSpeed defines the blending speed to apply
  82098. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  82099. */
  82100. enableBlending(blendingSpeed?: number): void;
  82101. /**
  82102. * Releases all resources associated with the current skeleton
  82103. */
  82104. dispose(): void;
  82105. /**
  82106. * Serialize the skeleton in a JSON object
  82107. * @returns a JSON object
  82108. */
  82109. serialize(): any;
  82110. /**
  82111. * Creates a new skeleton from serialized data
  82112. * @param parsedSkeleton defines the serialized data
  82113. * @param scene defines the hosting scene
  82114. * @returns a new skeleton
  82115. */
  82116. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  82117. /**
  82118. * Compute all node absolute transforms
  82119. * @param forceUpdate defines if computation must be done even if cache is up to date
  82120. */
  82121. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  82122. /**
  82123. * Gets the root pose matrix
  82124. * @returns a matrix
  82125. */
  82126. getPoseMatrix(): Nullable<Matrix>;
  82127. /**
  82128. * Sorts bones per internal index
  82129. */
  82130. sortBones(): void;
  82131. private _sortBones;
  82132. }
  82133. }
  82134. declare module BABYLON {
  82135. /**
  82136. * Class used to store bone information
  82137. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  82138. */
  82139. export class Bone extends Node {
  82140. /**
  82141. * defines the bone name
  82142. */
  82143. name: string;
  82144. private static _tmpVecs;
  82145. private static _tmpQuat;
  82146. private static _tmpMats;
  82147. /**
  82148. * Gets the list of child bones
  82149. */
  82150. children: Bone[];
  82151. /** Gets the animations associated with this bone */
  82152. animations: Animation[];
  82153. /**
  82154. * Gets or sets bone length
  82155. */
  82156. length: number;
  82157. /**
  82158. * @hidden Internal only
  82159. * Set this value to map this bone to a different index in the transform matrices
  82160. * Set this value to -1 to exclude the bone from the transform matrices
  82161. */
  82162. _index: Nullable<number>;
  82163. private _skeleton;
  82164. private _localMatrix;
  82165. private _restPose;
  82166. private _baseMatrix;
  82167. private _absoluteTransform;
  82168. private _invertedAbsoluteTransform;
  82169. private _parent;
  82170. private _scalingDeterminant;
  82171. private _worldTransform;
  82172. private _localScaling;
  82173. private _localRotation;
  82174. private _localPosition;
  82175. private _needToDecompose;
  82176. private _needToCompose;
  82177. /** @hidden */
  82178. _linkedTransformNode: Nullable<TransformNode>;
  82179. /** @hidden */
  82180. _waitingTransformNodeId: Nullable<string>;
  82181. /** @hidden */
  82182. /** @hidden */
  82183. _matrix: Matrix;
  82184. /**
  82185. * Create a new bone
  82186. * @param name defines the bone name
  82187. * @param skeleton defines the parent skeleton
  82188. * @param parentBone defines the parent (can be null if the bone is the root)
  82189. * @param localMatrix defines the local matrix
  82190. * @param restPose defines the rest pose matrix
  82191. * @param baseMatrix defines the base matrix
  82192. * @param index defines index of the bone in the hiearchy
  82193. */
  82194. constructor(
  82195. /**
  82196. * defines the bone name
  82197. */
  82198. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  82199. /**
  82200. * Gets the current object class name.
  82201. * @return the class name
  82202. */
  82203. getClassName(): string;
  82204. /**
  82205. * Gets the parent skeleton
  82206. * @returns a skeleton
  82207. */
  82208. getSkeleton(): Skeleton;
  82209. /**
  82210. * Gets parent bone
  82211. * @returns a bone or null if the bone is the root of the bone hierarchy
  82212. */
  82213. getParent(): Nullable<Bone>;
  82214. /**
  82215. * Returns an array containing the root bones
  82216. * @returns an array containing the root bones
  82217. */
  82218. getChildren(): Array<Bone>;
  82219. /**
  82220. * Gets the node index in matrix array generated for rendering
  82221. * @returns the node index
  82222. */
  82223. getIndex(): number;
  82224. /**
  82225. * Sets the parent bone
  82226. * @param parent defines the parent (can be null if the bone is the root)
  82227. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  82228. */
  82229. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  82230. /**
  82231. * Gets the local matrix
  82232. * @returns a matrix
  82233. */
  82234. getLocalMatrix(): Matrix;
  82235. /**
  82236. * Gets the base matrix (initial matrix which remains unchanged)
  82237. * @returns a matrix
  82238. */
  82239. getBaseMatrix(): Matrix;
  82240. /**
  82241. * Gets the rest pose matrix
  82242. * @returns a matrix
  82243. */
  82244. getRestPose(): Matrix;
  82245. /**
  82246. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  82247. */
  82248. getWorldMatrix(): Matrix;
  82249. /**
  82250. * Sets the local matrix to rest pose matrix
  82251. */
  82252. returnToRest(): void;
  82253. /**
  82254. * Gets the inverse of the absolute transform matrix.
  82255. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  82256. * @returns a matrix
  82257. */
  82258. getInvertedAbsoluteTransform(): Matrix;
  82259. /**
  82260. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  82261. * @returns a matrix
  82262. */
  82263. getAbsoluteTransform(): Matrix;
  82264. /**
  82265. * Links with the given transform node.
  82266. * The local matrix of this bone is copied from the transform node every frame.
  82267. * @param transformNode defines the transform node to link to
  82268. */
  82269. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  82270. /**
  82271. * Gets the node used to drive the bone's transformation
  82272. * @returns a transform node or null
  82273. */
  82274. getTransformNode(): Nullable<TransformNode>;
  82275. /** Gets or sets current position (in local space) */
  82276. position: Vector3;
  82277. /** Gets or sets current rotation (in local space) */
  82278. rotation: Vector3;
  82279. /** Gets or sets current rotation quaternion (in local space) */
  82280. rotationQuaternion: Quaternion;
  82281. /** Gets or sets current scaling (in local space) */
  82282. scaling: Vector3;
  82283. /**
  82284. * Gets the animation properties override
  82285. */
  82286. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  82287. private _decompose;
  82288. private _compose;
  82289. /**
  82290. * Update the base and local matrices
  82291. * @param matrix defines the new base or local matrix
  82292. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  82293. * @param updateLocalMatrix defines if the local matrix should be updated
  82294. */
  82295. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  82296. /** @hidden */
  82297. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  82298. /**
  82299. * Flag the bone as dirty (Forcing it to update everything)
  82300. */
  82301. markAsDirty(): void;
  82302. /** @hidden */
  82303. _markAsDirtyAndCompose(): void;
  82304. private _markAsDirtyAndDecompose;
  82305. /**
  82306. * Translate the bone in local or world space
  82307. * @param vec The amount to translate the bone
  82308. * @param space The space that the translation is in
  82309. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82310. */
  82311. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82312. /**
  82313. * Set the postion of the bone in local or world space
  82314. * @param position The position to set the bone
  82315. * @param space The space that the position is in
  82316. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82317. */
  82318. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82319. /**
  82320. * Set the absolute position of the bone (world space)
  82321. * @param position The position to set the bone
  82322. * @param mesh The mesh that this bone is attached to
  82323. */
  82324. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  82325. /**
  82326. * Scale the bone on the x, y and z axes (in local space)
  82327. * @param x The amount to scale the bone on the x axis
  82328. * @param y The amount to scale the bone on the y axis
  82329. * @param z The amount to scale the bone on the z axis
  82330. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  82331. */
  82332. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  82333. /**
  82334. * Set the bone scaling in local space
  82335. * @param scale defines the scaling vector
  82336. */
  82337. setScale(scale: Vector3): void;
  82338. /**
  82339. * Gets the current scaling in local space
  82340. * @returns the current scaling vector
  82341. */
  82342. getScale(): Vector3;
  82343. /**
  82344. * Gets the current scaling in local space and stores it in a target vector
  82345. * @param result defines the target vector
  82346. */
  82347. getScaleToRef(result: Vector3): void;
  82348. /**
  82349. * Set the yaw, pitch, and roll of the bone in local or world space
  82350. * @param yaw The rotation of the bone on the y axis
  82351. * @param pitch The rotation of the bone on the x axis
  82352. * @param roll The rotation of the bone on the z axis
  82353. * @param space The space that the axes of rotation are in
  82354. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82355. */
  82356. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  82357. /**
  82358. * Add a rotation to the bone on an axis in local or world space
  82359. * @param axis The axis to rotate the bone on
  82360. * @param amount The amount to rotate the bone
  82361. * @param space The space that the axis is in
  82362. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82363. */
  82364. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  82365. /**
  82366. * Set the rotation of the bone to a particular axis angle in local or world space
  82367. * @param axis The axis to rotate the bone on
  82368. * @param angle The angle that the bone should be rotated to
  82369. * @param space The space that the axis is in
  82370. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82371. */
  82372. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  82373. /**
  82374. * Set the euler rotation of the bone in local of world space
  82375. * @param rotation The euler rotation that the bone should be set to
  82376. * @param space The space that the rotation is in
  82377. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82378. */
  82379. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82380. /**
  82381. * Set the quaternion rotation of the bone in local of world space
  82382. * @param quat The quaternion rotation that the bone should be set to
  82383. * @param space The space that the rotation is in
  82384. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82385. */
  82386. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  82387. /**
  82388. * Set the rotation matrix of the bone in local of world space
  82389. * @param rotMat The rotation matrix that the bone should be set to
  82390. * @param space The space that the rotation is in
  82391. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82392. */
  82393. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  82394. private _rotateWithMatrix;
  82395. private _getNegativeRotationToRef;
  82396. /**
  82397. * Get the position of the bone in local or world space
  82398. * @param space The space that the returned position is in
  82399. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82400. * @returns The position of the bone
  82401. */
  82402. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82403. /**
  82404. * Copy the position of the bone to a vector3 in local or world space
  82405. * @param space The space that the returned position is in
  82406. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82407. * @param result The vector3 to copy the position to
  82408. */
  82409. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  82410. /**
  82411. * Get the absolute position of the bone (world space)
  82412. * @param mesh The mesh that this bone is attached to
  82413. * @returns The absolute position of the bone
  82414. */
  82415. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  82416. /**
  82417. * Copy the absolute position of the bone (world space) to the result param
  82418. * @param mesh The mesh that this bone is attached to
  82419. * @param result The vector3 to copy the absolute position to
  82420. */
  82421. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  82422. /**
  82423. * Compute the absolute transforms of this bone and its children
  82424. */
  82425. computeAbsoluteTransforms(): void;
  82426. /**
  82427. * Get the world direction from an axis that is in the local space of the bone
  82428. * @param localAxis The local direction that is used to compute the world direction
  82429. * @param mesh The mesh that this bone is attached to
  82430. * @returns The world direction
  82431. */
  82432. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82433. /**
  82434. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  82435. * @param localAxis The local direction that is used to compute the world direction
  82436. * @param mesh The mesh that this bone is attached to
  82437. * @param result The vector3 that the world direction will be copied to
  82438. */
  82439. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82440. /**
  82441. * Get the euler rotation of the bone in local or world space
  82442. * @param space The space that the rotation should be in
  82443. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82444. * @returns The euler rotation
  82445. */
  82446. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82447. /**
  82448. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  82449. * @param space The space that the rotation should be in
  82450. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82451. * @param result The vector3 that the rotation should be copied to
  82452. */
  82453. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82454. /**
  82455. * Get the quaternion rotation of the bone in either local or world space
  82456. * @param space The space that the rotation should be in
  82457. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82458. * @returns The quaternion rotation
  82459. */
  82460. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  82461. /**
  82462. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  82463. * @param space The space that the rotation should be in
  82464. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82465. * @param result The quaternion that the rotation should be copied to
  82466. */
  82467. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  82468. /**
  82469. * Get the rotation matrix of the bone in local or world space
  82470. * @param space The space that the rotation should be in
  82471. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82472. * @returns The rotation matrix
  82473. */
  82474. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  82475. /**
  82476. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  82477. * @param space The space that the rotation should be in
  82478. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82479. * @param result The quaternion that the rotation should be copied to
  82480. */
  82481. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  82482. /**
  82483. * Get the world position of a point that is in the local space of the bone
  82484. * @param position The local position
  82485. * @param mesh The mesh that this bone is attached to
  82486. * @returns The world position
  82487. */
  82488. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82489. /**
  82490. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  82491. * @param position The local position
  82492. * @param mesh The mesh that this bone is attached to
  82493. * @param result The vector3 that the world position should be copied to
  82494. */
  82495. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82496. /**
  82497. * Get the local position of a point that is in world space
  82498. * @param position The world position
  82499. * @param mesh The mesh that this bone is attached to
  82500. * @returns The local position
  82501. */
  82502. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82503. /**
  82504. * Get the local position of a point that is in world space and copy it to the result param
  82505. * @param position The world position
  82506. * @param mesh The mesh that this bone is attached to
  82507. * @param result The vector3 that the local position should be copied to
  82508. */
  82509. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82510. }
  82511. }
  82512. declare module BABYLON {
  82513. /**
  82514. * 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.
  82515. * @see https://doc.babylonjs.com/how_to/transformnode
  82516. */
  82517. export class TransformNode extends Node {
  82518. /**
  82519. * Object will not rotate to face the camera
  82520. */
  82521. static BILLBOARDMODE_NONE: number;
  82522. /**
  82523. * Object will rotate to face the camera but only on the x axis
  82524. */
  82525. static BILLBOARDMODE_X: number;
  82526. /**
  82527. * Object will rotate to face the camera but only on the y axis
  82528. */
  82529. static BILLBOARDMODE_Y: number;
  82530. /**
  82531. * Object will rotate to face the camera but only on the z axis
  82532. */
  82533. static BILLBOARDMODE_Z: number;
  82534. /**
  82535. * Object will rotate to face the camera
  82536. */
  82537. static BILLBOARDMODE_ALL: number;
  82538. /**
  82539. * Object will rotate to face the camera's position instead of orientation
  82540. */
  82541. static BILLBOARDMODE_USE_POSITION: number;
  82542. private _forward;
  82543. private _forwardInverted;
  82544. private _up;
  82545. private _right;
  82546. private _rightInverted;
  82547. private _position;
  82548. private _rotation;
  82549. private _rotationQuaternion;
  82550. protected _scaling: Vector3;
  82551. protected _isDirty: boolean;
  82552. private _transformToBoneReferal;
  82553. private _isAbsoluteSynced;
  82554. private _billboardMode;
  82555. /**
  82556. * Gets or sets the billboard mode. Default is 0.
  82557. *
  82558. * | Value | Type | Description |
  82559. * | --- | --- | --- |
  82560. * | 0 | BILLBOARDMODE_NONE | |
  82561. * | 1 | BILLBOARDMODE_X | |
  82562. * | 2 | BILLBOARDMODE_Y | |
  82563. * | 4 | BILLBOARDMODE_Z | |
  82564. * | 7 | BILLBOARDMODE_ALL | |
  82565. *
  82566. */
  82567. billboardMode: number;
  82568. private _preserveParentRotationForBillboard;
  82569. /**
  82570. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  82571. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  82572. */
  82573. preserveParentRotationForBillboard: boolean;
  82574. /**
  82575. * 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
  82576. */
  82577. scalingDeterminant: number;
  82578. private _infiniteDistance;
  82579. /**
  82580. * Gets or sets the distance of the object to max, often used by skybox
  82581. */
  82582. infiniteDistance: boolean;
  82583. /**
  82584. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  82585. * By default the system will update normals to compensate
  82586. */
  82587. ignoreNonUniformScaling: boolean;
  82588. /**
  82589. * 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
  82590. */
  82591. reIntegrateRotationIntoRotationQuaternion: boolean;
  82592. /** @hidden */
  82593. _poseMatrix: Nullable<Matrix>;
  82594. /** @hidden */
  82595. _localMatrix: Matrix;
  82596. private _usePivotMatrix;
  82597. private _absolutePosition;
  82598. private _absoluteScaling;
  82599. private _absoluteRotationQuaternion;
  82600. private _pivotMatrix;
  82601. private _pivotMatrixInverse;
  82602. protected _postMultiplyPivotMatrix: boolean;
  82603. protected _isWorldMatrixFrozen: boolean;
  82604. /** @hidden */
  82605. _indexInSceneTransformNodesArray: number;
  82606. /**
  82607. * An event triggered after the world matrix is updated
  82608. */
  82609. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  82610. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  82611. /**
  82612. * Gets a string identifying the name of the class
  82613. * @returns "TransformNode" string
  82614. */
  82615. getClassName(): string;
  82616. /**
  82617. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  82618. */
  82619. position: Vector3;
  82620. /**
  82621. * 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)).
  82622. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  82623. */
  82624. rotation: Vector3;
  82625. /**
  82626. * 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)).
  82627. */
  82628. scaling: Vector3;
  82629. /**
  82630. * 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).
  82631. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  82632. */
  82633. rotationQuaternion: Nullable<Quaternion>;
  82634. /**
  82635. * The forward direction of that transform in world space.
  82636. */
  82637. readonly forward: Vector3;
  82638. /**
  82639. * The up direction of that transform in world space.
  82640. */
  82641. readonly up: Vector3;
  82642. /**
  82643. * The right direction of that transform in world space.
  82644. */
  82645. readonly right: Vector3;
  82646. /**
  82647. * Copies the parameter passed Matrix into the mesh Pose matrix.
  82648. * @param matrix the matrix to copy the pose from
  82649. * @returns this TransformNode.
  82650. */
  82651. updatePoseMatrix(matrix: Matrix): TransformNode;
  82652. /**
  82653. * Returns the mesh Pose matrix.
  82654. * @returns the pose matrix
  82655. */
  82656. getPoseMatrix(): Matrix;
  82657. /** @hidden */
  82658. _isSynchronized(): boolean;
  82659. /** @hidden */
  82660. _initCache(): void;
  82661. /**
  82662. * Flag the transform node as dirty (Forcing it to update everything)
  82663. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  82664. * @returns this transform node
  82665. */
  82666. markAsDirty(property: string): TransformNode;
  82667. /**
  82668. * Returns the current mesh absolute position.
  82669. * Returns a Vector3.
  82670. */
  82671. readonly absolutePosition: Vector3;
  82672. /**
  82673. * Returns the current mesh absolute scaling.
  82674. * Returns a Vector3.
  82675. */
  82676. readonly absoluteScaling: Vector3;
  82677. /**
  82678. * Returns the current mesh absolute rotation.
  82679. * Returns a Quaternion.
  82680. */
  82681. readonly absoluteRotationQuaternion: Quaternion;
  82682. /**
  82683. * Sets a new matrix to apply before all other transformation
  82684. * @param matrix defines the transform matrix
  82685. * @returns the current TransformNode
  82686. */
  82687. setPreTransformMatrix(matrix: Matrix): TransformNode;
  82688. /**
  82689. * Sets a new pivot matrix to the current node
  82690. * @param matrix defines the new pivot matrix to use
  82691. * @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
  82692. * @returns the current TransformNode
  82693. */
  82694. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  82695. /**
  82696. * Returns the mesh pivot matrix.
  82697. * Default : Identity.
  82698. * @returns the matrix
  82699. */
  82700. getPivotMatrix(): Matrix;
  82701. /**
  82702. * Instantiate (when possible) or clone that node with its hierarchy
  82703. * @param newParent defines the new parent to use for the instance (or clone)
  82704. * @param options defines options to configure how copy is done
  82705. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  82706. * @returns an instance (or a clone) of the current node with its hiearchy
  82707. */
  82708. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  82709. doNotInstantiate: boolean;
  82710. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  82711. /**
  82712. * Prevents the World matrix to be computed any longer
  82713. * @param newWorldMatrix defines an optional matrix to use as world matrix
  82714. * @returns the TransformNode.
  82715. */
  82716. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  82717. /**
  82718. * Allows back the World matrix computation.
  82719. * @returns the TransformNode.
  82720. */
  82721. unfreezeWorldMatrix(): this;
  82722. /**
  82723. * True if the World matrix has been frozen.
  82724. */
  82725. readonly isWorldMatrixFrozen: boolean;
  82726. /**
  82727. * Retuns the mesh absolute position in the World.
  82728. * @returns a Vector3.
  82729. */
  82730. getAbsolutePosition(): Vector3;
  82731. /**
  82732. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  82733. * @param absolutePosition the absolute position to set
  82734. * @returns the TransformNode.
  82735. */
  82736. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  82737. /**
  82738. * Sets the mesh position in its local space.
  82739. * @param vector3 the position to set in localspace
  82740. * @returns the TransformNode.
  82741. */
  82742. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  82743. /**
  82744. * Returns the mesh position in the local space from the current World matrix values.
  82745. * @returns a new Vector3.
  82746. */
  82747. getPositionExpressedInLocalSpace(): Vector3;
  82748. /**
  82749. * Translates the mesh along the passed Vector3 in its local space.
  82750. * @param vector3 the distance to translate in localspace
  82751. * @returns the TransformNode.
  82752. */
  82753. locallyTranslate(vector3: Vector3): TransformNode;
  82754. private static _lookAtVectorCache;
  82755. /**
  82756. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  82757. * @param targetPoint the position (must be in same space as current mesh) to look at
  82758. * @param yawCor optional yaw (y-axis) correction in radians
  82759. * @param pitchCor optional pitch (x-axis) correction in radians
  82760. * @param rollCor optional roll (z-axis) correction in radians
  82761. * @param space the choosen space of the target
  82762. * @returns the TransformNode.
  82763. */
  82764. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  82765. /**
  82766. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82767. * This Vector3 is expressed in the World space.
  82768. * @param localAxis axis to rotate
  82769. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82770. */
  82771. getDirection(localAxis: Vector3): Vector3;
  82772. /**
  82773. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  82774. * localAxis is expressed in the mesh local space.
  82775. * result is computed in the Wordl space from the mesh World matrix.
  82776. * @param localAxis axis to rotate
  82777. * @param result the resulting transformnode
  82778. * @returns this TransformNode.
  82779. */
  82780. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  82781. /**
  82782. * Sets this transform node rotation to the given local axis.
  82783. * @param localAxis the axis in local space
  82784. * @param yawCor optional yaw (y-axis) correction in radians
  82785. * @param pitchCor optional pitch (x-axis) correction in radians
  82786. * @param rollCor optional roll (z-axis) correction in radians
  82787. * @returns this TransformNode
  82788. */
  82789. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  82790. /**
  82791. * Sets a new pivot point to the current node
  82792. * @param point defines the new pivot point to use
  82793. * @param space defines if the point is in world or local space (local by default)
  82794. * @returns the current TransformNode
  82795. */
  82796. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  82797. /**
  82798. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  82799. * @returns the pivot point
  82800. */
  82801. getPivotPoint(): Vector3;
  82802. /**
  82803. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  82804. * @param result the vector3 to store the result
  82805. * @returns this TransformNode.
  82806. */
  82807. getPivotPointToRef(result: Vector3): TransformNode;
  82808. /**
  82809. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  82810. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  82811. */
  82812. getAbsolutePivotPoint(): Vector3;
  82813. /**
  82814. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  82815. * @param result vector3 to store the result
  82816. * @returns this TransformNode.
  82817. */
  82818. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  82819. /**
  82820. * Defines the passed node as the parent of the current node.
  82821. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  82822. * @see https://doc.babylonjs.com/how_to/parenting
  82823. * @param node the node ot set as the parent
  82824. * @returns this TransformNode.
  82825. */
  82826. setParent(node: Nullable<Node>): TransformNode;
  82827. private _nonUniformScaling;
  82828. /**
  82829. * True if the scaling property of this object is non uniform eg. (1,2,1)
  82830. */
  82831. readonly nonUniformScaling: boolean;
  82832. /** @hidden */
  82833. _updateNonUniformScalingState(value: boolean): boolean;
  82834. /**
  82835. * Attach the current TransformNode to another TransformNode associated with a bone
  82836. * @param bone Bone affecting the TransformNode
  82837. * @param affectedTransformNode TransformNode associated with the bone
  82838. * @returns this object
  82839. */
  82840. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  82841. /**
  82842. * Detach the transform node if its associated with a bone
  82843. * @returns this object
  82844. */
  82845. detachFromBone(): TransformNode;
  82846. private static _rotationAxisCache;
  82847. /**
  82848. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  82849. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82850. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82851. * The passed axis is also normalized.
  82852. * @param axis the axis to rotate around
  82853. * @param amount the amount to rotate in radians
  82854. * @param space Space to rotate in (Default: local)
  82855. * @returns the TransformNode.
  82856. */
  82857. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  82858. /**
  82859. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  82860. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82861. * The passed axis is also normalized. .
  82862. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  82863. * @param point the point to rotate around
  82864. * @param axis the axis to rotate around
  82865. * @param amount the amount to rotate in radians
  82866. * @returns the TransformNode
  82867. */
  82868. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  82869. /**
  82870. * Translates the mesh along the axis vector for the passed distance in the given space.
  82871. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82872. * @param axis the axis to translate in
  82873. * @param distance the distance to translate
  82874. * @param space Space to rotate in (Default: local)
  82875. * @returns the TransformNode.
  82876. */
  82877. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  82878. /**
  82879. * Adds a rotation step to the mesh current rotation.
  82880. * x, y, z are Euler angles expressed in radians.
  82881. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  82882. * This means this rotation is made in the mesh local space only.
  82883. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  82884. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  82885. * ```javascript
  82886. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  82887. * ```
  82888. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  82889. * 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.
  82890. * @param x Rotation to add
  82891. * @param y Rotation to add
  82892. * @param z Rotation to add
  82893. * @returns the TransformNode.
  82894. */
  82895. addRotation(x: number, y: number, z: number): TransformNode;
  82896. /**
  82897. * @hidden
  82898. */
  82899. protected _getEffectiveParent(): Nullable<Node>;
  82900. /**
  82901. * Computes the world matrix of the node
  82902. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82903. * @returns the world matrix
  82904. */
  82905. computeWorldMatrix(force?: boolean): Matrix;
  82906. protected _afterComputeWorldMatrix(): void;
  82907. /**
  82908. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  82909. * @param func callback function to add
  82910. *
  82911. * @returns the TransformNode.
  82912. */
  82913. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82914. /**
  82915. * Removes a registered callback function.
  82916. * @param func callback function to remove
  82917. * @returns the TransformNode.
  82918. */
  82919. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82920. /**
  82921. * Gets the position of the current mesh in camera space
  82922. * @param camera defines the camera to use
  82923. * @returns a position
  82924. */
  82925. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  82926. /**
  82927. * Returns the distance from the mesh to the active camera
  82928. * @param camera defines the camera to use
  82929. * @returns the distance
  82930. */
  82931. getDistanceToCamera(camera?: Nullable<Camera>): number;
  82932. /**
  82933. * Clone the current transform node
  82934. * @param name Name of the new clone
  82935. * @param newParent New parent for the clone
  82936. * @param doNotCloneChildren Do not clone children hierarchy
  82937. * @returns the new transform node
  82938. */
  82939. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  82940. /**
  82941. * Serializes the objects information.
  82942. * @param currentSerializationObject defines the object to serialize in
  82943. * @returns the serialized object
  82944. */
  82945. serialize(currentSerializationObject?: any): any;
  82946. /**
  82947. * Returns a new TransformNode object parsed from the source provided.
  82948. * @param parsedTransformNode is the source.
  82949. * @param scene the scne the object belongs to
  82950. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  82951. * @returns a new TransformNode object parsed from the source provided.
  82952. */
  82953. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  82954. /**
  82955. * Get all child-transformNodes of this node
  82956. * @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
  82957. * @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
  82958. * @returns an array of TransformNode
  82959. */
  82960. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  82961. /**
  82962. * Releases resources associated with this transform node.
  82963. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  82964. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  82965. */
  82966. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82967. /**
  82968. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  82969. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  82970. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  82971. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  82972. * @returns the current mesh
  82973. */
  82974. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  82975. private _syncAbsoluteScalingAndRotation;
  82976. }
  82977. }
  82978. declare module BABYLON {
  82979. /**
  82980. * Defines the types of pose enabled controllers that are supported
  82981. */
  82982. export enum PoseEnabledControllerType {
  82983. /**
  82984. * HTC Vive
  82985. */
  82986. VIVE = 0,
  82987. /**
  82988. * Oculus Rift
  82989. */
  82990. OCULUS = 1,
  82991. /**
  82992. * Windows mixed reality
  82993. */
  82994. WINDOWS = 2,
  82995. /**
  82996. * Samsung gear VR
  82997. */
  82998. GEAR_VR = 3,
  82999. /**
  83000. * Google Daydream
  83001. */
  83002. DAYDREAM = 4,
  83003. /**
  83004. * Generic
  83005. */
  83006. GENERIC = 5
  83007. }
  83008. /**
  83009. * Defines the MutableGamepadButton interface for the state of a gamepad button
  83010. */
  83011. export interface MutableGamepadButton {
  83012. /**
  83013. * Value of the button/trigger
  83014. */
  83015. value: number;
  83016. /**
  83017. * If the button/trigger is currently touched
  83018. */
  83019. touched: boolean;
  83020. /**
  83021. * If the button/trigger is currently pressed
  83022. */
  83023. pressed: boolean;
  83024. }
  83025. /**
  83026. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  83027. * @hidden
  83028. */
  83029. export interface ExtendedGamepadButton extends GamepadButton {
  83030. /**
  83031. * If the button/trigger is currently pressed
  83032. */
  83033. readonly pressed: boolean;
  83034. /**
  83035. * If the button/trigger is currently touched
  83036. */
  83037. readonly touched: boolean;
  83038. /**
  83039. * Value of the button/trigger
  83040. */
  83041. readonly value: number;
  83042. }
  83043. /** @hidden */
  83044. export interface _GamePadFactory {
  83045. /**
  83046. * Returns wether or not the current gamepad can be created for this type of controller.
  83047. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  83048. * @returns true if it can be created, otherwise false
  83049. */
  83050. canCreate(gamepadInfo: any): boolean;
  83051. /**
  83052. * Creates a new instance of the Gamepad.
  83053. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  83054. * @returns the new gamepad instance
  83055. */
  83056. create(gamepadInfo: any): Gamepad;
  83057. }
  83058. /**
  83059. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83060. */
  83061. export class PoseEnabledControllerHelper {
  83062. /** @hidden */
  83063. static _ControllerFactories: _GamePadFactory[];
  83064. /** @hidden */
  83065. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  83066. /**
  83067. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83068. * @param vrGamepad the gamepad to initialized
  83069. * @returns a vr controller of the type the gamepad identified as
  83070. */
  83071. static InitiateController(vrGamepad: any): Gamepad;
  83072. }
  83073. /**
  83074. * Defines the PoseEnabledController object that contains state of a vr capable controller
  83075. */
  83076. export class PoseEnabledController extends Gamepad implements PoseControlled {
  83077. /**
  83078. * If the controller is used in a webXR session
  83079. */
  83080. isXR: boolean;
  83081. private _deviceRoomPosition;
  83082. private _deviceRoomRotationQuaternion;
  83083. /**
  83084. * The device position in babylon space
  83085. */
  83086. devicePosition: Vector3;
  83087. /**
  83088. * The device rotation in babylon space
  83089. */
  83090. deviceRotationQuaternion: Quaternion;
  83091. /**
  83092. * The scale factor of the device in babylon space
  83093. */
  83094. deviceScaleFactor: number;
  83095. /**
  83096. * (Likely devicePosition should be used instead) The device position in its room space
  83097. */
  83098. position: Vector3;
  83099. /**
  83100. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  83101. */
  83102. rotationQuaternion: Quaternion;
  83103. /**
  83104. * The type of controller (Eg. Windows mixed reality)
  83105. */
  83106. controllerType: PoseEnabledControllerType;
  83107. protected _calculatedPosition: Vector3;
  83108. private _calculatedRotation;
  83109. /**
  83110. * The raw pose from the device
  83111. */
  83112. rawPose: DevicePose;
  83113. private _trackPosition;
  83114. private _maxRotationDistFromHeadset;
  83115. private _draggedRoomRotation;
  83116. /**
  83117. * @hidden
  83118. */
  83119. _disableTrackPosition(fixedPosition: Vector3): void;
  83120. /**
  83121. * Internal, the mesh attached to the controller
  83122. * @hidden
  83123. */
  83124. _mesh: Nullable<AbstractMesh>;
  83125. private _poseControlledCamera;
  83126. private _leftHandSystemQuaternion;
  83127. /**
  83128. * Internal, matrix used to convert room space to babylon space
  83129. * @hidden
  83130. */
  83131. _deviceToWorld: Matrix;
  83132. /**
  83133. * Node to be used when casting a ray from the controller
  83134. * @hidden
  83135. */
  83136. _pointingPoseNode: Nullable<TransformNode>;
  83137. /**
  83138. * Name of the child mesh that can be used to cast a ray from the controller
  83139. */
  83140. static readonly POINTING_POSE: string;
  83141. /**
  83142. * Creates a new PoseEnabledController from a gamepad
  83143. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83144. */
  83145. constructor(browserGamepad: any);
  83146. private _workingMatrix;
  83147. /**
  83148. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83149. */
  83150. update(): void;
  83151. /**
  83152. * Updates only the pose device and mesh without doing any button event checking
  83153. */
  83154. protected _updatePoseAndMesh(): void;
  83155. /**
  83156. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83157. * @param poseData raw pose fromthe device
  83158. */
  83159. updateFromDevice(poseData: DevicePose): void;
  83160. /**
  83161. * @hidden
  83162. */
  83163. _meshAttachedObservable: Observable<AbstractMesh>;
  83164. /**
  83165. * Attaches a mesh to the controller
  83166. * @param mesh the mesh to be attached
  83167. */
  83168. attachToMesh(mesh: AbstractMesh): void;
  83169. /**
  83170. * Attaches the controllers mesh to a camera
  83171. * @param camera the camera the mesh should be attached to
  83172. */
  83173. attachToPoseControlledCamera(camera: TargetCamera): void;
  83174. /**
  83175. * Disposes of the controller
  83176. */
  83177. dispose(): void;
  83178. /**
  83179. * The mesh that is attached to the controller
  83180. */
  83181. readonly mesh: Nullable<AbstractMesh>;
  83182. /**
  83183. * Gets the ray of the controller in the direction the controller is pointing
  83184. * @param length the length the resulting ray should be
  83185. * @returns a ray in the direction the controller is pointing
  83186. */
  83187. getForwardRay(length?: number): Ray;
  83188. }
  83189. }
  83190. declare module BABYLON {
  83191. /**
  83192. * Defines the WebVRController object that represents controllers tracked in 3D space
  83193. */
  83194. export abstract class WebVRController extends PoseEnabledController {
  83195. /**
  83196. * Internal, the default controller model for the controller
  83197. */
  83198. protected _defaultModel: Nullable<AbstractMesh>;
  83199. /**
  83200. * Fired when the trigger state has changed
  83201. */
  83202. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  83203. /**
  83204. * Fired when the main button state has changed
  83205. */
  83206. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  83207. /**
  83208. * Fired when the secondary button state has changed
  83209. */
  83210. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  83211. /**
  83212. * Fired when the pad state has changed
  83213. */
  83214. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  83215. /**
  83216. * Fired when controllers stick values have changed
  83217. */
  83218. onPadValuesChangedObservable: Observable<StickValues>;
  83219. /**
  83220. * Array of button availible on the controller
  83221. */
  83222. protected _buttons: Array<MutableGamepadButton>;
  83223. private _onButtonStateChange;
  83224. /**
  83225. * Fired when a controller button's state has changed
  83226. * @param callback the callback containing the button that was modified
  83227. */
  83228. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  83229. /**
  83230. * X and Y axis corresponding to the controllers joystick
  83231. */
  83232. pad: StickValues;
  83233. /**
  83234. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  83235. */
  83236. hand: string;
  83237. /**
  83238. * The default controller model for the controller
  83239. */
  83240. readonly defaultModel: Nullable<AbstractMesh>;
  83241. /**
  83242. * Creates a new WebVRController from a gamepad
  83243. * @param vrGamepad the gamepad that the WebVRController should be created from
  83244. */
  83245. constructor(vrGamepad: any);
  83246. /**
  83247. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83248. */
  83249. update(): void;
  83250. /**
  83251. * Function to be called when a button is modified
  83252. */
  83253. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  83254. /**
  83255. * Loads a mesh and attaches it to the controller
  83256. * @param scene the scene the mesh should be added to
  83257. * @param meshLoaded callback for when the mesh has been loaded
  83258. */
  83259. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  83260. private _setButtonValue;
  83261. private _changes;
  83262. private _checkChanges;
  83263. /**
  83264. * Disposes of th webVRCOntroller
  83265. */
  83266. dispose(): void;
  83267. }
  83268. }
  83269. declare module BABYLON {
  83270. /**
  83271. * The HemisphericLight simulates the ambient environment light,
  83272. * so the passed direction is the light reflection direction, not the incoming direction.
  83273. */
  83274. export class HemisphericLight extends Light {
  83275. /**
  83276. * The groundColor is the light in the opposite direction to the one specified during creation.
  83277. * 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.
  83278. */
  83279. groundColor: Color3;
  83280. /**
  83281. * The light reflection direction, not the incoming direction.
  83282. */
  83283. direction: Vector3;
  83284. /**
  83285. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  83286. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  83287. * The HemisphericLight can't cast shadows.
  83288. * Documentation : https://doc.babylonjs.com/babylon101/lights
  83289. * @param name The friendly name of the light
  83290. * @param direction The direction of the light reflection
  83291. * @param scene The scene the light belongs to
  83292. */
  83293. constructor(name: string, direction: Vector3, scene: Scene);
  83294. protected _buildUniformLayout(): void;
  83295. /**
  83296. * Returns the string "HemisphericLight".
  83297. * @return The class name
  83298. */
  83299. getClassName(): string;
  83300. /**
  83301. * Sets the HemisphericLight direction towards the passed target (Vector3).
  83302. * Returns the updated direction.
  83303. * @param target The target the direction should point to
  83304. * @return The computed direction
  83305. */
  83306. setDirectionToTarget(target: Vector3): Vector3;
  83307. /**
  83308. * Returns the shadow generator associated to the light.
  83309. * @returns Always null for hemispheric lights because it does not support shadows.
  83310. */
  83311. getShadowGenerator(): Nullable<IShadowGenerator>;
  83312. /**
  83313. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  83314. * @param effect The effect to update
  83315. * @param lightIndex The index of the light in the effect to update
  83316. * @returns The hemispheric light
  83317. */
  83318. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  83319. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  83320. /**
  83321. * Computes the world matrix of the node
  83322. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  83323. * @param useWasUpdatedFlag defines a reserved property
  83324. * @returns the world matrix
  83325. */
  83326. computeWorldMatrix(): Matrix;
  83327. /**
  83328. * Returns the integer 3.
  83329. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  83330. */
  83331. getTypeID(): number;
  83332. /**
  83333. * Prepares the list of defines specific to the light type.
  83334. * @param defines the list of defines
  83335. * @param lightIndex defines the index of the light for the effect
  83336. */
  83337. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  83338. }
  83339. }
  83340. declare module BABYLON {
  83341. /** @hidden */
  83342. export var vrMultiviewToSingleviewPixelShader: {
  83343. name: string;
  83344. shader: string;
  83345. };
  83346. }
  83347. declare module BABYLON {
  83348. /**
  83349. * Renders to multiple views with a single draw call
  83350. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  83351. */
  83352. export class MultiviewRenderTarget extends RenderTargetTexture {
  83353. /**
  83354. * Creates a multiview render target
  83355. * @param scene scene used with the render target
  83356. * @param size the size of the render target (used for each view)
  83357. */
  83358. constructor(scene: Scene, size?: number | {
  83359. width: number;
  83360. height: number;
  83361. } | {
  83362. ratio: number;
  83363. });
  83364. /**
  83365. * @hidden
  83366. * @param faceIndex the face index, if its a cube texture
  83367. */
  83368. _bindFrameBuffer(faceIndex?: number): void;
  83369. /**
  83370. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83371. * @returns the view count
  83372. */
  83373. getViewCount(): number;
  83374. }
  83375. }
  83376. declare module BABYLON {
  83377. /**
  83378. * Represents a camera frustum
  83379. */
  83380. export class Frustum {
  83381. /**
  83382. * Gets the planes representing the frustum
  83383. * @param transform matrix to be applied to the returned planes
  83384. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  83385. */
  83386. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  83387. /**
  83388. * Gets the near frustum plane transformed by the transform matrix
  83389. * @param transform transformation matrix to be applied to the resulting frustum plane
  83390. * @param frustumPlane the resuling frustum plane
  83391. */
  83392. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83393. /**
  83394. * Gets the far frustum plane transformed by the transform matrix
  83395. * @param transform transformation matrix to be applied to the resulting frustum plane
  83396. * @param frustumPlane the resuling frustum plane
  83397. */
  83398. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83399. /**
  83400. * Gets the left frustum plane transformed by the transform matrix
  83401. * @param transform transformation matrix to be applied to the resulting frustum plane
  83402. * @param frustumPlane the resuling frustum plane
  83403. */
  83404. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83405. /**
  83406. * Gets the right frustum plane transformed by the transform matrix
  83407. * @param transform transformation matrix to be applied to the resulting frustum plane
  83408. * @param frustumPlane the resuling frustum plane
  83409. */
  83410. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83411. /**
  83412. * Gets the top frustum plane transformed by the transform matrix
  83413. * @param transform transformation matrix to be applied to the resulting frustum plane
  83414. * @param frustumPlane the resuling frustum plane
  83415. */
  83416. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83417. /**
  83418. * Gets the bottom frustum plane transformed by the transform matrix
  83419. * @param transform transformation matrix to be applied to the resulting frustum plane
  83420. * @param frustumPlane the resuling frustum plane
  83421. */
  83422. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83423. /**
  83424. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  83425. * @param transform transformation matrix to be applied to the resulting frustum planes
  83426. * @param frustumPlanes the resuling frustum planes
  83427. */
  83428. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  83429. }
  83430. }
  83431. declare module BABYLON {
  83432. interface Engine {
  83433. /**
  83434. * Creates a new multiview render target
  83435. * @param width defines the width of the texture
  83436. * @param height defines the height of the texture
  83437. * @returns the created multiview texture
  83438. */
  83439. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  83440. /**
  83441. * Binds a multiview framebuffer to be drawn to
  83442. * @param multiviewTexture texture to bind
  83443. */
  83444. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  83445. }
  83446. interface Camera {
  83447. /**
  83448. * @hidden
  83449. * 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)
  83450. */
  83451. _useMultiviewToSingleView: boolean;
  83452. /**
  83453. * @hidden
  83454. * 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)
  83455. */
  83456. _multiviewTexture: Nullable<RenderTargetTexture>;
  83457. /**
  83458. * @hidden
  83459. * ensures the multiview texture of the camera exists and has the specified width/height
  83460. * @param width height to set on the multiview texture
  83461. * @param height width to set on the multiview texture
  83462. */
  83463. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  83464. }
  83465. interface Scene {
  83466. /** @hidden */
  83467. _transformMatrixR: Matrix;
  83468. /** @hidden */
  83469. _multiviewSceneUbo: Nullable<UniformBuffer>;
  83470. /** @hidden */
  83471. _createMultiviewUbo(): void;
  83472. /** @hidden */
  83473. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  83474. /** @hidden */
  83475. _renderMultiviewToSingleView(camera: Camera): void;
  83476. }
  83477. }
  83478. declare module BABYLON {
  83479. /**
  83480. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  83481. * This will not be used for webXR as it supports displaying texture arrays directly
  83482. */
  83483. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  83484. /**
  83485. * Initializes a VRMultiviewToSingleview
  83486. * @param name name of the post process
  83487. * @param camera camera to be applied to
  83488. * @param scaleFactor scaling factor to the size of the output texture
  83489. */
  83490. constructor(name: string, camera: Camera, scaleFactor: number);
  83491. }
  83492. }
  83493. declare module BABYLON {
  83494. /**
  83495. * Interface used to define additional presentation attributes
  83496. */
  83497. export interface IVRPresentationAttributes {
  83498. /**
  83499. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  83500. */
  83501. highRefreshRate: boolean;
  83502. /**
  83503. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  83504. */
  83505. foveationLevel: number;
  83506. }
  83507. interface Engine {
  83508. /** @hidden */
  83509. _vrDisplay: any;
  83510. /** @hidden */
  83511. _vrSupported: boolean;
  83512. /** @hidden */
  83513. _oldSize: Size;
  83514. /** @hidden */
  83515. _oldHardwareScaleFactor: number;
  83516. /** @hidden */
  83517. _vrExclusivePointerMode: boolean;
  83518. /** @hidden */
  83519. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  83520. /** @hidden */
  83521. _onVRDisplayPointerRestricted: () => void;
  83522. /** @hidden */
  83523. _onVRDisplayPointerUnrestricted: () => void;
  83524. /** @hidden */
  83525. _onVrDisplayConnect: Nullable<(display: any) => void>;
  83526. /** @hidden */
  83527. _onVrDisplayDisconnect: Nullable<() => void>;
  83528. /** @hidden */
  83529. _onVrDisplayPresentChange: Nullable<() => void>;
  83530. /**
  83531. * Observable signaled when VR display mode changes
  83532. */
  83533. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  83534. /**
  83535. * Observable signaled when VR request present is complete
  83536. */
  83537. onVRRequestPresentComplete: Observable<boolean>;
  83538. /**
  83539. * Observable signaled when VR request present starts
  83540. */
  83541. onVRRequestPresentStart: Observable<Engine>;
  83542. /**
  83543. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  83544. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  83545. */
  83546. isInVRExclusivePointerMode: boolean;
  83547. /**
  83548. * Gets a boolean indicating if a webVR device was detected
  83549. * @returns true if a webVR device was detected
  83550. */
  83551. isVRDevicePresent(): boolean;
  83552. /**
  83553. * Gets the current webVR device
  83554. * @returns the current webVR device (or null)
  83555. */
  83556. getVRDevice(): any;
  83557. /**
  83558. * Initializes a webVR display and starts listening to display change events
  83559. * The onVRDisplayChangedObservable will be notified upon these changes
  83560. * @returns A promise containing a VRDisplay and if vr is supported
  83561. */
  83562. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  83563. /** @hidden */
  83564. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  83565. /**
  83566. * Gets or sets the presentation attributes used to configure VR rendering
  83567. */
  83568. vrPresentationAttributes?: IVRPresentationAttributes;
  83569. /**
  83570. * Call this function to switch to webVR mode
  83571. * Will do nothing if webVR is not supported or if there is no webVR device
  83572. * @param options the webvr options provided to the camera. mainly used for multiview
  83573. * @see http://doc.babylonjs.com/how_to/webvr_camera
  83574. */
  83575. enableVR(options: WebVROptions): void;
  83576. /** @hidden */
  83577. _onVRFullScreenTriggered(): void;
  83578. }
  83579. }
  83580. declare module BABYLON {
  83581. /**
  83582. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  83583. * IMPORTANT!! The data is right-hand data.
  83584. * @export
  83585. * @interface DevicePose
  83586. */
  83587. export interface DevicePose {
  83588. /**
  83589. * The position of the device, values in array are [x,y,z].
  83590. */
  83591. readonly position: Nullable<Float32Array>;
  83592. /**
  83593. * The linearVelocity of the device, values in array are [x,y,z].
  83594. */
  83595. readonly linearVelocity: Nullable<Float32Array>;
  83596. /**
  83597. * The linearAcceleration of the device, values in array are [x,y,z].
  83598. */
  83599. readonly linearAcceleration: Nullable<Float32Array>;
  83600. /**
  83601. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  83602. */
  83603. readonly orientation: Nullable<Float32Array>;
  83604. /**
  83605. * The angularVelocity of the device, values in array are [x,y,z].
  83606. */
  83607. readonly angularVelocity: Nullable<Float32Array>;
  83608. /**
  83609. * The angularAcceleration of the device, values in array are [x,y,z].
  83610. */
  83611. readonly angularAcceleration: Nullable<Float32Array>;
  83612. }
  83613. /**
  83614. * Interface representing a pose controlled object in Babylon.
  83615. * A pose controlled object has both regular pose values as well as pose values
  83616. * from an external device such as a VR head mounted display
  83617. */
  83618. export interface PoseControlled {
  83619. /**
  83620. * The position of the object in babylon space.
  83621. */
  83622. position: Vector3;
  83623. /**
  83624. * The rotation quaternion of the object in babylon space.
  83625. */
  83626. rotationQuaternion: Quaternion;
  83627. /**
  83628. * The position of the device in babylon space.
  83629. */
  83630. devicePosition?: Vector3;
  83631. /**
  83632. * The rotation quaternion of the device in babylon space.
  83633. */
  83634. deviceRotationQuaternion: Quaternion;
  83635. /**
  83636. * The raw pose coming from the device.
  83637. */
  83638. rawPose: Nullable<DevicePose>;
  83639. /**
  83640. * The scale of the device to be used when translating from device space to babylon space.
  83641. */
  83642. deviceScaleFactor: number;
  83643. /**
  83644. * Updates the poseControlled values based on the input device pose.
  83645. * @param poseData the pose data to update the object with
  83646. */
  83647. updateFromDevice(poseData: DevicePose): void;
  83648. }
  83649. /**
  83650. * Set of options to customize the webVRCamera
  83651. */
  83652. export interface WebVROptions {
  83653. /**
  83654. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  83655. */
  83656. trackPosition?: boolean;
  83657. /**
  83658. * Sets the scale of the vrDevice in babylon space. (default: 1)
  83659. */
  83660. positionScale?: number;
  83661. /**
  83662. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  83663. */
  83664. displayName?: string;
  83665. /**
  83666. * Should the native controller meshes be initialized. (default: true)
  83667. */
  83668. controllerMeshes?: boolean;
  83669. /**
  83670. * Creating a default HemiLight only on controllers. (default: true)
  83671. */
  83672. defaultLightingOnControllers?: boolean;
  83673. /**
  83674. * If you don't want to use the default VR button of the helper. (default: false)
  83675. */
  83676. useCustomVRButton?: boolean;
  83677. /**
  83678. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  83679. */
  83680. customVRButton?: HTMLButtonElement;
  83681. /**
  83682. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  83683. */
  83684. rayLength?: number;
  83685. /**
  83686. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  83687. */
  83688. defaultHeight?: number;
  83689. /**
  83690. * If multiview should be used if availible (default: false)
  83691. */
  83692. useMultiview?: boolean;
  83693. }
  83694. /**
  83695. * This represents a WebVR camera.
  83696. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  83697. * @example http://doc.babylonjs.com/how_to/webvr_camera
  83698. */
  83699. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  83700. private webVROptions;
  83701. /**
  83702. * @hidden
  83703. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  83704. */
  83705. _vrDevice: any;
  83706. /**
  83707. * The rawPose of the vrDevice.
  83708. */
  83709. rawPose: Nullable<DevicePose>;
  83710. private _onVREnabled;
  83711. private _specsVersion;
  83712. private _attached;
  83713. private _frameData;
  83714. protected _descendants: Array<Node>;
  83715. private _deviceRoomPosition;
  83716. /** @hidden */
  83717. _deviceRoomRotationQuaternion: Quaternion;
  83718. private _standingMatrix;
  83719. /**
  83720. * Represents device position in babylon space.
  83721. */
  83722. devicePosition: Vector3;
  83723. /**
  83724. * Represents device rotation in babylon space.
  83725. */
  83726. deviceRotationQuaternion: Quaternion;
  83727. /**
  83728. * The scale of the device to be used when translating from device space to babylon space.
  83729. */
  83730. deviceScaleFactor: number;
  83731. private _deviceToWorld;
  83732. private _worldToDevice;
  83733. /**
  83734. * References to the webVR controllers for the vrDevice.
  83735. */
  83736. controllers: Array<WebVRController>;
  83737. /**
  83738. * Emits an event when a controller is attached.
  83739. */
  83740. onControllersAttachedObservable: Observable<WebVRController[]>;
  83741. /**
  83742. * Emits an event when a controller's mesh has been loaded;
  83743. */
  83744. onControllerMeshLoadedObservable: Observable<WebVRController>;
  83745. /**
  83746. * Emits an event when the HMD's pose has been updated.
  83747. */
  83748. onPoseUpdatedFromDeviceObservable: Observable<any>;
  83749. private _poseSet;
  83750. /**
  83751. * If the rig cameras be used as parent instead of this camera.
  83752. */
  83753. rigParenting: boolean;
  83754. private _lightOnControllers;
  83755. private _defaultHeight?;
  83756. /**
  83757. * Instantiates a WebVRFreeCamera.
  83758. * @param name The name of the WebVRFreeCamera
  83759. * @param position The starting anchor position for the camera
  83760. * @param scene The scene the camera belongs to
  83761. * @param webVROptions a set of customizable options for the webVRCamera
  83762. */
  83763. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  83764. /**
  83765. * Gets the device distance from the ground in meters.
  83766. * @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.
  83767. */
  83768. deviceDistanceToRoomGround(): number;
  83769. /**
  83770. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83771. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  83772. */
  83773. useStandingMatrix(callback?: (bool: boolean) => void): void;
  83774. /**
  83775. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83776. * @returns A promise with a boolean set to if the standing matrix is supported.
  83777. */
  83778. useStandingMatrixAsync(): Promise<boolean>;
  83779. /**
  83780. * Disposes the camera
  83781. */
  83782. dispose(): void;
  83783. /**
  83784. * Gets a vrController by name.
  83785. * @param name The name of the controller to retreive
  83786. * @returns the controller matching the name specified or null if not found
  83787. */
  83788. getControllerByName(name: string): Nullable<WebVRController>;
  83789. private _leftController;
  83790. /**
  83791. * The controller corresponding to the users left hand.
  83792. */
  83793. readonly leftController: Nullable<WebVRController>;
  83794. private _rightController;
  83795. /**
  83796. * The controller corresponding to the users right hand.
  83797. */
  83798. readonly rightController: Nullable<WebVRController>;
  83799. /**
  83800. * Casts a ray forward from the vrCamera's gaze.
  83801. * @param length Length of the ray (default: 100)
  83802. * @returns the ray corresponding to the gaze
  83803. */
  83804. getForwardRay(length?: number): Ray;
  83805. /**
  83806. * @hidden
  83807. * Updates the camera based on device's frame data
  83808. */
  83809. _checkInputs(): void;
  83810. /**
  83811. * Updates the poseControlled values based on the input device pose.
  83812. * @param poseData Pose coming from the device
  83813. */
  83814. updateFromDevice(poseData: DevicePose): void;
  83815. private _htmlElementAttached;
  83816. private _detachIfAttached;
  83817. /**
  83818. * WebVR's attach control will start broadcasting frames to the device.
  83819. * Note that in certain browsers (chrome for example) this function must be called
  83820. * within a user-interaction callback. Example:
  83821. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  83822. *
  83823. * @param element html element to attach the vrDevice to
  83824. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  83825. */
  83826. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  83827. /**
  83828. * Detaches the camera from the html element and disables VR
  83829. *
  83830. * @param element html element to detach from
  83831. */
  83832. detachControl(element: HTMLElement): void;
  83833. /**
  83834. * @returns the name of this class
  83835. */
  83836. getClassName(): string;
  83837. /**
  83838. * Calls resetPose on the vrDisplay
  83839. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  83840. */
  83841. resetToCurrentRotation(): void;
  83842. /**
  83843. * @hidden
  83844. * Updates the rig cameras (left and right eye)
  83845. */
  83846. _updateRigCameras(): void;
  83847. private _workingVector;
  83848. private _oneVector;
  83849. private _workingMatrix;
  83850. private updateCacheCalled;
  83851. private _correctPositionIfNotTrackPosition;
  83852. /**
  83853. * @hidden
  83854. * Updates the cached values of the camera
  83855. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  83856. */
  83857. _updateCache(ignoreParentClass?: boolean): void;
  83858. /**
  83859. * @hidden
  83860. * Get current device position in babylon world
  83861. */
  83862. _computeDevicePosition(): void;
  83863. /**
  83864. * Updates the current device position and rotation in the babylon world
  83865. */
  83866. update(): void;
  83867. /**
  83868. * @hidden
  83869. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  83870. * @returns an identity matrix
  83871. */
  83872. _getViewMatrix(): Matrix;
  83873. private _tmpMatrix;
  83874. /**
  83875. * This function is called by the two RIG cameras.
  83876. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  83877. * @hidden
  83878. */
  83879. _getWebVRViewMatrix(): Matrix;
  83880. /** @hidden */
  83881. _getWebVRProjectionMatrix(): Matrix;
  83882. private _onGamepadConnectedObserver;
  83883. private _onGamepadDisconnectedObserver;
  83884. private _updateCacheWhenTrackingDisabledObserver;
  83885. /**
  83886. * Initializes the controllers and their meshes
  83887. */
  83888. initControllers(): void;
  83889. }
  83890. }
  83891. declare module BABYLON {
  83892. /**
  83893. * Size options for a post process
  83894. */
  83895. export type PostProcessOptions = {
  83896. width: number;
  83897. height: number;
  83898. };
  83899. /**
  83900. * PostProcess can be used to apply a shader to a texture after it has been rendered
  83901. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83902. */
  83903. export class PostProcess {
  83904. /** Name of the PostProcess. */
  83905. name: string;
  83906. /**
  83907. * Gets or sets the unique id of the post process
  83908. */
  83909. uniqueId: number;
  83910. /**
  83911. * Width of the texture to apply the post process on
  83912. */
  83913. width: number;
  83914. /**
  83915. * Height of the texture to apply the post process on
  83916. */
  83917. height: number;
  83918. /**
  83919. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  83920. * @hidden
  83921. */
  83922. _outputTexture: Nullable<InternalTexture>;
  83923. /**
  83924. * Sampling mode used by the shader
  83925. * See https://doc.babylonjs.com/classes/3.1/texture
  83926. */
  83927. renderTargetSamplingMode: number;
  83928. /**
  83929. * Clear color to use when screen clearing
  83930. */
  83931. clearColor: Color4;
  83932. /**
  83933. * If the buffer needs to be cleared before applying the post process. (default: true)
  83934. * Should be set to false if shader will overwrite all previous pixels.
  83935. */
  83936. autoClear: boolean;
  83937. /**
  83938. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  83939. */
  83940. alphaMode: number;
  83941. /**
  83942. * Sets the setAlphaBlendConstants of the babylon engine
  83943. */
  83944. alphaConstants: Color4;
  83945. /**
  83946. * Animations to be used for the post processing
  83947. */
  83948. animations: Animation[];
  83949. /**
  83950. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  83951. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  83952. */
  83953. enablePixelPerfectMode: boolean;
  83954. /**
  83955. * Force the postprocess to be applied without taking in account viewport
  83956. */
  83957. forceFullscreenViewport: boolean;
  83958. /**
  83959. * List of inspectable custom properties (used by the Inspector)
  83960. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83961. */
  83962. inspectableCustomProperties: IInspectable[];
  83963. /**
  83964. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  83965. *
  83966. * | Value | Type | Description |
  83967. * | ----- | ----------------------------------- | ----------- |
  83968. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  83969. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  83970. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  83971. *
  83972. */
  83973. scaleMode: number;
  83974. /**
  83975. * Force textures to be a power of two (default: false)
  83976. */
  83977. alwaysForcePOT: boolean;
  83978. private _samples;
  83979. /**
  83980. * Number of sample textures (default: 1)
  83981. */
  83982. samples: number;
  83983. /**
  83984. * Modify the scale of the post process to be the same as the viewport (default: false)
  83985. */
  83986. adaptScaleToCurrentViewport: boolean;
  83987. private _camera;
  83988. private _scene;
  83989. private _engine;
  83990. private _options;
  83991. private _reusable;
  83992. private _textureType;
  83993. /**
  83994. * Smart array of input and output textures for the post process.
  83995. * @hidden
  83996. */
  83997. _textures: SmartArray<InternalTexture>;
  83998. /**
  83999. * The index in _textures that corresponds to the output texture.
  84000. * @hidden
  84001. */
  84002. _currentRenderTextureInd: number;
  84003. private _effect;
  84004. private _samplers;
  84005. private _fragmentUrl;
  84006. private _vertexUrl;
  84007. private _parameters;
  84008. private _scaleRatio;
  84009. protected _indexParameters: any;
  84010. private _shareOutputWithPostProcess;
  84011. private _texelSize;
  84012. private _forcedOutputTexture;
  84013. /**
  84014. * Returns the fragment url or shader name used in the post process.
  84015. * @returns the fragment url or name in the shader store.
  84016. */
  84017. getEffectName(): string;
  84018. /**
  84019. * An event triggered when the postprocess is activated.
  84020. */
  84021. onActivateObservable: Observable<Camera>;
  84022. private _onActivateObserver;
  84023. /**
  84024. * A function that is added to the onActivateObservable
  84025. */
  84026. onActivate: Nullable<(camera: Camera) => void>;
  84027. /**
  84028. * An event triggered when the postprocess changes its size.
  84029. */
  84030. onSizeChangedObservable: Observable<PostProcess>;
  84031. private _onSizeChangedObserver;
  84032. /**
  84033. * A function that is added to the onSizeChangedObservable
  84034. */
  84035. onSizeChanged: (postProcess: PostProcess) => void;
  84036. /**
  84037. * An event triggered when the postprocess applies its effect.
  84038. */
  84039. onApplyObservable: Observable<Effect>;
  84040. private _onApplyObserver;
  84041. /**
  84042. * A function that is added to the onApplyObservable
  84043. */
  84044. onApply: (effect: Effect) => void;
  84045. /**
  84046. * An event triggered before rendering the postprocess
  84047. */
  84048. onBeforeRenderObservable: Observable<Effect>;
  84049. private _onBeforeRenderObserver;
  84050. /**
  84051. * A function that is added to the onBeforeRenderObservable
  84052. */
  84053. onBeforeRender: (effect: Effect) => void;
  84054. /**
  84055. * An event triggered after rendering the postprocess
  84056. */
  84057. onAfterRenderObservable: Observable<Effect>;
  84058. private _onAfterRenderObserver;
  84059. /**
  84060. * A function that is added to the onAfterRenderObservable
  84061. */
  84062. onAfterRender: (efect: Effect) => void;
  84063. /**
  84064. * 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
  84065. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  84066. */
  84067. inputTexture: InternalTexture;
  84068. /**
  84069. * Gets the camera which post process is applied to.
  84070. * @returns The camera the post process is applied to.
  84071. */
  84072. getCamera(): Camera;
  84073. /**
  84074. * Gets the texel size of the postprocess.
  84075. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  84076. */
  84077. readonly texelSize: Vector2;
  84078. /**
  84079. * Creates a new instance PostProcess
  84080. * @param name The name of the PostProcess.
  84081. * @param fragmentUrl The url of the fragment shader to be used.
  84082. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  84083. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  84084. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  84085. * @param camera The camera to apply the render pass to.
  84086. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  84087. * @param engine The engine which the post process will be applied. (default: current engine)
  84088. * @param reusable If the post process can be reused on the same frame. (default: false)
  84089. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  84090. * @param textureType Type of textures used when performing the post process. (default: 0)
  84091. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  84092. * @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
  84093. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  84094. */
  84095. constructor(
  84096. /** Name of the PostProcess. */
  84097. 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);
  84098. /**
  84099. * Gets a string idenfifying the name of the class
  84100. * @returns "PostProcess" string
  84101. */
  84102. getClassName(): string;
  84103. /**
  84104. * Gets the engine which this post process belongs to.
  84105. * @returns The engine the post process was enabled with.
  84106. */
  84107. getEngine(): Engine;
  84108. /**
  84109. * The effect that is created when initializing the post process.
  84110. * @returns The created effect corresponding the the postprocess.
  84111. */
  84112. getEffect(): Effect;
  84113. /**
  84114. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  84115. * @param postProcess The post process to share the output with.
  84116. * @returns This post process.
  84117. */
  84118. shareOutputWith(postProcess: PostProcess): PostProcess;
  84119. /**
  84120. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  84121. * This should be called if the post process that shares output with this post process is disabled/disposed.
  84122. */
  84123. useOwnOutput(): void;
  84124. /**
  84125. * Updates the effect with the current post process compile time values and recompiles the shader.
  84126. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  84127. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  84128. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  84129. * @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
  84130. * @param onCompiled Called when the shader has been compiled.
  84131. * @param onError Called if there is an error when compiling a shader.
  84132. */
  84133. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84134. /**
  84135. * The post process is reusable if it can be used multiple times within one frame.
  84136. * @returns If the post process is reusable
  84137. */
  84138. isReusable(): boolean;
  84139. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  84140. markTextureDirty(): void;
  84141. /**
  84142. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  84143. * 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.
  84144. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  84145. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  84146. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  84147. * @returns The target texture that was bound to be written to.
  84148. */
  84149. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  84150. /**
  84151. * If the post process is supported.
  84152. */
  84153. readonly isSupported: boolean;
  84154. /**
  84155. * The aspect ratio of the output texture.
  84156. */
  84157. readonly aspectRatio: number;
  84158. /**
  84159. * Get a value indicating if the post-process is ready to be used
  84160. * @returns true if the post-process is ready (shader is compiled)
  84161. */
  84162. isReady(): boolean;
  84163. /**
  84164. * Binds all textures and uniforms to the shader, this will be run on every pass.
  84165. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  84166. */
  84167. apply(): Nullable<Effect>;
  84168. private _disposeTextures;
  84169. /**
  84170. * Disposes the post process.
  84171. * @param camera The camera to dispose the post process on.
  84172. */
  84173. dispose(camera?: Camera): void;
  84174. }
  84175. }
  84176. declare module BABYLON {
  84177. /** @hidden */
  84178. export var kernelBlurVaryingDeclaration: {
  84179. name: string;
  84180. shader: string;
  84181. };
  84182. }
  84183. declare module BABYLON {
  84184. /** @hidden */
  84185. export var kernelBlurFragment: {
  84186. name: string;
  84187. shader: string;
  84188. };
  84189. }
  84190. declare module BABYLON {
  84191. /** @hidden */
  84192. export var kernelBlurFragment2: {
  84193. name: string;
  84194. shader: string;
  84195. };
  84196. }
  84197. declare module BABYLON {
  84198. /** @hidden */
  84199. export var kernelBlurPixelShader: {
  84200. name: string;
  84201. shader: string;
  84202. };
  84203. }
  84204. declare module BABYLON {
  84205. /** @hidden */
  84206. export var kernelBlurVertex: {
  84207. name: string;
  84208. shader: string;
  84209. };
  84210. }
  84211. declare module BABYLON {
  84212. /** @hidden */
  84213. export var kernelBlurVertexShader: {
  84214. name: string;
  84215. shader: string;
  84216. };
  84217. }
  84218. declare module BABYLON {
  84219. /**
  84220. * The Blur Post Process which blurs an image based on a kernel and direction.
  84221. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  84222. */
  84223. export class BlurPostProcess extends PostProcess {
  84224. /** The direction in which to blur the image. */
  84225. direction: Vector2;
  84226. private blockCompilation;
  84227. protected _kernel: number;
  84228. protected _idealKernel: number;
  84229. protected _packedFloat: boolean;
  84230. private _staticDefines;
  84231. /**
  84232. * Sets the length in pixels of the blur sample region
  84233. */
  84234. /**
  84235. * Gets the length in pixels of the blur sample region
  84236. */
  84237. kernel: number;
  84238. /**
  84239. * Sets wether or not the blur needs to unpack/repack floats
  84240. */
  84241. /**
  84242. * Gets wether or not the blur is unpacking/repacking floats
  84243. */
  84244. packedFloat: boolean;
  84245. /**
  84246. * Creates a new instance BlurPostProcess
  84247. * @param name The name of the effect.
  84248. * @param direction The direction in which to blur the image.
  84249. * @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.
  84250. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  84251. * @param camera The camera to apply the render pass to.
  84252. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  84253. * @param engine The engine which the post process will be applied. (default: current engine)
  84254. * @param reusable If the post process can be reused on the same frame. (default: false)
  84255. * @param textureType Type of textures used when performing the post process. (default: 0)
  84256. * @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)
  84257. */
  84258. constructor(name: string,
  84259. /** The direction in which to blur the image. */
  84260. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  84261. /**
  84262. * Updates the effect with the current post process compile time values and recompiles the shader.
  84263. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  84264. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  84265. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  84266. * @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
  84267. * @param onCompiled Called when the shader has been compiled.
  84268. * @param onError Called if there is an error when compiling a shader.
  84269. */
  84270. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84271. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84272. /**
  84273. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  84274. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  84275. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  84276. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  84277. * The gaps between physical kernels are compensated for in the weighting of the samples
  84278. * @param idealKernel Ideal blur kernel.
  84279. * @return Nearest best kernel.
  84280. */
  84281. protected _nearestBestKernel(idealKernel: number): number;
  84282. /**
  84283. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  84284. * @param x The point on the Gaussian distribution to sample.
  84285. * @return the value of the Gaussian function at x.
  84286. */
  84287. protected _gaussianWeight(x: number): number;
  84288. /**
  84289. * Generates a string that can be used as a floating point number in GLSL.
  84290. * @param x Value to print.
  84291. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  84292. * @return GLSL float string.
  84293. */
  84294. protected _glslFloat(x: number, decimalFigures?: number): string;
  84295. }
  84296. }
  84297. declare module BABYLON {
  84298. /**
  84299. * Mirror texture can be used to simulate the view from a mirror in a scene.
  84300. * It will dynamically be rendered every frame to adapt to the camera point of view.
  84301. * You can then easily use it as a reflectionTexture on a flat surface.
  84302. * In case the surface is not a plane, please consider relying on reflection probes.
  84303. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84304. */
  84305. export class MirrorTexture extends RenderTargetTexture {
  84306. private scene;
  84307. /**
  84308. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  84309. * 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.
  84310. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84311. */
  84312. mirrorPlane: Plane;
  84313. /**
  84314. * Define the blur ratio used to blur the reflection if needed.
  84315. */
  84316. blurRatio: number;
  84317. /**
  84318. * Define the adaptive blur kernel used to blur the reflection if needed.
  84319. * This will autocompute the closest best match for the `blurKernel`
  84320. */
  84321. adaptiveBlurKernel: number;
  84322. /**
  84323. * Define the blur kernel used to blur the reflection if needed.
  84324. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84325. */
  84326. blurKernel: number;
  84327. /**
  84328. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  84329. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84330. */
  84331. blurKernelX: number;
  84332. /**
  84333. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  84334. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84335. */
  84336. blurKernelY: number;
  84337. private _autoComputeBlurKernel;
  84338. protected _onRatioRescale(): void;
  84339. private _updateGammaSpace;
  84340. private _imageProcessingConfigChangeObserver;
  84341. private _transformMatrix;
  84342. private _mirrorMatrix;
  84343. private _savedViewMatrix;
  84344. private _blurX;
  84345. private _blurY;
  84346. private _adaptiveBlurKernel;
  84347. private _blurKernelX;
  84348. private _blurKernelY;
  84349. private _blurRatio;
  84350. /**
  84351. * Instantiates a Mirror Texture.
  84352. * Mirror texture can be used to simulate the view from a mirror in a scene.
  84353. * It will dynamically be rendered every frame to adapt to the camera point of view.
  84354. * You can then easily use it as a reflectionTexture on a flat surface.
  84355. * In case the surface is not a plane, please consider relying on reflection probes.
  84356. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84357. * @param name
  84358. * @param size
  84359. * @param scene
  84360. * @param generateMipMaps
  84361. * @param type
  84362. * @param samplingMode
  84363. * @param generateDepthBuffer
  84364. */
  84365. constructor(name: string, size: number | {
  84366. width: number;
  84367. height: number;
  84368. } | {
  84369. ratio: number;
  84370. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  84371. private _preparePostProcesses;
  84372. /**
  84373. * Clone the mirror texture.
  84374. * @returns the cloned texture
  84375. */
  84376. clone(): MirrorTexture;
  84377. /**
  84378. * Serialize the texture to a JSON representation you could use in Parse later on
  84379. * @returns the serialized JSON representation
  84380. */
  84381. serialize(): any;
  84382. /**
  84383. * Dispose the texture and release its associated resources.
  84384. */
  84385. dispose(): void;
  84386. }
  84387. }
  84388. declare module BABYLON {
  84389. /**
  84390. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84391. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84392. */
  84393. export class Texture extends BaseTexture {
  84394. /**
  84395. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  84396. */
  84397. static SerializeBuffers: boolean;
  84398. /** @hidden */
  84399. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  84400. /** @hidden */
  84401. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  84402. /** @hidden */
  84403. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  84404. /** nearest is mag = nearest and min = nearest and mip = linear */
  84405. static readonly NEAREST_SAMPLINGMODE: number;
  84406. /** nearest is mag = nearest and min = nearest and mip = linear */
  84407. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  84408. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84409. static readonly BILINEAR_SAMPLINGMODE: number;
  84410. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84411. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  84412. /** Trilinear is mag = linear and min = linear and mip = linear */
  84413. static readonly TRILINEAR_SAMPLINGMODE: number;
  84414. /** Trilinear is mag = linear and min = linear and mip = linear */
  84415. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  84416. /** mag = nearest and min = nearest and mip = nearest */
  84417. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  84418. /** mag = nearest and min = linear and mip = nearest */
  84419. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  84420. /** mag = nearest and min = linear and mip = linear */
  84421. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  84422. /** mag = nearest and min = linear and mip = none */
  84423. static readonly NEAREST_LINEAR: number;
  84424. /** mag = nearest and min = nearest and mip = none */
  84425. static readonly NEAREST_NEAREST: number;
  84426. /** mag = linear and min = nearest and mip = nearest */
  84427. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  84428. /** mag = linear and min = nearest and mip = linear */
  84429. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  84430. /** mag = linear and min = linear and mip = none */
  84431. static readonly LINEAR_LINEAR: number;
  84432. /** mag = linear and min = nearest and mip = none */
  84433. static readonly LINEAR_NEAREST: number;
  84434. /** Explicit coordinates mode */
  84435. static readonly EXPLICIT_MODE: number;
  84436. /** Spherical coordinates mode */
  84437. static readonly SPHERICAL_MODE: number;
  84438. /** Planar coordinates mode */
  84439. static readonly PLANAR_MODE: number;
  84440. /** Cubic coordinates mode */
  84441. static readonly CUBIC_MODE: number;
  84442. /** Projection coordinates mode */
  84443. static readonly PROJECTION_MODE: number;
  84444. /** Inverse Cubic coordinates mode */
  84445. static readonly SKYBOX_MODE: number;
  84446. /** Inverse Cubic coordinates mode */
  84447. static readonly INVCUBIC_MODE: number;
  84448. /** Equirectangular coordinates mode */
  84449. static readonly EQUIRECTANGULAR_MODE: number;
  84450. /** Equirectangular Fixed coordinates mode */
  84451. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  84452. /** Equirectangular Fixed Mirrored coordinates mode */
  84453. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  84454. /** Texture is not repeating outside of 0..1 UVs */
  84455. static readonly CLAMP_ADDRESSMODE: number;
  84456. /** Texture is repeating outside of 0..1 UVs */
  84457. static readonly WRAP_ADDRESSMODE: number;
  84458. /** Texture is repeating and mirrored */
  84459. static readonly MIRROR_ADDRESSMODE: number;
  84460. /**
  84461. * 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
  84462. */
  84463. static UseSerializedUrlIfAny: boolean;
  84464. /**
  84465. * Define the url of the texture.
  84466. */
  84467. url: Nullable<string>;
  84468. /**
  84469. * Define an offset on the texture to offset the u coordinates of the UVs
  84470. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84471. */
  84472. uOffset: number;
  84473. /**
  84474. * Define an offset on the texture to offset the v coordinates of the UVs
  84475. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84476. */
  84477. vOffset: number;
  84478. /**
  84479. * Define an offset on the texture to scale the u coordinates of the UVs
  84480. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84481. */
  84482. uScale: number;
  84483. /**
  84484. * Define an offset on the texture to scale the v coordinates of the UVs
  84485. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84486. */
  84487. vScale: number;
  84488. /**
  84489. * Define an offset on the texture to rotate around the u coordinates of the UVs
  84490. * @see http://doc.babylonjs.com/how_to/more_materials
  84491. */
  84492. uAng: number;
  84493. /**
  84494. * Define an offset on the texture to rotate around the v coordinates of the UVs
  84495. * @see http://doc.babylonjs.com/how_to/more_materials
  84496. */
  84497. vAng: number;
  84498. /**
  84499. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  84500. * @see http://doc.babylonjs.com/how_to/more_materials
  84501. */
  84502. wAng: number;
  84503. /**
  84504. * Defines the center of rotation (U)
  84505. */
  84506. uRotationCenter: number;
  84507. /**
  84508. * Defines the center of rotation (V)
  84509. */
  84510. vRotationCenter: number;
  84511. /**
  84512. * Defines the center of rotation (W)
  84513. */
  84514. wRotationCenter: number;
  84515. /**
  84516. * Are mip maps generated for this texture or not.
  84517. */
  84518. readonly noMipmap: boolean;
  84519. /**
  84520. * List of inspectable custom properties (used by the Inspector)
  84521. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84522. */
  84523. inspectableCustomProperties: Nullable<IInspectable[]>;
  84524. private _noMipmap;
  84525. /** @hidden */
  84526. _invertY: boolean;
  84527. private _rowGenerationMatrix;
  84528. private _cachedTextureMatrix;
  84529. private _projectionModeMatrix;
  84530. private _t0;
  84531. private _t1;
  84532. private _t2;
  84533. private _cachedUOffset;
  84534. private _cachedVOffset;
  84535. private _cachedUScale;
  84536. private _cachedVScale;
  84537. private _cachedUAng;
  84538. private _cachedVAng;
  84539. private _cachedWAng;
  84540. private _cachedProjectionMatrixId;
  84541. private _cachedCoordinatesMode;
  84542. /** @hidden */
  84543. protected _initialSamplingMode: number;
  84544. /** @hidden */
  84545. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  84546. private _deleteBuffer;
  84547. protected _format: Nullable<number>;
  84548. private _delayedOnLoad;
  84549. private _delayedOnError;
  84550. private _mimeType?;
  84551. /**
  84552. * Observable triggered once the texture has been loaded.
  84553. */
  84554. onLoadObservable: Observable<Texture>;
  84555. protected _isBlocking: boolean;
  84556. /**
  84557. * Is the texture preventing material to render while loading.
  84558. * If false, a default texture will be used instead of the loading one during the preparation step.
  84559. */
  84560. isBlocking: boolean;
  84561. /**
  84562. * Get the current sampling mode associated with the texture.
  84563. */
  84564. readonly samplingMode: number;
  84565. /**
  84566. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  84567. */
  84568. readonly invertY: boolean;
  84569. /**
  84570. * Instantiates a new texture.
  84571. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84572. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84573. * @param url defines the url of the picture to load as a texture
  84574. * @param scene defines the scene or engine the texture will belong to
  84575. * @param noMipmap defines if the texture will require mip maps or not
  84576. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  84577. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84578. * @param onLoad defines a callback triggered when the texture has been loaded
  84579. * @param onError defines a callback triggered when an error occurred during the loading session
  84580. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  84581. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  84582. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84583. * @param mimeType defines an optional mime type information
  84584. */
  84585. 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);
  84586. /**
  84587. * Update the url (and optional buffer) of this texture if url was null during construction.
  84588. * @param url the url of the texture
  84589. * @param buffer the buffer of the texture (defaults to null)
  84590. * @param onLoad callback called when the texture is loaded (defaults to null)
  84591. */
  84592. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  84593. /**
  84594. * Finish the loading sequence of a texture flagged as delayed load.
  84595. * @hidden
  84596. */
  84597. delayLoad(): void;
  84598. private _prepareRowForTextureGeneration;
  84599. /**
  84600. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  84601. * @returns the transform matrix of the texture.
  84602. */
  84603. getTextureMatrix(uBase?: number): Matrix;
  84604. /**
  84605. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  84606. * @returns The reflection texture transform
  84607. */
  84608. getReflectionTextureMatrix(): Matrix;
  84609. /**
  84610. * Clones the texture.
  84611. * @returns the cloned texture
  84612. */
  84613. clone(): Texture;
  84614. /**
  84615. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84616. * @returns The JSON representation of the texture
  84617. */
  84618. serialize(): any;
  84619. /**
  84620. * Get the current class name of the texture useful for serialization or dynamic coding.
  84621. * @returns "Texture"
  84622. */
  84623. getClassName(): string;
  84624. /**
  84625. * Dispose the texture and release its associated resources.
  84626. */
  84627. dispose(): void;
  84628. /**
  84629. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  84630. * @param parsedTexture Define the JSON representation of the texture
  84631. * @param scene Define the scene the parsed texture should be instantiated in
  84632. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  84633. * @returns The parsed texture if successful
  84634. */
  84635. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  84636. /**
  84637. * Creates a texture from its base 64 representation.
  84638. * @param data Define the base64 payload without the data: prefix
  84639. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84640. * @param scene Define the scene the texture should belong to
  84641. * @param noMipmap Forces the texture to not create mip map information if true
  84642. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84643. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84644. * @param onLoad define a callback triggered when the texture has been loaded
  84645. * @param onError define a callback triggered when an error occurred during the loading session
  84646. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84647. * @returns the created texture
  84648. */
  84649. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  84650. /**
  84651. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  84652. * @param data Define the base64 payload without the data: prefix
  84653. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84654. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  84655. * @param scene Define the scene the texture should belong to
  84656. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  84657. * @param noMipmap Forces the texture to not create mip map information if true
  84658. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84659. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84660. * @param onLoad define a callback triggered when the texture has been loaded
  84661. * @param onError define a callback triggered when an error occurred during the loading session
  84662. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84663. * @returns the created texture
  84664. */
  84665. 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;
  84666. }
  84667. }
  84668. declare module BABYLON {
  84669. /**
  84670. * PostProcessManager is used to manage one or more post processes or post process pipelines
  84671. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  84672. */
  84673. export class PostProcessManager {
  84674. private _scene;
  84675. private _indexBuffer;
  84676. private _vertexBuffers;
  84677. /**
  84678. * Creates a new instance PostProcess
  84679. * @param scene The scene that the post process is associated with.
  84680. */
  84681. constructor(scene: Scene);
  84682. private _prepareBuffers;
  84683. private _buildIndexBuffer;
  84684. /**
  84685. * Rebuilds the vertex buffers of the manager.
  84686. * @hidden
  84687. */
  84688. _rebuild(): void;
  84689. /**
  84690. * Prepares a frame to be run through a post process.
  84691. * @param sourceTexture The input texture to the post procesess. (default: null)
  84692. * @param postProcesses An array of post processes to be run. (default: null)
  84693. * @returns True if the post processes were able to be run.
  84694. * @hidden
  84695. */
  84696. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  84697. /**
  84698. * Manually render a set of post processes to a texture.
  84699. * @param postProcesses An array of post processes to be run.
  84700. * @param targetTexture The target texture to render to.
  84701. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  84702. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  84703. * @param lodLevel defines which lod of the texture to render to
  84704. */
  84705. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  84706. /**
  84707. * Finalize the result of the output of the postprocesses.
  84708. * @param doNotPresent If true the result will not be displayed to the screen.
  84709. * @param targetTexture The target texture to render to.
  84710. * @param faceIndex The index of the face to bind the target texture to.
  84711. * @param postProcesses The array of post processes to render.
  84712. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  84713. * @hidden
  84714. */
  84715. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  84716. /**
  84717. * Disposes of the post process manager.
  84718. */
  84719. dispose(): void;
  84720. }
  84721. }
  84722. declare module BABYLON {
  84723. /** Interface used by value gradients (color, factor, ...) */
  84724. export interface IValueGradient {
  84725. /**
  84726. * Gets or sets the gradient value (between 0 and 1)
  84727. */
  84728. gradient: number;
  84729. }
  84730. /** Class used to store color4 gradient */
  84731. export class ColorGradient implements IValueGradient {
  84732. /**
  84733. * Gets or sets the gradient value (between 0 and 1)
  84734. */
  84735. gradient: number;
  84736. /**
  84737. * Gets or sets first associated color
  84738. */
  84739. color1: Color4;
  84740. /**
  84741. * Gets or sets second associated color
  84742. */
  84743. color2?: Color4;
  84744. /**
  84745. * Will get a color picked randomly between color1 and color2.
  84746. * If color2 is undefined then color1 will be used
  84747. * @param result defines the target Color4 to store the result in
  84748. */
  84749. getColorToRef(result: Color4): void;
  84750. }
  84751. /** Class used to store color 3 gradient */
  84752. export class Color3Gradient implements IValueGradient {
  84753. /**
  84754. * Gets or sets the gradient value (between 0 and 1)
  84755. */
  84756. gradient: number;
  84757. /**
  84758. * Gets or sets the associated color
  84759. */
  84760. color: Color3;
  84761. }
  84762. /** Class used to store factor gradient */
  84763. export class FactorGradient implements IValueGradient {
  84764. /**
  84765. * Gets or sets the gradient value (between 0 and 1)
  84766. */
  84767. gradient: number;
  84768. /**
  84769. * Gets or sets first associated factor
  84770. */
  84771. factor1: number;
  84772. /**
  84773. * Gets or sets second associated factor
  84774. */
  84775. factor2?: number;
  84776. /**
  84777. * Will get a number picked randomly between factor1 and factor2.
  84778. * If factor2 is undefined then factor1 will be used
  84779. * @returns the picked number
  84780. */
  84781. getFactor(): number;
  84782. }
  84783. /**
  84784. * Helper used to simplify some generic gradient tasks
  84785. */
  84786. export class GradientHelper {
  84787. /**
  84788. * Gets the current gradient from an array of IValueGradient
  84789. * @param ratio defines the current ratio to get
  84790. * @param gradients defines the array of IValueGradient
  84791. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  84792. */
  84793. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  84794. }
  84795. }
  84796. declare module BABYLON {
  84797. interface ThinEngine {
  84798. /**
  84799. * Creates a dynamic texture
  84800. * @param width defines the width of the texture
  84801. * @param height defines the height of the texture
  84802. * @param generateMipMaps defines if the engine should generate the mip levels
  84803. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  84804. * @returns the dynamic texture inside an InternalTexture
  84805. */
  84806. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  84807. /**
  84808. * Update the content of a dynamic texture
  84809. * @param texture defines the texture to update
  84810. * @param canvas defines the canvas containing the source
  84811. * @param invertY defines if data must be stored with Y axis inverted
  84812. * @param premulAlpha defines if alpha is stored as premultiplied
  84813. * @param format defines the format of the data
  84814. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  84815. */
  84816. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  84817. }
  84818. }
  84819. declare module BABYLON {
  84820. /**
  84821. * Helper class used to generate a canvas to manipulate images
  84822. */
  84823. export class CanvasGenerator {
  84824. /**
  84825. * Create a new canvas (or offscreen canvas depending on the context)
  84826. * @param width defines the expected width
  84827. * @param height defines the expected height
  84828. * @return a new canvas or offscreen canvas
  84829. */
  84830. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  84831. }
  84832. }
  84833. declare module BABYLON {
  84834. /**
  84835. * A class extending Texture allowing drawing on a texture
  84836. * @see http://doc.babylonjs.com/how_to/dynamictexture
  84837. */
  84838. export class DynamicTexture extends Texture {
  84839. private _generateMipMaps;
  84840. private _canvas;
  84841. private _context;
  84842. private _engine;
  84843. /**
  84844. * Creates a DynamicTexture
  84845. * @param name defines the name of the texture
  84846. * @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
  84847. * @param scene defines the scene where you want the texture
  84848. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  84849. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  84850. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  84851. */
  84852. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  84853. /**
  84854. * Get the current class name of the texture useful for serialization or dynamic coding.
  84855. * @returns "DynamicTexture"
  84856. */
  84857. getClassName(): string;
  84858. /**
  84859. * Gets the current state of canRescale
  84860. */
  84861. readonly canRescale: boolean;
  84862. private _recreate;
  84863. /**
  84864. * Scales the texture
  84865. * @param ratio the scale factor to apply to both width and height
  84866. */
  84867. scale(ratio: number): void;
  84868. /**
  84869. * Resizes the texture
  84870. * @param width the new width
  84871. * @param height the new height
  84872. */
  84873. scaleTo(width: number, height: number): void;
  84874. /**
  84875. * Gets the context of the canvas used by the texture
  84876. * @returns the canvas context of the dynamic texture
  84877. */
  84878. getContext(): CanvasRenderingContext2D;
  84879. /**
  84880. * Clears the texture
  84881. */
  84882. clear(): void;
  84883. /**
  84884. * Updates the texture
  84885. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84886. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  84887. */
  84888. update(invertY?: boolean, premulAlpha?: boolean): void;
  84889. /**
  84890. * Draws text onto the texture
  84891. * @param text defines the text to be drawn
  84892. * @param x defines the placement of the text from the left
  84893. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  84894. * @param font defines the font to be used with font-style, font-size, font-name
  84895. * @param color defines the color used for the text
  84896. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  84897. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84898. * @param update defines whether texture is immediately update (default is true)
  84899. */
  84900. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  84901. /**
  84902. * Clones the texture
  84903. * @returns the clone of the texture.
  84904. */
  84905. clone(): DynamicTexture;
  84906. /**
  84907. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  84908. * @returns a serialized dynamic texture object
  84909. */
  84910. serialize(): any;
  84911. /** @hidden */
  84912. _rebuild(): void;
  84913. }
  84914. }
  84915. declare module BABYLON {
  84916. interface AbstractScene {
  84917. /**
  84918. * The list of procedural textures added to the scene
  84919. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84920. */
  84921. proceduralTextures: Array<ProceduralTexture>;
  84922. }
  84923. /**
  84924. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  84925. * in a given scene.
  84926. */
  84927. export class ProceduralTextureSceneComponent implements ISceneComponent {
  84928. /**
  84929. * The component name helpfull to identify the component in the list of scene components.
  84930. */
  84931. readonly name: string;
  84932. /**
  84933. * The scene the component belongs to.
  84934. */
  84935. scene: Scene;
  84936. /**
  84937. * Creates a new instance of the component for the given scene
  84938. * @param scene Defines the scene to register the component in
  84939. */
  84940. constructor(scene: Scene);
  84941. /**
  84942. * Registers the component in a given scene
  84943. */
  84944. register(): void;
  84945. /**
  84946. * Rebuilds the elements related to this component in case of
  84947. * context lost for instance.
  84948. */
  84949. rebuild(): void;
  84950. /**
  84951. * Disposes the component and the associated ressources.
  84952. */
  84953. dispose(): void;
  84954. private _beforeClear;
  84955. }
  84956. }
  84957. declare module BABYLON {
  84958. interface ThinEngine {
  84959. /**
  84960. * Creates a new render target cube texture
  84961. * @param size defines the size of the texture
  84962. * @param options defines the options used to create the texture
  84963. * @returns a new render target cube texture stored in an InternalTexture
  84964. */
  84965. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  84966. }
  84967. }
  84968. declare module BABYLON {
  84969. /** @hidden */
  84970. export var proceduralVertexShader: {
  84971. name: string;
  84972. shader: string;
  84973. };
  84974. }
  84975. declare module BABYLON {
  84976. /**
  84977. * 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.
  84978. * This is the base class of any Procedural texture and contains most of the shareable code.
  84979. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84980. */
  84981. export class ProceduralTexture extends Texture {
  84982. isCube: boolean;
  84983. /**
  84984. * Define if the texture is enabled or not (disabled texture will not render)
  84985. */
  84986. isEnabled: boolean;
  84987. /**
  84988. * Define if the texture must be cleared before rendering (default is true)
  84989. */
  84990. autoClear: boolean;
  84991. /**
  84992. * Callback called when the texture is generated
  84993. */
  84994. onGenerated: () => void;
  84995. /**
  84996. * Event raised when the texture is generated
  84997. */
  84998. onGeneratedObservable: Observable<ProceduralTexture>;
  84999. /** @hidden */
  85000. _generateMipMaps: boolean;
  85001. /** @hidden **/
  85002. _effect: Effect;
  85003. /** @hidden */
  85004. _textures: {
  85005. [key: string]: Texture;
  85006. };
  85007. private _size;
  85008. private _currentRefreshId;
  85009. private _refreshRate;
  85010. private _vertexBuffers;
  85011. private _indexBuffer;
  85012. private _uniforms;
  85013. private _samplers;
  85014. private _fragment;
  85015. private _floats;
  85016. private _ints;
  85017. private _floatsArrays;
  85018. private _colors3;
  85019. private _colors4;
  85020. private _vectors2;
  85021. private _vectors3;
  85022. private _matrices;
  85023. private _fallbackTexture;
  85024. private _fallbackTextureUsed;
  85025. private _engine;
  85026. private _cachedDefines;
  85027. private _contentUpdateId;
  85028. private _contentData;
  85029. /**
  85030. * Instantiates a new procedural texture.
  85031. * 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.
  85032. * This is the base class of any Procedural texture and contains most of the shareable code.
  85033. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  85034. * @param name Define the name of the texture
  85035. * @param size Define the size of the texture to create
  85036. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  85037. * @param scene Define the scene the texture belongs to
  85038. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  85039. * @param generateMipMaps Define if the texture should creates mip maps or not
  85040. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  85041. */
  85042. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  85043. /**
  85044. * The effect that is created when initializing the post process.
  85045. * @returns The created effect corresponding the the postprocess.
  85046. */
  85047. getEffect(): Effect;
  85048. /**
  85049. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  85050. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  85051. */
  85052. getContent(): Nullable<ArrayBufferView>;
  85053. private _createIndexBuffer;
  85054. /** @hidden */
  85055. _rebuild(): void;
  85056. /**
  85057. * Resets the texture in order to recreate its associated resources.
  85058. * This can be called in case of context loss
  85059. */
  85060. reset(): void;
  85061. protected _getDefines(): string;
  85062. /**
  85063. * Is the texture ready to be used ? (rendered at least once)
  85064. * @returns true if ready, otherwise, false.
  85065. */
  85066. isReady(): boolean;
  85067. /**
  85068. * Resets the refresh counter of the texture and start bak from scratch.
  85069. * Could be useful to regenerate the texture if it is setup to render only once.
  85070. */
  85071. resetRefreshCounter(): void;
  85072. /**
  85073. * Set the fragment shader to use in order to render the texture.
  85074. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  85075. */
  85076. setFragment(fragment: any): void;
  85077. /**
  85078. * Define the refresh rate of the texture or the rendering frequency.
  85079. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  85080. */
  85081. refreshRate: number;
  85082. /** @hidden */
  85083. _shouldRender(): boolean;
  85084. /**
  85085. * Get the size the texture is rendering at.
  85086. * @returns the size (texture is always squared)
  85087. */
  85088. getRenderSize(): number;
  85089. /**
  85090. * Resize the texture to new value.
  85091. * @param size Define the new size the texture should have
  85092. * @param generateMipMaps Define whether the new texture should create mip maps
  85093. */
  85094. resize(size: number, generateMipMaps: boolean): void;
  85095. private _checkUniform;
  85096. /**
  85097. * Set a texture in the shader program used to render.
  85098. * @param name Define the name of the uniform samplers as defined in the shader
  85099. * @param texture Define the texture to bind to this sampler
  85100. * @return the texture itself allowing "fluent" like uniform updates
  85101. */
  85102. setTexture(name: string, texture: Texture): ProceduralTexture;
  85103. /**
  85104. * Set a float in the shader.
  85105. * @param name Define the name of the uniform as defined in the shader
  85106. * @param value Define the value to give to the uniform
  85107. * @return the texture itself allowing "fluent" like uniform updates
  85108. */
  85109. setFloat(name: string, value: number): ProceduralTexture;
  85110. /**
  85111. * Set a int in the shader.
  85112. * @param name Define the name of the uniform as defined in the shader
  85113. * @param value Define the value to give to the uniform
  85114. * @return the texture itself allowing "fluent" like uniform updates
  85115. */
  85116. setInt(name: string, value: number): ProceduralTexture;
  85117. /**
  85118. * Set an array of floats in the shader.
  85119. * @param name Define the name of the uniform as defined in the shader
  85120. * @param value Define the value to give to the uniform
  85121. * @return the texture itself allowing "fluent" like uniform updates
  85122. */
  85123. setFloats(name: string, value: number[]): ProceduralTexture;
  85124. /**
  85125. * Set a vec3 in the shader from a Color3.
  85126. * @param name Define the name of the uniform as defined in the shader
  85127. * @param value Define the value to give to the uniform
  85128. * @return the texture itself allowing "fluent" like uniform updates
  85129. */
  85130. setColor3(name: string, value: Color3): ProceduralTexture;
  85131. /**
  85132. * Set a vec4 in the shader from a Color4.
  85133. * @param name Define the name of the uniform as defined in the shader
  85134. * @param value Define the value to give to the uniform
  85135. * @return the texture itself allowing "fluent" like uniform updates
  85136. */
  85137. setColor4(name: string, value: Color4): ProceduralTexture;
  85138. /**
  85139. * Set a vec2 in the shader from a Vector2.
  85140. * @param name Define the name of the uniform as defined in the shader
  85141. * @param value Define the value to give to the uniform
  85142. * @return the texture itself allowing "fluent" like uniform updates
  85143. */
  85144. setVector2(name: string, value: Vector2): ProceduralTexture;
  85145. /**
  85146. * Set a vec3 in the shader from a Vector3.
  85147. * @param name Define the name of the uniform as defined in the shader
  85148. * @param value Define the value to give to the uniform
  85149. * @return the texture itself allowing "fluent" like uniform updates
  85150. */
  85151. setVector3(name: string, value: Vector3): ProceduralTexture;
  85152. /**
  85153. * Set a mat4 in the shader from a MAtrix.
  85154. * @param name Define the name of the uniform as defined in the shader
  85155. * @param value Define the value to give to the uniform
  85156. * @return the texture itself allowing "fluent" like uniform updates
  85157. */
  85158. setMatrix(name: string, value: Matrix): ProceduralTexture;
  85159. /**
  85160. * Render the texture to its associated render target.
  85161. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  85162. */
  85163. render(useCameraPostProcess?: boolean): void;
  85164. /**
  85165. * Clone the texture.
  85166. * @returns the cloned texture
  85167. */
  85168. clone(): ProceduralTexture;
  85169. /**
  85170. * Dispose the texture and release its asoociated resources.
  85171. */
  85172. dispose(): void;
  85173. }
  85174. }
  85175. declare module BABYLON {
  85176. /**
  85177. * This represents the base class for particle system in Babylon.
  85178. * 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.
  85179. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85180. * @example https://doc.babylonjs.com/babylon101/particles
  85181. */
  85182. export class BaseParticleSystem {
  85183. /**
  85184. * Source color is added to the destination color without alpha affecting the result
  85185. */
  85186. static BLENDMODE_ONEONE: number;
  85187. /**
  85188. * Blend current color and particle color using particle’s alpha
  85189. */
  85190. static BLENDMODE_STANDARD: number;
  85191. /**
  85192. * Add current color and particle color multiplied by particle’s alpha
  85193. */
  85194. static BLENDMODE_ADD: number;
  85195. /**
  85196. * Multiply current color with particle color
  85197. */
  85198. static BLENDMODE_MULTIPLY: number;
  85199. /**
  85200. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  85201. */
  85202. static BLENDMODE_MULTIPLYADD: number;
  85203. /**
  85204. * List of animations used by the particle system.
  85205. */
  85206. animations: Animation[];
  85207. /**
  85208. * The id of the Particle system.
  85209. */
  85210. id: string;
  85211. /**
  85212. * The friendly name of the Particle system.
  85213. */
  85214. name: string;
  85215. /**
  85216. * The rendering group used by the Particle system to chose when to render.
  85217. */
  85218. renderingGroupId: number;
  85219. /**
  85220. * The emitter represents the Mesh or position we are attaching the particle system to.
  85221. */
  85222. emitter: Nullable<AbstractMesh | Vector3>;
  85223. /**
  85224. * The maximum number of particles to emit per frame
  85225. */
  85226. emitRate: number;
  85227. /**
  85228. * If you want to launch only a few particles at once, that can be done, as well.
  85229. */
  85230. manualEmitCount: number;
  85231. /**
  85232. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  85233. */
  85234. updateSpeed: number;
  85235. /**
  85236. * The amount of time the particle system is running (depends of the overall update speed).
  85237. */
  85238. targetStopDuration: number;
  85239. /**
  85240. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  85241. */
  85242. disposeOnStop: boolean;
  85243. /**
  85244. * Minimum power of emitting particles.
  85245. */
  85246. minEmitPower: number;
  85247. /**
  85248. * Maximum power of emitting particles.
  85249. */
  85250. maxEmitPower: number;
  85251. /**
  85252. * Minimum life time of emitting particles.
  85253. */
  85254. minLifeTime: number;
  85255. /**
  85256. * Maximum life time of emitting particles.
  85257. */
  85258. maxLifeTime: number;
  85259. /**
  85260. * Minimum Size of emitting particles.
  85261. */
  85262. minSize: number;
  85263. /**
  85264. * Maximum Size of emitting particles.
  85265. */
  85266. maxSize: number;
  85267. /**
  85268. * Minimum scale of emitting particles on X axis.
  85269. */
  85270. minScaleX: number;
  85271. /**
  85272. * Maximum scale of emitting particles on X axis.
  85273. */
  85274. maxScaleX: number;
  85275. /**
  85276. * Minimum scale of emitting particles on Y axis.
  85277. */
  85278. minScaleY: number;
  85279. /**
  85280. * Maximum scale of emitting particles on Y axis.
  85281. */
  85282. maxScaleY: number;
  85283. /**
  85284. * Gets or sets the minimal initial rotation in radians.
  85285. */
  85286. minInitialRotation: number;
  85287. /**
  85288. * Gets or sets the maximal initial rotation in radians.
  85289. */
  85290. maxInitialRotation: number;
  85291. /**
  85292. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  85293. */
  85294. minAngularSpeed: number;
  85295. /**
  85296. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  85297. */
  85298. maxAngularSpeed: number;
  85299. /**
  85300. * The texture used to render each particle. (this can be a spritesheet)
  85301. */
  85302. particleTexture: Nullable<Texture>;
  85303. /**
  85304. * The layer mask we are rendering the particles through.
  85305. */
  85306. layerMask: number;
  85307. /**
  85308. * This can help using your own shader to render the particle system.
  85309. * The according effect will be created
  85310. */
  85311. customShader: any;
  85312. /**
  85313. * By default particle system starts as soon as they are created. This prevents the
  85314. * automatic start to happen and let you decide when to start emitting particles.
  85315. */
  85316. preventAutoStart: boolean;
  85317. private _noiseTexture;
  85318. /**
  85319. * Gets or sets a texture used to add random noise to particle positions
  85320. */
  85321. noiseTexture: Nullable<ProceduralTexture>;
  85322. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  85323. noiseStrength: Vector3;
  85324. /**
  85325. * Callback triggered when the particle animation is ending.
  85326. */
  85327. onAnimationEnd: Nullable<() => void>;
  85328. /**
  85329. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  85330. */
  85331. blendMode: number;
  85332. /**
  85333. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  85334. * to override the particles.
  85335. */
  85336. forceDepthWrite: boolean;
  85337. /** 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 */
  85338. preWarmCycles: number;
  85339. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  85340. preWarmStepOffset: number;
  85341. /**
  85342. * 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)
  85343. */
  85344. spriteCellChangeSpeed: number;
  85345. /**
  85346. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  85347. */
  85348. startSpriteCellID: number;
  85349. /**
  85350. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  85351. */
  85352. endSpriteCellID: number;
  85353. /**
  85354. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  85355. */
  85356. spriteCellWidth: number;
  85357. /**
  85358. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  85359. */
  85360. spriteCellHeight: number;
  85361. /**
  85362. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  85363. */
  85364. spriteRandomStartCell: boolean;
  85365. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  85366. translationPivot: Vector2;
  85367. /** @hidden */
  85368. protected _isAnimationSheetEnabled: boolean;
  85369. /**
  85370. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  85371. */
  85372. beginAnimationOnStart: boolean;
  85373. /**
  85374. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  85375. */
  85376. beginAnimationFrom: number;
  85377. /**
  85378. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  85379. */
  85380. beginAnimationTo: number;
  85381. /**
  85382. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  85383. */
  85384. beginAnimationLoop: boolean;
  85385. /**
  85386. * Gets or sets a world offset applied to all particles
  85387. */
  85388. worldOffset: Vector3;
  85389. /**
  85390. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  85391. */
  85392. isAnimationSheetEnabled: boolean;
  85393. /**
  85394. * Get hosting scene
  85395. * @returns the scene
  85396. */
  85397. getScene(): Scene;
  85398. /**
  85399. * You can use gravity if you want to give an orientation to your particles.
  85400. */
  85401. gravity: Vector3;
  85402. protected _colorGradients: Nullable<Array<ColorGradient>>;
  85403. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  85404. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  85405. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  85406. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  85407. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  85408. protected _dragGradients: Nullable<Array<FactorGradient>>;
  85409. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  85410. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  85411. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  85412. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  85413. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  85414. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  85415. /**
  85416. * Defines the delay in milliseconds before starting the system (0 by default)
  85417. */
  85418. startDelay: number;
  85419. /**
  85420. * Gets the current list of drag gradients.
  85421. * You must use addDragGradient and removeDragGradient to udpate this list
  85422. * @returns the list of drag gradients
  85423. */
  85424. getDragGradients(): Nullable<Array<FactorGradient>>;
  85425. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  85426. limitVelocityDamping: number;
  85427. /**
  85428. * Gets the current list of limit velocity gradients.
  85429. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  85430. * @returns the list of limit velocity gradients
  85431. */
  85432. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  85433. /**
  85434. * Gets the current list of color gradients.
  85435. * You must use addColorGradient and removeColorGradient to udpate this list
  85436. * @returns the list of color gradients
  85437. */
  85438. getColorGradients(): Nullable<Array<ColorGradient>>;
  85439. /**
  85440. * Gets the current list of size gradients.
  85441. * You must use addSizeGradient and removeSizeGradient to udpate this list
  85442. * @returns the list of size gradients
  85443. */
  85444. getSizeGradients(): Nullable<Array<FactorGradient>>;
  85445. /**
  85446. * Gets the current list of color remap gradients.
  85447. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  85448. * @returns the list of color remap gradients
  85449. */
  85450. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  85451. /**
  85452. * Gets the current list of alpha remap gradients.
  85453. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  85454. * @returns the list of alpha remap gradients
  85455. */
  85456. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  85457. /**
  85458. * Gets the current list of life time gradients.
  85459. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  85460. * @returns the list of life time gradients
  85461. */
  85462. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  85463. /**
  85464. * Gets the current list of angular speed gradients.
  85465. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  85466. * @returns the list of angular speed gradients
  85467. */
  85468. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  85469. /**
  85470. * Gets the current list of velocity gradients.
  85471. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  85472. * @returns the list of velocity gradients
  85473. */
  85474. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  85475. /**
  85476. * Gets the current list of start size gradients.
  85477. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  85478. * @returns the list of start size gradients
  85479. */
  85480. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  85481. /**
  85482. * Gets the current list of emit rate gradients.
  85483. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  85484. * @returns the list of emit rate gradients
  85485. */
  85486. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  85487. /**
  85488. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85489. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85490. */
  85491. direction1: Vector3;
  85492. /**
  85493. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85494. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85495. */
  85496. direction2: Vector3;
  85497. /**
  85498. * 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.
  85499. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85500. */
  85501. minEmitBox: Vector3;
  85502. /**
  85503. * 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.
  85504. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85505. */
  85506. maxEmitBox: Vector3;
  85507. /**
  85508. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85509. */
  85510. color1: Color4;
  85511. /**
  85512. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85513. */
  85514. color2: Color4;
  85515. /**
  85516. * Color the particle will have at the end of its lifetime
  85517. */
  85518. colorDead: Color4;
  85519. /**
  85520. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  85521. */
  85522. textureMask: Color4;
  85523. /**
  85524. * The particle emitter type defines the emitter used by the particle system.
  85525. * It can be for example box, sphere, or cone...
  85526. */
  85527. particleEmitterType: IParticleEmitterType;
  85528. /** @hidden */
  85529. _isSubEmitter: boolean;
  85530. /**
  85531. * Gets or sets the billboard mode to use when isBillboardBased = true.
  85532. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  85533. */
  85534. billboardMode: number;
  85535. protected _isBillboardBased: boolean;
  85536. /**
  85537. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  85538. */
  85539. isBillboardBased: boolean;
  85540. /**
  85541. * The scene the particle system belongs to.
  85542. */
  85543. protected _scene: Scene;
  85544. /**
  85545. * Local cache of defines for image processing.
  85546. */
  85547. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  85548. /**
  85549. * Default configuration related to image processing available in the standard Material.
  85550. */
  85551. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  85552. /**
  85553. * Gets the image processing configuration used either in this material.
  85554. */
  85555. /**
  85556. * Sets the Default image processing configuration used either in the this material.
  85557. *
  85558. * If sets to null, the scene one is in use.
  85559. */
  85560. imageProcessingConfiguration: ImageProcessingConfiguration;
  85561. /**
  85562. * Attaches a new image processing configuration to the Standard Material.
  85563. * @param configuration
  85564. */
  85565. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  85566. /** @hidden */
  85567. protected _reset(): void;
  85568. /** @hidden */
  85569. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  85570. /**
  85571. * Instantiates a particle system.
  85572. * 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.
  85573. * @param name The name of the particle system
  85574. */
  85575. constructor(name: string);
  85576. /**
  85577. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  85578. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85579. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85580. * @returns the emitter
  85581. */
  85582. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  85583. /**
  85584. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  85585. * @param radius The radius of the hemisphere to emit from
  85586. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85587. * @returns the emitter
  85588. */
  85589. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  85590. /**
  85591. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  85592. * @param radius The radius of the sphere to emit from
  85593. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85594. * @returns the emitter
  85595. */
  85596. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  85597. /**
  85598. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  85599. * @param radius The radius of the sphere to emit from
  85600. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  85601. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  85602. * @returns the emitter
  85603. */
  85604. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  85605. /**
  85606. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  85607. * @param radius The radius of the emission cylinder
  85608. * @param height The height of the emission cylinder
  85609. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  85610. * @param directionRandomizer How much to randomize the particle direction [0-1]
  85611. * @returns the emitter
  85612. */
  85613. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  85614. /**
  85615. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  85616. * @param radius The radius of the cylinder to emit from
  85617. * @param height The height of the emission cylinder
  85618. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85619. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  85620. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  85621. * @returns the emitter
  85622. */
  85623. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  85624. /**
  85625. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  85626. * @param radius The radius of the cone to emit from
  85627. * @param angle The base angle of the cone
  85628. * @returns the emitter
  85629. */
  85630. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  85631. /**
  85632. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  85633. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85634. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85635. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85636. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85637. * @returns the emitter
  85638. */
  85639. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  85640. }
  85641. }
  85642. declare module BABYLON {
  85643. /**
  85644. * Type of sub emitter
  85645. */
  85646. export enum SubEmitterType {
  85647. /**
  85648. * Attached to the particle over it's lifetime
  85649. */
  85650. ATTACHED = 0,
  85651. /**
  85652. * Created when the particle dies
  85653. */
  85654. END = 1
  85655. }
  85656. /**
  85657. * Sub emitter class used to emit particles from an existing particle
  85658. */
  85659. export class SubEmitter {
  85660. /**
  85661. * the particle system to be used by the sub emitter
  85662. */
  85663. particleSystem: ParticleSystem;
  85664. /**
  85665. * Type of the submitter (Default: END)
  85666. */
  85667. type: SubEmitterType;
  85668. /**
  85669. * 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)
  85670. * Note: This only is supported when using an emitter of type Mesh
  85671. */
  85672. inheritDirection: boolean;
  85673. /**
  85674. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  85675. */
  85676. inheritedVelocityAmount: number;
  85677. /**
  85678. * Creates a sub emitter
  85679. * @param particleSystem the particle system to be used by the sub emitter
  85680. */
  85681. constructor(
  85682. /**
  85683. * the particle system to be used by the sub emitter
  85684. */
  85685. particleSystem: ParticleSystem);
  85686. /**
  85687. * Clones the sub emitter
  85688. * @returns the cloned sub emitter
  85689. */
  85690. clone(): SubEmitter;
  85691. /**
  85692. * Serialize current object to a JSON object
  85693. * @returns the serialized object
  85694. */
  85695. serialize(): any;
  85696. /** @hidden */
  85697. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  85698. /**
  85699. * Creates a new SubEmitter from a serialized JSON version
  85700. * @param serializationObject defines the JSON object to read from
  85701. * @param scene defines the hosting scene
  85702. * @param rootUrl defines the rootUrl for data loading
  85703. * @returns a new SubEmitter
  85704. */
  85705. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  85706. /** Release associated resources */
  85707. dispose(): void;
  85708. }
  85709. }
  85710. declare module BABYLON {
  85711. /** @hidden */
  85712. export var clipPlaneFragmentDeclaration: {
  85713. name: string;
  85714. shader: string;
  85715. };
  85716. }
  85717. declare module BABYLON {
  85718. /** @hidden */
  85719. export var imageProcessingDeclaration: {
  85720. name: string;
  85721. shader: string;
  85722. };
  85723. }
  85724. declare module BABYLON {
  85725. /** @hidden */
  85726. export var imageProcessingFunctions: {
  85727. name: string;
  85728. shader: string;
  85729. };
  85730. }
  85731. declare module BABYLON {
  85732. /** @hidden */
  85733. export var clipPlaneFragment: {
  85734. name: string;
  85735. shader: string;
  85736. };
  85737. }
  85738. declare module BABYLON {
  85739. /** @hidden */
  85740. export var particlesPixelShader: {
  85741. name: string;
  85742. shader: string;
  85743. };
  85744. }
  85745. declare module BABYLON {
  85746. /** @hidden */
  85747. export var clipPlaneVertexDeclaration: {
  85748. name: string;
  85749. shader: string;
  85750. };
  85751. }
  85752. declare module BABYLON {
  85753. /** @hidden */
  85754. export var clipPlaneVertex: {
  85755. name: string;
  85756. shader: string;
  85757. };
  85758. }
  85759. declare module BABYLON {
  85760. /** @hidden */
  85761. export var particlesVertexShader: {
  85762. name: string;
  85763. shader: string;
  85764. };
  85765. }
  85766. declare module BABYLON {
  85767. /**
  85768. * This represents a particle system in Babylon.
  85769. * 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.
  85770. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85771. * @example https://doc.babylonjs.com/babylon101/particles
  85772. */
  85773. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  85774. /**
  85775. * Billboard mode will only apply to Y axis
  85776. */
  85777. static readonly BILLBOARDMODE_Y: number;
  85778. /**
  85779. * Billboard mode will apply to all axes
  85780. */
  85781. static readonly BILLBOARDMODE_ALL: number;
  85782. /**
  85783. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  85784. */
  85785. static readonly BILLBOARDMODE_STRETCHED: number;
  85786. /**
  85787. * This function can be defined to provide custom update for active particles.
  85788. * This function will be called instead of regular update (age, position, color, etc.).
  85789. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  85790. */
  85791. updateFunction: (particles: Particle[]) => void;
  85792. private _emitterWorldMatrix;
  85793. /**
  85794. * This function can be defined to specify initial direction for every new particle.
  85795. * It by default use the emitterType defined function
  85796. */
  85797. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  85798. /**
  85799. * This function can be defined to specify initial position for every new particle.
  85800. * It by default use the emitterType defined function
  85801. */
  85802. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  85803. /**
  85804. * @hidden
  85805. */
  85806. _inheritedVelocityOffset: Vector3;
  85807. /**
  85808. * An event triggered when the system is disposed
  85809. */
  85810. onDisposeObservable: Observable<ParticleSystem>;
  85811. private _onDisposeObserver;
  85812. /**
  85813. * Sets a callback that will be triggered when the system is disposed
  85814. */
  85815. onDispose: () => void;
  85816. private _particles;
  85817. private _epsilon;
  85818. private _capacity;
  85819. private _stockParticles;
  85820. private _newPartsExcess;
  85821. private _vertexData;
  85822. private _vertexBuffer;
  85823. private _vertexBuffers;
  85824. private _spriteBuffer;
  85825. private _indexBuffer;
  85826. private _effect;
  85827. private _customEffect;
  85828. private _cachedDefines;
  85829. private _scaledColorStep;
  85830. private _colorDiff;
  85831. private _scaledDirection;
  85832. private _scaledGravity;
  85833. private _currentRenderId;
  85834. private _alive;
  85835. private _useInstancing;
  85836. private _started;
  85837. private _stopped;
  85838. private _actualFrame;
  85839. private _scaledUpdateSpeed;
  85840. private _vertexBufferSize;
  85841. /** @hidden */
  85842. _currentEmitRateGradient: Nullable<FactorGradient>;
  85843. /** @hidden */
  85844. _currentEmitRate1: number;
  85845. /** @hidden */
  85846. _currentEmitRate2: number;
  85847. /** @hidden */
  85848. _currentStartSizeGradient: Nullable<FactorGradient>;
  85849. /** @hidden */
  85850. _currentStartSize1: number;
  85851. /** @hidden */
  85852. _currentStartSize2: number;
  85853. private readonly _rawTextureWidth;
  85854. private _rampGradientsTexture;
  85855. private _useRampGradients;
  85856. /** Gets or sets a boolean indicating that ramp gradients must be used
  85857. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  85858. */
  85859. useRampGradients: boolean;
  85860. /**
  85861. * 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.
  85862. * 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: [])
  85863. */
  85864. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  85865. private _subEmitters;
  85866. /**
  85867. * @hidden
  85868. * If the particle systems emitter should be disposed when the particle system is disposed
  85869. */
  85870. _disposeEmitterOnDispose: boolean;
  85871. /**
  85872. * The current active Sub-systems, this property is used by the root particle system only.
  85873. */
  85874. activeSubSystems: Array<ParticleSystem>;
  85875. private _rootParticleSystem;
  85876. /**
  85877. * Gets the current list of active particles
  85878. */
  85879. readonly particles: Particle[];
  85880. /**
  85881. * Returns the string "ParticleSystem"
  85882. * @returns a string containing the class name
  85883. */
  85884. getClassName(): string;
  85885. /**
  85886. * Instantiates a particle system.
  85887. * 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.
  85888. * @param name The name of the particle system
  85889. * @param capacity The max number of particles alive at the same time
  85890. * @param scene The scene the particle system belongs to
  85891. * @param customEffect a custom effect used to change the way particles are rendered by default
  85892. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  85893. * @param epsilon Offset used to render the particles
  85894. */
  85895. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  85896. private _addFactorGradient;
  85897. private _removeFactorGradient;
  85898. /**
  85899. * Adds a new life time gradient
  85900. * @param gradient defines the gradient to use (between 0 and 1)
  85901. * @param factor defines the life time factor to affect to the specified gradient
  85902. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85903. * @returns the current particle system
  85904. */
  85905. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85906. /**
  85907. * Remove a specific life time gradient
  85908. * @param gradient defines the gradient to remove
  85909. * @returns the current particle system
  85910. */
  85911. removeLifeTimeGradient(gradient: number): IParticleSystem;
  85912. /**
  85913. * Adds a new size gradient
  85914. * @param gradient defines the gradient to use (between 0 and 1)
  85915. * @param factor defines the size factor to affect to the specified gradient
  85916. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85917. * @returns the current particle system
  85918. */
  85919. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85920. /**
  85921. * Remove a specific size gradient
  85922. * @param gradient defines the gradient to remove
  85923. * @returns the current particle system
  85924. */
  85925. removeSizeGradient(gradient: number): IParticleSystem;
  85926. /**
  85927. * Adds a new color remap gradient
  85928. * @param gradient defines the gradient to use (between 0 and 1)
  85929. * @param min defines the color remap minimal range
  85930. * @param max defines the color remap maximal range
  85931. * @returns the current particle system
  85932. */
  85933. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85934. /**
  85935. * Remove a specific color remap gradient
  85936. * @param gradient defines the gradient to remove
  85937. * @returns the current particle system
  85938. */
  85939. removeColorRemapGradient(gradient: number): IParticleSystem;
  85940. /**
  85941. * Adds a new alpha remap gradient
  85942. * @param gradient defines the gradient to use (between 0 and 1)
  85943. * @param min defines the alpha remap minimal range
  85944. * @param max defines the alpha remap maximal range
  85945. * @returns the current particle system
  85946. */
  85947. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85948. /**
  85949. * Remove a specific alpha remap gradient
  85950. * @param gradient defines the gradient to remove
  85951. * @returns the current particle system
  85952. */
  85953. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  85954. /**
  85955. * Adds a new angular speed gradient
  85956. * @param gradient defines the gradient to use (between 0 and 1)
  85957. * @param factor defines the angular speed to affect to the specified gradient
  85958. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85959. * @returns the current particle system
  85960. */
  85961. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85962. /**
  85963. * Remove a specific angular speed gradient
  85964. * @param gradient defines the gradient to remove
  85965. * @returns the current particle system
  85966. */
  85967. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  85968. /**
  85969. * Adds a new velocity gradient
  85970. * @param gradient defines the gradient to use (between 0 and 1)
  85971. * @param factor defines the velocity to affect to the specified gradient
  85972. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85973. * @returns the current particle system
  85974. */
  85975. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85976. /**
  85977. * Remove a specific velocity gradient
  85978. * @param gradient defines the gradient to remove
  85979. * @returns the current particle system
  85980. */
  85981. removeVelocityGradient(gradient: number): IParticleSystem;
  85982. /**
  85983. * Adds a new limit velocity gradient
  85984. * @param gradient defines the gradient to use (between 0 and 1)
  85985. * @param factor defines the limit velocity value to affect to the specified gradient
  85986. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85987. * @returns the current particle system
  85988. */
  85989. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85990. /**
  85991. * Remove a specific limit velocity gradient
  85992. * @param gradient defines the gradient to remove
  85993. * @returns the current particle system
  85994. */
  85995. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  85996. /**
  85997. * Adds a new drag gradient
  85998. * @param gradient defines the gradient to use (between 0 and 1)
  85999. * @param factor defines the drag value to affect to the specified gradient
  86000. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86001. * @returns the current particle system
  86002. */
  86003. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86004. /**
  86005. * Remove a specific drag gradient
  86006. * @param gradient defines the gradient to remove
  86007. * @returns the current particle system
  86008. */
  86009. removeDragGradient(gradient: number): IParticleSystem;
  86010. /**
  86011. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  86012. * @param gradient defines the gradient to use (between 0 and 1)
  86013. * @param factor defines the emit rate value to affect to the specified gradient
  86014. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86015. * @returns the current particle system
  86016. */
  86017. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86018. /**
  86019. * Remove a specific emit rate gradient
  86020. * @param gradient defines the gradient to remove
  86021. * @returns the current particle system
  86022. */
  86023. removeEmitRateGradient(gradient: number): IParticleSystem;
  86024. /**
  86025. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  86026. * @param gradient defines the gradient to use (between 0 and 1)
  86027. * @param factor defines the start size value to affect to the specified gradient
  86028. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86029. * @returns the current particle system
  86030. */
  86031. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86032. /**
  86033. * Remove a specific start size gradient
  86034. * @param gradient defines the gradient to remove
  86035. * @returns the current particle system
  86036. */
  86037. removeStartSizeGradient(gradient: number): IParticleSystem;
  86038. private _createRampGradientTexture;
  86039. /**
  86040. * Gets the current list of ramp gradients.
  86041. * You must use addRampGradient and removeRampGradient to udpate this list
  86042. * @returns the list of ramp gradients
  86043. */
  86044. getRampGradients(): Nullable<Array<Color3Gradient>>;
  86045. /**
  86046. * Adds a new ramp gradient used to remap particle colors
  86047. * @param gradient defines the gradient to use (between 0 and 1)
  86048. * @param color defines the color to affect to the specified gradient
  86049. * @returns the current particle system
  86050. */
  86051. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  86052. /**
  86053. * Remove a specific ramp gradient
  86054. * @param gradient defines the gradient to remove
  86055. * @returns the current particle system
  86056. */
  86057. removeRampGradient(gradient: number): ParticleSystem;
  86058. /**
  86059. * Adds a new color gradient
  86060. * @param gradient defines the gradient to use (between 0 and 1)
  86061. * @param color1 defines the color to affect to the specified gradient
  86062. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  86063. * @returns this particle system
  86064. */
  86065. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  86066. /**
  86067. * Remove a specific color gradient
  86068. * @param gradient defines the gradient to remove
  86069. * @returns this particle system
  86070. */
  86071. removeColorGradient(gradient: number): IParticleSystem;
  86072. private _fetchR;
  86073. protected _reset(): void;
  86074. private _resetEffect;
  86075. private _createVertexBuffers;
  86076. private _createIndexBuffer;
  86077. /**
  86078. * Gets the maximum number of particles active at the same time.
  86079. * @returns The max number of active particles.
  86080. */
  86081. getCapacity(): number;
  86082. /**
  86083. * Gets whether there are still active particles in the system.
  86084. * @returns True if it is alive, otherwise false.
  86085. */
  86086. isAlive(): boolean;
  86087. /**
  86088. * Gets if the system has been started. (Note: this will still be true after stop is called)
  86089. * @returns True if it has been started, otherwise false.
  86090. */
  86091. isStarted(): boolean;
  86092. private _prepareSubEmitterInternalArray;
  86093. /**
  86094. * Starts the particle system and begins to emit
  86095. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  86096. */
  86097. start(delay?: number): void;
  86098. /**
  86099. * Stops the particle system.
  86100. * @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.
  86101. */
  86102. stop(stopSubEmitters?: boolean): void;
  86103. /**
  86104. * Remove all active particles
  86105. */
  86106. reset(): void;
  86107. /**
  86108. * @hidden (for internal use only)
  86109. */
  86110. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  86111. /**
  86112. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  86113. * Its lifetime will start back at 0.
  86114. */
  86115. recycleParticle: (particle: Particle) => void;
  86116. private _stopSubEmitters;
  86117. private _createParticle;
  86118. private _removeFromRoot;
  86119. private _emitFromParticle;
  86120. private _update;
  86121. /** @hidden */
  86122. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  86123. /** @hidden */
  86124. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  86125. /** @hidden */
  86126. private _getEffect;
  86127. /**
  86128. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  86129. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  86130. */
  86131. animate(preWarmOnly?: boolean): void;
  86132. private _appendParticleVertices;
  86133. /**
  86134. * Rebuilds the particle system.
  86135. */
  86136. rebuild(): void;
  86137. /**
  86138. * Is this system ready to be used/rendered
  86139. * @return true if the system is ready
  86140. */
  86141. isReady(): boolean;
  86142. private _render;
  86143. /**
  86144. * Renders the particle system in its current state.
  86145. * @returns the current number of particles
  86146. */
  86147. render(): number;
  86148. /**
  86149. * Disposes the particle system and free the associated resources
  86150. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86151. */
  86152. dispose(disposeTexture?: boolean): void;
  86153. /**
  86154. * Clones the particle system.
  86155. * @param name The name of the cloned object
  86156. * @param newEmitter The new emitter to use
  86157. * @returns the cloned particle system
  86158. */
  86159. clone(name: string, newEmitter: any): ParticleSystem;
  86160. /**
  86161. * Serializes the particle system to a JSON object.
  86162. * @returns the JSON object
  86163. */
  86164. serialize(): any;
  86165. /** @hidden */
  86166. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  86167. /** @hidden */
  86168. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  86169. /**
  86170. * Parses a JSON object to create a particle system.
  86171. * @param parsedParticleSystem The JSON object to parse
  86172. * @param scene The scene to create the particle system in
  86173. * @param rootUrl The root url to use to load external dependencies like texture
  86174. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  86175. * @returns the Parsed particle system
  86176. */
  86177. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  86178. }
  86179. }
  86180. declare module BABYLON {
  86181. /**
  86182. * A particle represents one of the element emitted by a particle system.
  86183. * This is mainly define by its coordinates, direction, velocity and age.
  86184. */
  86185. export class Particle {
  86186. /**
  86187. * The particle system the particle belongs to.
  86188. */
  86189. particleSystem: ParticleSystem;
  86190. private static _Count;
  86191. /**
  86192. * Unique ID of the particle
  86193. */
  86194. id: number;
  86195. /**
  86196. * The world position of the particle in the scene.
  86197. */
  86198. position: Vector3;
  86199. /**
  86200. * The world direction of the particle in the scene.
  86201. */
  86202. direction: Vector3;
  86203. /**
  86204. * The color of the particle.
  86205. */
  86206. color: Color4;
  86207. /**
  86208. * The color change of the particle per step.
  86209. */
  86210. colorStep: Color4;
  86211. /**
  86212. * Defines how long will the life of the particle be.
  86213. */
  86214. lifeTime: number;
  86215. /**
  86216. * The current age of the particle.
  86217. */
  86218. age: number;
  86219. /**
  86220. * The current size of the particle.
  86221. */
  86222. size: number;
  86223. /**
  86224. * The current scale of the particle.
  86225. */
  86226. scale: Vector2;
  86227. /**
  86228. * The current angle of the particle.
  86229. */
  86230. angle: number;
  86231. /**
  86232. * Defines how fast is the angle changing.
  86233. */
  86234. angularSpeed: number;
  86235. /**
  86236. * Defines the cell index used by the particle to be rendered from a sprite.
  86237. */
  86238. cellIndex: number;
  86239. /**
  86240. * The information required to support color remapping
  86241. */
  86242. remapData: Vector4;
  86243. /** @hidden */
  86244. _randomCellOffset?: number;
  86245. /** @hidden */
  86246. _initialDirection: Nullable<Vector3>;
  86247. /** @hidden */
  86248. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  86249. /** @hidden */
  86250. _initialStartSpriteCellID: number;
  86251. /** @hidden */
  86252. _initialEndSpriteCellID: number;
  86253. /** @hidden */
  86254. _currentColorGradient: Nullable<ColorGradient>;
  86255. /** @hidden */
  86256. _currentColor1: Color4;
  86257. /** @hidden */
  86258. _currentColor2: Color4;
  86259. /** @hidden */
  86260. _currentSizeGradient: Nullable<FactorGradient>;
  86261. /** @hidden */
  86262. _currentSize1: number;
  86263. /** @hidden */
  86264. _currentSize2: number;
  86265. /** @hidden */
  86266. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  86267. /** @hidden */
  86268. _currentAngularSpeed1: number;
  86269. /** @hidden */
  86270. _currentAngularSpeed2: number;
  86271. /** @hidden */
  86272. _currentVelocityGradient: Nullable<FactorGradient>;
  86273. /** @hidden */
  86274. _currentVelocity1: number;
  86275. /** @hidden */
  86276. _currentVelocity2: number;
  86277. /** @hidden */
  86278. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  86279. /** @hidden */
  86280. _currentLimitVelocity1: number;
  86281. /** @hidden */
  86282. _currentLimitVelocity2: number;
  86283. /** @hidden */
  86284. _currentDragGradient: Nullable<FactorGradient>;
  86285. /** @hidden */
  86286. _currentDrag1: number;
  86287. /** @hidden */
  86288. _currentDrag2: number;
  86289. /** @hidden */
  86290. _randomNoiseCoordinates1: Vector3;
  86291. /** @hidden */
  86292. _randomNoiseCoordinates2: Vector3;
  86293. /**
  86294. * Creates a new instance Particle
  86295. * @param particleSystem the particle system the particle belongs to
  86296. */
  86297. constructor(
  86298. /**
  86299. * The particle system the particle belongs to.
  86300. */
  86301. particleSystem: ParticleSystem);
  86302. private updateCellInfoFromSystem;
  86303. /**
  86304. * Defines how the sprite cell index is updated for the particle
  86305. */
  86306. updateCellIndex(): void;
  86307. /** @hidden */
  86308. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  86309. /** @hidden */
  86310. _inheritParticleInfoToSubEmitters(): void;
  86311. /** @hidden */
  86312. _reset(): void;
  86313. /**
  86314. * Copy the properties of particle to another one.
  86315. * @param other the particle to copy the information to.
  86316. */
  86317. copyTo(other: Particle): void;
  86318. }
  86319. }
  86320. declare module BABYLON {
  86321. /**
  86322. * Particle emitter represents a volume emitting particles.
  86323. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  86324. */
  86325. export interface IParticleEmitterType {
  86326. /**
  86327. * Called by the particle System when the direction is computed for the created particle.
  86328. * @param worldMatrix is the world matrix of the particle system
  86329. * @param directionToUpdate is the direction vector to update with the result
  86330. * @param particle is the particle we are computed the direction for
  86331. */
  86332. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86333. /**
  86334. * Called by the particle System when the position is computed for the created particle.
  86335. * @param worldMatrix is the world matrix of the particle system
  86336. * @param positionToUpdate is the position vector to update with the result
  86337. * @param particle is the particle we are computed the position for
  86338. */
  86339. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86340. /**
  86341. * Clones the current emitter and returns a copy of it
  86342. * @returns the new emitter
  86343. */
  86344. clone(): IParticleEmitterType;
  86345. /**
  86346. * Called by the GPUParticleSystem to setup the update shader
  86347. * @param effect defines the update shader
  86348. */
  86349. applyToShader(effect: Effect): void;
  86350. /**
  86351. * Returns a string to use to update the GPU particles update shader
  86352. * @returns the effect defines string
  86353. */
  86354. getEffectDefines(): string;
  86355. /**
  86356. * Returns a string representing the class name
  86357. * @returns a string containing the class name
  86358. */
  86359. getClassName(): string;
  86360. /**
  86361. * Serializes the particle system to a JSON object.
  86362. * @returns the JSON object
  86363. */
  86364. serialize(): any;
  86365. /**
  86366. * Parse properties from a JSON object
  86367. * @param serializationObject defines the JSON object
  86368. */
  86369. parse(serializationObject: any): void;
  86370. }
  86371. }
  86372. declare module BABYLON {
  86373. /**
  86374. * Particle emitter emitting particles from the inside of a box.
  86375. * It emits the particles randomly between 2 given directions.
  86376. */
  86377. export class BoxParticleEmitter implements IParticleEmitterType {
  86378. /**
  86379. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86380. */
  86381. direction1: Vector3;
  86382. /**
  86383. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86384. */
  86385. direction2: Vector3;
  86386. /**
  86387. * 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.
  86388. */
  86389. minEmitBox: Vector3;
  86390. /**
  86391. * 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.
  86392. */
  86393. maxEmitBox: Vector3;
  86394. /**
  86395. * Creates a new instance BoxParticleEmitter
  86396. */
  86397. constructor();
  86398. /**
  86399. * Called by the particle System when the direction is computed for the created particle.
  86400. * @param worldMatrix is the world matrix of the particle system
  86401. * @param directionToUpdate is the direction vector to update with the result
  86402. * @param particle is the particle we are computed the direction for
  86403. */
  86404. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86405. /**
  86406. * Called by the particle System when the position is computed for the created particle.
  86407. * @param worldMatrix is the world matrix of the particle system
  86408. * @param positionToUpdate is the position vector to update with the result
  86409. * @param particle is the particle we are computed the position for
  86410. */
  86411. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86412. /**
  86413. * Clones the current emitter and returns a copy of it
  86414. * @returns the new emitter
  86415. */
  86416. clone(): BoxParticleEmitter;
  86417. /**
  86418. * Called by the GPUParticleSystem to setup the update shader
  86419. * @param effect defines the update shader
  86420. */
  86421. applyToShader(effect: Effect): void;
  86422. /**
  86423. * Returns a string to use to update the GPU particles update shader
  86424. * @returns a string containng the defines string
  86425. */
  86426. getEffectDefines(): string;
  86427. /**
  86428. * Returns the string "BoxParticleEmitter"
  86429. * @returns a string containing the class name
  86430. */
  86431. getClassName(): string;
  86432. /**
  86433. * Serializes the particle system to a JSON object.
  86434. * @returns the JSON object
  86435. */
  86436. serialize(): any;
  86437. /**
  86438. * Parse properties from a JSON object
  86439. * @param serializationObject defines the JSON object
  86440. */
  86441. parse(serializationObject: any): void;
  86442. }
  86443. }
  86444. declare module BABYLON {
  86445. /**
  86446. * Particle emitter emitting particles from the inside of a cone.
  86447. * It emits the particles alongside the cone volume from the base to the particle.
  86448. * The emission direction might be randomized.
  86449. */
  86450. export class ConeParticleEmitter implements IParticleEmitterType {
  86451. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86452. directionRandomizer: number;
  86453. private _radius;
  86454. private _angle;
  86455. private _height;
  86456. /**
  86457. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  86458. */
  86459. radiusRange: number;
  86460. /**
  86461. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  86462. */
  86463. heightRange: number;
  86464. /**
  86465. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  86466. */
  86467. emitFromSpawnPointOnly: boolean;
  86468. /**
  86469. * Gets or sets the radius of the emission cone
  86470. */
  86471. radius: number;
  86472. /**
  86473. * Gets or sets the angle of the emission cone
  86474. */
  86475. angle: number;
  86476. private _buildHeight;
  86477. /**
  86478. * Creates a new instance ConeParticleEmitter
  86479. * @param radius the radius of the emission cone (1 by default)
  86480. * @param angle the cone base angle (PI by default)
  86481. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  86482. */
  86483. constructor(radius?: number, angle?: number,
  86484. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86485. directionRandomizer?: number);
  86486. /**
  86487. * Called by the particle System when the direction is computed for the created particle.
  86488. * @param worldMatrix is the world matrix of the particle system
  86489. * @param directionToUpdate is the direction vector to update with the result
  86490. * @param particle is the particle we are computed the direction for
  86491. */
  86492. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86493. /**
  86494. * Called by the particle System when the position is computed for the created particle.
  86495. * @param worldMatrix is the world matrix of the particle system
  86496. * @param positionToUpdate is the position vector to update with the result
  86497. * @param particle is the particle we are computed the position for
  86498. */
  86499. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86500. /**
  86501. * Clones the current emitter and returns a copy of it
  86502. * @returns the new emitter
  86503. */
  86504. clone(): ConeParticleEmitter;
  86505. /**
  86506. * Called by the GPUParticleSystem to setup the update shader
  86507. * @param effect defines the update shader
  86508. */
  86509. applyToShader(effect: Effect): void;
  86510. /**
  86511. * Returns a string to use to update the GPU particles update shader
  86512. * @returns a string containng the defines string
  86513. */
  86514. getEffectDefines(): string;
  86515. /**
  86516. * Returns the string "ConeParticleEmitter"
  86517. * @returns a string containing the class name
  86518. */
  86519. getClassName(): string;
  86520. /**
  86521. * Serializes the particle system to a JSON object.
  86522. * @returns the JSON object
  86523. */
  86524. serialize(): any;
  86525. /**
  86526. * Parse properties from a JSON object
  86527. * @param serializationObject defines the JSON object
  86528. */
  86529. parse(serializationObject: any): void;
  86530. }
  86531. }
  86532. declare module BABYLON {
  86533. /**
  86534. * Particle emitter emitting particles from the inside of a cylinder.
  86535. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  86536. */
  86537. export class CylinderParticleEmitter implements IParticleEmitterType {
  86538. /**
  86539. * The radius of the emission cylinder.
  86540. */
  86541. radius: number;
  86542. /**
  86543. * The height of the emission cylinder.
  86544. */
  86545. height: number;
  86546. /**
  86547. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86548. */
  86549. radiusRange: number;
  86550. /**
  86551. * How much to randomize the particle direction [0-1].
  86552. */
  86553. directionRandomizer: number;
  86554. /**
  86555. * Creates a new instance CylinderParticleEmitter
  86556. * @param radius the radius of the emission cylinder (1 by default)
  86557. * @param height the height of the emission cylinder (1 by default)
  86558. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86559. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86560. */
  86561. constructor(
  86562. /**
  86563. * The radius of the emission cylinder.
  86564. */
  86565. radius?: number,
  86566. /**
  86567. * The height of the emission cylinder.
  86568. */
  86569. height?: number,
  86570. /**
  86571. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86572. */
  86573. radiusRange?: number,
  86574. /**
  86575. * How much to randomize the particle direction [0-1].
  86576. */
  86577. directionRandomizer?: number);
  86578. /**
  86579. * Called by the particle System when the direction is computed for the created particle.
  86580. * @param worldMatrix is the world matrix of the particle system
  86581. * @param directionToUpdate is the direction vector to update with the result
  86582. * @param particle is the particle we are computed the direction for
  86583. */
  86584. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86585. /**
  86586. * Called by the particle System when the position is computed for the created particle.
  86587. * @param worldMatrix is the world matrix of the particle system
  86588. * @param positionToUpdate is the position vector to update with the result
  86589. * @param particle is the particle we are computed the position for
  86590. */
  86591. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86592. /**
  86593. * Clones the current emitter and returns a copy of it
  86594. * @returns the new emitter
  86595. */
  86596. clone(): CylinderParticleEmitter;
  86597. /**
  86598. * Called by the GPUParticleSystem to setup the update shader
  86599. * @param effect defines the update shader
  86600. */
  86601. applyToShader(effect: Effect): void;
  86602. /**
  86603. * Returns a string to use to update the GPU particles update shader
  86604. * @returns a string containng the defines string
  86605. */
  86606. getEffectDefines(): string;
  86607. /**
  86608. * Returns the string "CylinderParticleEmitter"
  86609. * @returns a string containing the class name
  86610. */
  86611. getClassName(): string;
  86612. /**
  86613. * Serializes the particle system to a JSON object.
  86614. * @returns the JSON object
  86615. */
  86616. serialize(): any;
  86617. /**
  86618. * Parse properties from a JSON object
  86619. * @param serializationObject defines the JSON object
  86620. */
  86621. parse(serializationObject: any): void;
  86622. }
  86623. /**
  86624. * Particle emitter emitting particles from the inside of a cylinder.
  86625. * It emits the particles randomly between two vectors.
  86626. */
  86627. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  86628. /**
  86629. * The min limit of the emission direction.
  86630. */
  86631. direction1: Vector3;
  86632. /**
  86633. * The max limit of the emission direction.
  86634. */
  86635. direction2: Vector3;
  86636. /**
  86637. * Creates a new instance CylinderDirectedParticleEmitter
  86638. * @param radius the radius of the emission cylinder (1 by default)
  86639. * @param height the height of the emission cylinder (1 by default)
  86640. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86641. * @param direction1 the min limit of the emission direction (up vector by default)
  86642. * @param direction2 the max limit of the emission direction (up vector by default)
  86643. */
  86644. constructor(radius?: number, height?: number, radiusRange?: number,
  86645. /**
  86646. * The min limit of the emission direction.
  86647. */
  86648. direction1?: Vector3,
  86649. /**
  86650. * The max limit of the emission direction.
  86651. */
  86652. direction2?: Vector3);
  86653. /**
  86654. * Called by the particle System when the direction is computed for the created particle.
  86655. * @param worldMatrix is the world matrix of the particle system
  86656. * @param directionToUpdate is the direction vector to update with the result
  86657. * @param particle is the particle we are computed the direction for
  86658. */
  86659. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86660. /**
  86661. * Clones the current emitter and returns a copy of it
  86662. * @returns the new emitter
  86663. */
  86664. clone(): CylinderDirectedParticleEmitter;
  86665. /**
  86666. * Called by the GPUParticleSystem to setup the update shader
  86667. * @param effect defines the update shader
  86668. */
  86669. applyToShader(effect: Effect): void;
  86670. /**
  86671. * Returns a string to use to update the GPU particles update shader
  86672. * @returns a string containng the defines string
  86673. */
  86674. getEffectDefines(): string;
  86675. /**
  86676. * Returns the string "CylinderDirectedParticleEmitter"
  86677. * @returns a string containing the class name
  86678. */
  86679. getClassName(): string;
  86680. /**
  86681. * Serializes the particle system to a JSON object.
  86682. * @returns the JSON object
  86683. */
  86684. serialize(): any;
  86685. /**
  86686. * Parse properties from a JSON object
  86687. * @param serializationObject defines the JSON object
  86688. */
  86689. parse(serializationObject: any): void;
  86690. }
  86691. }
  86692. declare module BABYLON {
  86693. /**
  86694. * Particle emitter emitting particles from the inside of a hemisphere.
  86695. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  86696. */
  86697. export class HemisphericParticleEmitter implements IParticleEmitterType {
  86698. /**
  86699. * The radius of the emission hemisphere.
  86700. */
  86701. radius: number;
  86702. /**
  86703. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86704. */
  86705. radiusRange: number;
  86706. /**
  86707. * How much to randomize the particle direction [0-1].
  86708. */
  86709. directionRandomizer: number;
  86710. /**
  86711. * Creates a new instance HemisphericParticleEmitter
  86712. * @param radius the radius of the emission hemisphere (1 by default)
  86713. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86714. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86715. */
  86716. constructor(
  86717. /**
  86718. * The radius of the emission hemisphere.
  86719. */
  86720. radius?: number,
  86721. /**
  86722. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86723. */
  86724. radiusRange?: number,
  86725. /**
  86726. * How much to randomize the particle direction [0-1].
  86727. */
  86728. directionRandomizer?: number);
  86729. /**
  86730. * Called by the particle System when the direction is computed for the created particle.
  86731. * @param worldMatrix is the world matrix of the particle system
  86732. * @param directionToUpdate is the direction vector to update with the result
  86733. * @param particle is the particle we are computed the direction for
  86734. */
  86735. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86736. /**
  86737. * Called by the particle System when the position is computed for the created particle.
  86738. * @param worldMatrix is the world matrix of the particle system
  86739. * @param positionToUpdate is the position vector to update with the result
  86740. * @param particle is the particle we are computed the position for
  86741. */
  86742. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86743. /**
  86744. * Clones the current emitter and returns a copy of it
  86745. * @returns the new emitter
  86746. */
  86747. clone(): HemisphericParticleEmitter;
  86748. /**
  86749. * Called by the GPUParticleSystem to setup the update shader
  86750. * @param effect defines the update shader
  86751. */
  86752. applyToShader(effect: Effect): void;
  86753. /**
  86754. * Returns a string to use to update the GPU particles update shader
  86755. * @returns a string containng the defines string
  86756. */
  86757. getEffectDefines(): string;
  86758. /**
  86759. * Returns the string "HemisphericParticleEmitter"
  86760. * @returns a string containing the class name
  86761. */
  86762. getClassName(): string;
  86763. /**
  86764. * Serializes the particle system to a JSON object.
  86765. * @returns the JSON object
  86766. */
  86767. serialize(): any;
  86768. /**
  86769. * Parse properties from a JSON object
  86770. * @param serializationObject defines the JSON object
  86771. */
  86772. parse(serializationObject: any): void;
  86773. }
  86774. }
  86775. declare module BABYLON {
  86776. /**
  86777. * Particle emitter emitting particles from a point.
  86778. * It emits the particles randomly between 2 given directions.
  86779. */
  86780. export class PointParticleEmitter implements IParticleEmitterType {
  86781. /**
  86782. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86783. */
  86784. direction1: Vector3;
  86785. /**
  86786. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86787. */
  86788. direction2: Vector3;
  86789. /**
  86790. * Creates a new instance PointParticleEmitter
  86791. */
  86792. constructor();
  86793. /**
  86794. * Called by the particle System when the direction is computed for the created particle.
  86795. * @param worldMatrix is the world matrix of the particle system
  86796. * @param directionToUpdate is the direction vector to update with the result
  86797. * @param particle is the particle we are computed the direction for
  86798. */
  86799. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86800. /**
  86801. * Called by the particle System when the position is computed for the created particle.
  86802. * @param worldMatrix is the world matrix of the particle system
  86803. * @param positionToUpdate is the position vector to update with the result
  86804. * @param particle is the particle we are computed the position for
  86805. */
  86806. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86807. /**
  86808. * Clones the current emitter and returns a copy of it
  86809. * @returns the new emitter
  86810. */
  86811. clone(): PointParticleEmitter;
  86812. /**
  86813. * Called by the GPUParticleSystem to setup the update shader
  86814. * @param effect defines the update shader
  86815. */
  86816. applyToShader(effect: Effect): void;
  86817. /**
  86818. * Returns a string to use to update the GPU particles update shader
  86819. * @returns a string containng the defines string
  86820. */
  86821. getEffectDefines(): string;
  86822. /**
  86823. * Returns the string "PointParticleEmitter"
  86824. * @returns a string containing the class name
  86825. */
  86826. getClassName(): string;
  86827. /**
  86828. * Serializes the particle system to a JSON object.
  86829. * @returns the JSON object
  86830. */
  86831. serialize(): any;
  86832. /**
  86833. * Parse properties from a JSON object
  86834. * @param serializationObject defines the JSON object
  86835. */
  86836. parse(serializationObject: any): void;
  86837. }
  86838. }
  86839. declare module BABYLON {
  86840. /**
  86841. * Particle emitter emitting particles from the inside of a sphere.
  86842. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  86843. */
  86844. export class SphereParticleEmitter implements IParticleEmitterType {
  86845. /**
  86846. * The radius of the emission sphere.
  86847. */
  86848. radius: number;
  86849. /**
  86850. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86851. */
  86852. radiusRange: number;
  86853. /**
  86854. * How much to randomize the particle direction [0-1].
  86855. */
  86856. directionRandomizer: number;
  86857. /**
  86858. * Creates a new instance SphereParticleEmitter
  86859. * @param radius the radius of the emission sphere (1 by default)
  86860. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86861. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86862. */
  86863. constructor(
  86864. /**
  86865. * The radius of the emission sphere.
  86866. */
  86867. radius?: number,
  86868. /**
  86869. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86870. */
  86871. radiusRange?: number,
  86872. /**
  86873. * How much to randomize the particle direction [0-1].
  86874. */
  86875. directionRandomizer?: number);
  86876. /**
  86877. * Called by the particle System when the direction is computed for the created particle.
  86878. * @param worldMatrix is the world matrix of the particle system
  86879. * @param directionToUpdate is the direction vector to update with the result
  86880. * @param particle is the particle we are computed the direction for
  86881. */
  86882. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86883. /**
  86884. * Called by the particle System when the position is computed for the created particle.
  86885. * @param worldMatrix is the world matrix of the particle system
  86886. * @param positionToUpdate is the position vector to update with the result
  86887. * @param particle is the particle we are computed the position for
  86888. */
  86889. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86890. /**
  86891. * Clones the current emitter and returns a copy of it
  86892. * @returns the new emitter
  86893. */
  86894. clone(): SphereParticleEmitter;
  86895. /**
  86896. * Called by the GPUParticleSystem to setup the update shader
  86897. * @param effect defines the update shader
  86898. */
  86899. applyToShader(effect: Effect): void;
  86900. /**
  86901. * Returns a string to use to update the GPU particles update shader
  86902. * @returns a string containng the defines string
  86903. */
  86904. getEffectDefines(): string;
  86905. /**
  86906. * Returns the string "SphereParticleEmitter"
  86907. * @returns a string containing the class name
  86908. */
  86909. getClassName(): string;
  86910. /**
  86911. * Serializes the particle system to a JSON object.
  86912. * @returns the JSON object
  86913. */
  86914. serialize(): any;
  86915. /**
  86916. * Parse properties from a JSON object
  86917. * @param serializationObject defines the JSON object
  86918. */
  86919. parse(serializationObject: any): void;
  86920. }
  86921. /**
  86922. * Particle emitter emitting particles from the inside of a sphere.
  86923. * It emits the particles randomly between two vectors.
  86924. */
  86925. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  86926. /**
  86927. * The min limit of the emission direction.
  86928. */
  86929. direction1: Vector3;
  86930. /**
  86931. * The max limit of the emission direction.
  86932. */
  86933. direction2: Vector3;
  86934. /**
  86935. * Creates a new instance SphereDirectedParticleEmitter
  86936. * @param radius the radius of the emission sphere (1 by default)
  86937. * @param direction1 the min limit of the emission direction (up vector by default)
  86938. * @param direction2 the max limit of the emission direction (up vector by default)
  86939. */
  86940. constructor(radius?: number,
  86941. /**
  86942. * The min limit of the emission direction.
  86943. */
  86944. direction1?: Vector3,
  86945. /**
  86946. * The max limit of the emission direction.
  86947. */
  86948. direction2?: Vector3);
  86949. /**
  86950. * Called by the particle System when the direction is computed for the created particle.
  86951. * @param worldMatrix is the world matrix of the particle system
  86952. * @param directionToUpdate is the direction vector to update with the result
  86953. * @param particle is the particle we are computed the direction for
  86954. */
  86955. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86956. /**
  86957. * Clones the current emitter and returns a copy of it
  86958. * @returns the new emitter
  86959. */
  86960. clone(): SphereDirectedParticleEmitter;
  86961. /**
  86962. * Called by the GPUParticleSystem to setup the update shader
  86963. * @param effect defines the update shader
  86964. */
  86965. applyToShader(effect: Effect): void;
  86966. /**
  86967. * Returns a string to use to update the GPU particles update shader
  86968. * @returns a string containng the defines string
  86969. */
  86970. getEffectDefines(): string;
  86971. /**
  86972. * Returns the string "SphereDirectedParticleEmitter"
  86973. * @returns a string containing the class name
  86974. */
  86975. getClassName(): string;
  86976. /**
  86977. * Serializes the particle system to a JSON object.
  86978. * @returns the JSON object
  86979. */
  86980. serialize(): any;
  86981. /**
  86982. * Parse properties from a JSON object
  86983. * @param serializationObject defines the JSON object
  86984. */
  86985. parse(serializationObject: any): void;
  86986. }
  86987. }
  86988. declare module BABYLON {
  86989. /**
  86990. * Interface representing a particle system in Babylon.js.
  86991. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  86992. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  86993. */
  86994. export interface IParticleSystem {
  86995. /**
  86996. * List of animations used by the particle system.
  86997. */
  86998. animations: Animation[];
  86999. /**
  87000. * The id of the Particle system.
  87001. */
  87002. id: string;
  87003. /**
  87004. * The name of the Particle system.
  87005. */
  87006. name: string;
  87007. /**
  87008. * The emitter represents the Mesh or position we are attaching the particle system to.
  87009. */
  87010. emitter: Nullable<AbstractMesh | Vector3>;
  87011. /**
  87012. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  87013. */
  87014. isBillboardBased: boolean;
  87015. /**
  87016. * The rendering group used by the Particle system to chose when to render.
  87017. */
  87018. renderingGroupId: number;
  87019. /**
  87020. * The layer mask we are rendering the particles through.
  87021. */
  87022. layerMask: number;
  87023. /**
  87024. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  87025. */
  87026. updateSpeed: number;
  87027. /**
  87028. * The amount of time the particle system is running (depends of the overall update speed).
  87029. */
  87030. targetStopDuration: number;
  87031. /**
  87032. * The texture used to render each particle. (this can be a spritesheet)
  87033. */
  87034. particleTexture: Nullable<Texture>;
  87035. /**
  87036. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  87037. */
  87038. blendMode: number;
  87039. /**
  87040. * Minimum life time of emitting particles.
  87041. */
  87042. minLifeTime: number;
  87043. /**
  87044. * Maximum life time of emitting particles.
  87045. */
  87046. maxLifeTime: number;
  87047. /**
  87048. * Minimum Size of emitting particles.
  87049. */
  87050. minSize: number;
  87051. /**
  87052. * Maximum Size of emitting particles.
  87053. */
  87054. maxSize: number;
  87055. /**
  87056. * Minimum scale of emitting particles on X axis.
  87057. */
  87058. minScaleX: number;
  87059. /**
  87060. * Maximum scale of emitting particles on X axis.
  87061. */
  87062. maxScaleX: number;
  87063. /**
  87064. * Minimum scale of emitting particles on Y axis.
  87065. */
  87066. minScaleY: number;
  87067. /**
  87068. * Maximum scale of emitting particles on Y axis.
  87069. */
  87070. maxScaleY: number;
  87071. /**
  87072. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  87073. */
  87074. color1: Color4;
  87075. /**
  87076. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  87077. */
  87078. color2: Color4;
  87079. /**
  87080. * Color the particle will have at the end of its lifetime.
  87081. */
  87082. colorDead: Color4;
  87083. /**
  87084. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  87085. */
  87086. emitRate: number;
  87087. /**
  87088. * You can use gravity if you want to give an orientation to your particles.
  87089. */
  87090. gravity: Vector3;
  87091. /**
  87092. * Minimum power of emitting particles.
  87093. */
  87094. minEmitPower: number;
  87095. /**
  87096. * Maximum power of emitting particles.
  87097. */
  87098. maxEmitPower: number;
  87099. /**
  87100. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  87101. */
  87102. minAngularSpeed: number;
  87103. /**
  87104. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  87105. */
  87106. maxAngularSpeed: number;
  87107. /**
  87108. * Gets or sets the minimal initial rotation in radians.
  87109. */
  87110. minInitialRotation: number;
  87111. /**
  87112. * Gets or sets the maximal initial rotation in radians.
  87113. */
  87114. maxInitialRotation: number;
  87115. /**
  87116. * The particle emitter type defines the emitter used by the particle system.
  87117. * It can be for example box, sphere, or cone...
  87118. */
  87119. particleEmitterType: Nullable<IParticleEmitterType>;
  87120. /**
  87121. * Defines the delay in milliseconds before starting the system (0 by default)
  87122. */
  87123. startDelay: number;
  87124. /**
  87125. * 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
  87126. */
  87127. preWarmCycles: number;
  87128. /**
  87129. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  87130. */
  87131. preWarmStepOffset: number;
  87132. /**
  87133. * 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)
  87134. */
  87135. spriteCellChangeSpeed: number;
  87136. /**
  87137. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  87138. */
  87139. startSpriteCellID: number;
  87140. /**
  87141. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  87142. */
  87143. endSpriteCellID: number;
  87144. /**
  87145. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  87146. */
  87147. spriteCellWidth: number;
  87148. /**
  87149. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  87150. */
  87151. spriteCellHeight: number;
  87152. /**
  87153. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  87154. */
  87155. spriteRandomStartCell: boolean;
  87156. /**
  87157. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  87158. */
  87159. isAnimationSheetEnabled: boolean;
  87160. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  87161. translationPivot: Vector2;
  87162. /**
  87163. * Gets or sets a texture used to add random noise to particle positions
  87164. */
  87165. noiseTexture: Nullable<BaseTexture>;
  87166. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  87167. noiseStrength: Vector3;
  87168. /**
  87169. * Gets or sets the billboard mode to use when isBillboardBased = true.
  87170. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  87171. */
  87172. billboardMode: number;
  87173. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  87174. limitVelocityDamping: number;
  87175. /**
  87176. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  87177. */
  87178. beginAnimationOnStart: boolean;
  87179. /**
  87180. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  87181. */
  87182. beginAnimationFrom: number;
  87183. /**
  87184. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  87185. */
  87186. beginAnimationTo: number;
  87187. /**
  87188. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  87189. */
  87190. beginAnimationLoop: boolean;
  87191. /**
  87192. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  87193. */
  87194. disposeOnStop: boolean;
  87195. /**
  87196. * Gets the maximum number of particles active at the same time.
  87197. * @returns The max number of active particles.
  87198. */
  87199. getCapacity(): number;
  87200. /**
  87201. * Gets if the system has been started. (Note: this will still be true after stop is called)
  87202. * @returns True if it has been started, otherwise false.
  87203. */
  87204. isStarted(): boolean;
  87205. /**
  87206. * Animates the particle system for this frame.
  87207. */
  87208. animate(): void;
  87209. /**
  87210. * Renders the particle system in its current state.
  87211. * @returns the current number of particles
  87212. */
  87213. render(): number;
  87214. /**
  87215. * Dispose the particle system and frees its associated resources.
  87216. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  87217. */
  87218. dispose(disposeTexture?: boolean): void;
  87219. /**
  87220. * Clones the particle system.
  87221. * @param name The name of the cloned object
  87222. * @param newEmitter The new emitter to use
  87223. * @returns the cloned particle system
  87224. */
  87225. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  87226. /**
  87227. * Serializes the particle system to a JSON object.
  87228. * @returns the JSON object
  87229. */
  87230. serialize(): any;
  87231. /**
  87232. * Rebuild the particle system
  87233. */
  87234. rebuild(): void;
  87235. /**
  87236. * Starts the particle system and begins to emit
  87237. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  87238. */
  87239. start(delay?: number): void;
  87240. /**
  87241. * Stops the particle system.
  87242. */
  87243. stop(): void;
  87244. /**
  87245. * Remove all active particles
  87246. */
  87247. reset(): void;
  87248. /**
  87249. * Is this system ready to be used/rendered
  87250. * @return true if the system is ready
  87251. */
  87252. isReady(): boolean;
  87253. /**
  87254. * Adds a new color gradient
  87255. * @param gradient defines the gradient to use (between 0 and 1)
  87256. * @param color1 defines the color to affect to the specified gradient
  87257. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  87258. * @returns the current particle system
  87259. */
  87260. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  87261. /**
  87262. * Remove a specific color gradient
  87263. * @param gradient defines the gradient to remove
  87264. * @returns the current particle system
  87265. */
  87266. removeColorGradient(gradient: number): IParticleSystem;
  87267. /**
  87268. * Adds a new size gradient
  87269. * @param gradient defines the gradient to use (between 0 and 1)
  87270. * @param factor defines the size factor to affect to the specified gradient
  87271. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87272. * @returns the current particle system
  87273. */
  87274. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87275. /**
  87276. * Remove a specific size gradient
  87277. * @param gradient defines the gradient to remove
  87278. * @returns the current particle system
  87279. */
  87280. removeSizeGradient(gradient: number): IParticleSystem;
  87281. /**
  87282. * Gets the current list of color gradients.
  87283. * You must use addColorGradient and removeColorGradient to udpate this list
  87284. * @returns the list of color gradients
  87285. */
  87286. getColorGradients(): Nullable<Array<ColorGradient>>;
  87287. /**
  87288. * Gets the current list of size gradients.
  87289. * You must use addSizeGradient and removeSizeGradient to udpate this list
  87290. * @returns the list of size gradients
  87291. */
  87292. getSizeGradients(): Nullable<Array<FactorGradient>>;
  87293. /**
  87294. * Gets the current list of angular speed gradients.
  87295. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  87296. * @returns the list of angular speed gradients
  87297. */
  87298. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  87299. /**
  87300. * Adds a new angular speed gradient
  87301. * @param gradient defines the gradient to use (between 0 and 1)
  87302. * @param factor defines the angular speed to affect to the specified gradient
  87303. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87304. * @returns the current particle system
  87305. */
  87306. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87307. /**
  87308. * Remove a specific angular speed gradient
  87309. * @param gradient defines the gradient to remove
  87310. * @returns the current particle system
  87311. */
  87312. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  87313. /**
  87314. * Gets the current list of velocity gradients.
  87315. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  87316. * @returns the list of velocity gradients
  87317. */
  87318. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  87319. /**
  87320. * Adds a new velocity gradient
  87321. * @param gradient defines the gradient to use (between 0 and 1)
  87322. * @param factor defines the velocity to affect to the specified gradient
  87323. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87324. * @returns the current particle system
  87325. */
  87326. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87327. /**
  87328. * Remove a specific velocity gradient
  87329. * @param gradient defines the gradient to remove
  87330. * @returns the current particle system
  87331. */
  87332. removeVelocityGradient(gradient: number): IParticleSystem;
  87333. /**
  87334. * Gets the current list of limit velocity gradients.
  87335. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  87336. * @returns the list of limit velocity gradients
  87337. */
  87338. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  87339. /**
  87340. * Adds a new limit velocity gradient
  87341. * @param gradient defines the gradient to use (between 0 and 1)
  87342. * @param factor defines the limit velocity to affect to the specified gradient
  87343. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87344. * @returns the current particle system
  87345. */
  87346. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87347. /**
  87348. * Remove a specific limit velocity gradient
  87349. * @param gradient defines the gradient to remove
  87350. * @returns the current particle system
  87351. */
  87352. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  87353. /**
  87354. * Adds a new drag gradient
  87355. * @param gradient defines the gradient to use (between 0 and 1)
  87356. * @param factor defines the drag to affect to the specified gradient
  87357. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87358. * @returns the current particle system
  87359. */
  87360. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87361. /**
  87362. * Remove a specific drag gradient
  87363. * @param gradient defines the gradient to remove
  87364. * @returns the current particle system
  87365. */
  87366. removeDragGradient(gradient: number): IParticleSystem;
  87367. /**
  87368. * Gets the current list of drag gradients.
  87369. * You must use addDragGradient and removeDragGradient to udpate this list
  87370. * @returns the list of drag gradients
  87371. */
  87372. getDragGradients(): Nullable<Array<FactorGradient>>;
  87373. /**
  87374. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  87375. * @param gradient defines the gradient to use (between 0 and 1)
  87376. * @param factor defines the emit rate to affect to the specified gradient
  87377. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87378. * @returns the current particle system
  87379. */
  87380. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87381. /**
  87382. * Remove a specific emit rate gradient
  87383. * @param gradient defines the gradient to remove
  87384. * @returns the current particle system
  87385. */
  87386. removeEmitRateGradient(gradient: number): IParticleSystem;
  87387. /**
  87388. * Gets the current list of emit rate gradients.
  87389. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  87390. * @returns the list of emit rate gradients
  87391. */
  87392. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  87393. /**
  87394. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  87395. * @param gradient defines the gradient to use (between 0 and 1)
  87396. * @param factor defines the start size to affect to the specified gradient
  87397. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87398. * @returns the current particle system
  87399. */
  87400. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87401. /**
  87402. * Remove a specific start size gradient
  87403. * @param gradient defines the gradient to remove
  87404. * @returns the current particle system
  87405. */
  87406. removeStartSizeGradient(gradient: number): IParticleSystem;
  87407. /**
  87408. * Gets the current list of start size gradients.
  87409. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  87410. * @returns the list of start size gradients
  87411. */
  87412. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  87413. /**
  87414. * Adds a new life time gradient
  87415. * @param gradient defines the gradient to use (between 0 and 1)
  87416. * @param factor defines the life time factor to affect to the specified gradient
  87417. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87418. * @returns the current particle system
  87419. */
  87420. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87421. /**
  87422. * Remove a specific life time gradient
  87423. * @param gradient defines the gradient to remove
  87424. * @returns the current particle system
  87425. */
  87426. removeLifeTimeGradient(gradient: number): IParticleSystem;
  87427. /**
  87428. * Gets the current list of life time gradients.
  87429. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  87430. * @returns the list of life time gradients
  87431. */
  87432. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  87433. /**
  87434. * Gets the current list of color gradients.
  87435. * You must use addColorGradient and removeColorGradient to udpate this list
  87436. * @returns the list of color gradients
  87437. */
  87438. getColorGradients(): Nullable<Array<ColorGradient>>;
  87439. /**
  87440. * Adds a new ramp gradient used to remap particle colors
  87441. * @param gradient defines the gradient to use (between 0 and 1)
  87442. * @param color defines the color to affect to the specified gradient
  87443. * @returns the current particle system
  87444. */
  87445. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  87446. /**
  87447. * Gets the current list of ramp gradients.
  87448. * You must use addRampGradient and removeRampGradient to udpate this list
  87449. * @returns the list of ramp gradients
  87450. */
  87451. getRampGradients(): Nullable<Array<Color3Gradient>>;
  87452. /** Gets or sets a boolean indicating that ramp gradients must be used
  87453. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  87454. */
  87455. useRampGradients: boolean;
  87456. /**
  87457. * Adds a new color remap gradient
  87458. * @param gradient defines the gradient to use (between 0 and 1)
  87459. * @param min defines the color remap minimal range
  87460. * @param max defines the color remap maximal range
  87461. * @returns the current particle system
  87462. */
  87463. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87464. /**
  87465. * Gets the current list of color remap gradients.
  87466. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  87467. * @returns the list of color remap gradients
  87468. */
  87469. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  87470. /**
  87471. * Adds a new alpha remap gradient
  87472. * @param gradient defines the gradient to use (between 0 and 1)
  87473. * @param min defines the alpha remap minimal range
  87474. * @param max defines the alpha remap maximal range
  87475. * @returns the current particle system
  87476. */
  87477. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87478. /**
  87479. * Gets the current list of alpha remap gradients.
  87480. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  87481. * @returns the list of alpha remap gradients
  87482. */
  87483. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  87484. /**
  87485. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  87486. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87487. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87488. * @returns the emitter
  87489. */
  87490. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  87491. /**
  87492. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  87493. * @param radius The radius of the hemisphere to emit from
  87494. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87495. * @returns the emitter
  87496. */
  87497. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  87498. /**
  87499. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  87500. * @param radius The radius of the sphere to emit from
  87501. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87502. * @returns the emitter
  87503. */
  87504. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  87505. /**
  87506. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  87507. * @param radius The radius of the sphere to emit from
  87508. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  87509. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  87510. * @returns the emitter
  87511. */
  87512. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87513. /**
  87514. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  87515. * @param radius The radius of the emission cylinder
  87516. * @param height The height of the emission cylinder
  87517. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  87518. * @param directionRandomizer How much to randomize the particle direction [0-1]
  87519. * @returns the emitter
  87520. */
  87521. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  87522. /**
  87523. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  87524. * @param radius The radius of the cylinder to emit from
  87525. * @param height The height of the emission cylinder
  87526. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  87527. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  87528. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  87529. * @returns the emitter
  87530. */
  87531. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87532. /**
  87533. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  87534. * @param radius The radius of the cone to emit from
  87535. * @param angle The base angle of the cone
  87536. * @returns the emitter
  87537. */
  87538. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  87539. /**
  87540. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  87541. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87542. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87543. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87544. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87545. * @returns the emitter
  87546. */
  87547. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  87548. /**
  87549. * Get hosting scene
  87550. * @returns the scene
  87551. */
  87552. getScene(): Scene;
  87553. }
  87554. }
  87555. declare module BABYLON {
  87556. /**
  87557. * Creates an instance based on a source mesh.
  87558. */
  87559. export class InstancedMesh extends AbstractMesh {
  87560. private _sourceMesh;
  87561. private _currentLOD;
  87562. /** @hidden */
  87563. _indexInSourceMeshInstanceArray: number;
  87564. constructor(name: string, source: Mesh);
  87565. /**
  87566. * Returns the string "InstancedMesh".
  87567. */
  87568. getClassName(): string;
  87569. /** Gets the list of lights affecting that mesh */
  87570. readonly lightSources: Light[];
  87571. _resyncLightSources(): void;
  87572. _resyncLighSource(light: Light): void;
  87573. _removeLightSource(light: Light, dispose: boolean): void;
  87574. /**
  87575. * If the source mesh receives shadows
  87576. */
  87577. readonly receiveShadows: boolean;
  87578. /**
  87579. * The material of the source mesh
  87580. */
  87581. readonly material: Nullable<Material>;
  87582. /**
  87583. * Visibility of the source mesh
  87584. */
  87585. readonly visibility: number;
  87586. /**
  87587. * Skeleton of the source mesh
  87588. */
  87589. readonly skeleton: Nullable<Skeleton>;
  87590. /**
  87591. * Rendering ground id of the source mesh
  87592. */
  87593. renderingGroupId: number;
  87594. /**
  87595. * Returns the total number of vertices (integer).
  87596. */
  87597. getTotalVertices(): number;
  87598. /**
  87599. * Returns a positive integer : the total number of indices in this mesh geometry.
  87600. * @returns the numner of indices or zero if the mesh has no geometry.
  87601. */
  87602. getTotalIndices(): number;
  87603. /**
  87604. * The source mesh of the instance
  87605. */
  87606. readonly sourceMesh: Mesh;
  87607. /**
  87608. * Is this node ready to be used/rendered
  87609. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87610. * @return {boolean} is it ready
  87611. */
  87612. isReady(completeCheck?: boolean): boolean;
  87613. /**
  87614. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87615. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  87616. * @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.
  87617. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  87618. */
  87619. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  87620. /**
  87621. * Sets the vertex data of the mesh geometry for the requested `kind`.
  87622. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  87623. * The `data` are either a numeric array either a Float32Array.
  87624. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  87625. * 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).
  87626. * Note that a new underlying VertexBuffer object is created each call.
  87627. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  87628. *
  87629. * Possible `kind` values :
  87630. * - VertexBuffer.PositionKind
  87631. * - VertexBuffer.UVKind
  87632. * - VertexBuffer.UV2Kind
  87633. * - VertexBuffer.UV3Kind
  87634. * - VertexBuffer.UV4Kind
  87635. * - VertexBuffer.UV5Kind
  87636. * - VertexBuffer.UV6Kind
  87637. * - VertexBuffer.ColorKind
  87638. * - VertexBuffer.MatricesIndicesKind
  87639. * - VertexBuffer.MatricesIndicesExtraKind
  87640. * - VertexBuffer.MatricesWeightsKind
  87641. * - VertexBuffer.MatricesWeightsExtraKind
  87642. *
  87643. * Returns the Mesh.
  87644. */
  87645. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  87646. /**
  87647. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  87648. * If the mesh has no geometry, it is simply returned as it is.
  87649. * The `data` are either a numeric array either a Float32Array.
  87650. * No new underlying VertexBuffer object is created.
  87651. * 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.
  87652. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  87653. *
  87654. * Possible `kind` values :
  87655. * - VertexBuffer.PositionKind
  87656. * - VertexBuffer.UVKind
  87657. * - VertexBuffer.UV2Kind
  87658. * - VertexBuffer.UV3Kind
  87659. * - VertexBuffer.UV4Kind
  87660. * - VertexBuffer.UV5Kind
  87661. * - VertexBuffer.UV6Kind
  87662. * - VertexBuffer.ColorKind
  87663. * - VertexBuffer.MatricesIndicesKind
  87664. * - VertexBuffer.MatricesIndicesExtraKind
  87665. * - VertexBuffer.MatricesWeightsKind
  87666. * - VertexBuffer.MatricesWeightsExtraKind
  87667. *
  87668. * Returns the Mesh.
  87669. */
  87670. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87671. /**
  87672. * Sets the mesh indices.
  87673. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  87674. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  87675. * This method creates a new index buffer each call.
  87676. * Returns the Mesh.
  87677. */
  87678. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  87679. /**
  87680. * Boolean : True if the mesh owns the requested kind of data.
  87681. */
  87682. isVerticesDataPresent(kind: string): boolean;
  87683. /**
  87684. * Returns an array of indices (IndicesArray).
  87685. */
  87686. getIndices(): Nullable<IndicesArray>;
  87687. readonly _positions: Nullable<Vector3[]>;
  87688. /**
  87689. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87690. * This means the mesh underlying bounding box and sphere are recomputed.
  87691. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87692. * @returns the current mesh
  87693. */
  87694. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  87695. /** @hidden */
  87696. _preActivate(): InstancedMesh;
  87697. /** @hidden */
  87698. _activate(renderId: number, intermediateRendering: boolean): boolean;
  87699. /** @hidden */
  87700. _postActivate(): void;
  87701. getWorldMatrix(): Matrix;
  87702. readonly isAnInstance: boolean;
  87703. /**
  87704. * Returns the current associated LOD AbstractMesh.
  87705. */
  87706. getLOD(camera: Camera): AbstractMesh;
  87707. /** @hidden */
  87708. _syncSubMeshes(): InstancedMesh;
  87709. /** @hidden */
  87710. _generatePointsArray(): boolean;
  87711. /**
  87712. * Creates a new InstancedMesh from the current mesh.
  87713. * - name (string) : the cloned mesh name
  87714. * - newParent (optional Node) : the optional Node to parent the clone to.
  87715. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  87716. *
  87717. * Returns the clone.
  87718. */
  87719. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87720. /**
  87721. * Disposes the InstancedMesh.
  87722. * Returns nothing.
  87723. */
  87724. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87725. }
  87726. interface Mesh {
  87727. /**
  87728. * Register a custom buffer that will be instanced
  87729. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87730. * @param kind defines the buffer kind
  87731. * @param stride defines the stride in floats
  87732. */
  87733. registerInstancedBuffer(kind: string, stride: number): void;
  87734. /** @hidden */
  87735. _userInstancedBuffersStorage: {
  87736. data: {
  87737. [key: string]: Float32Array;
  87738. };
  87739. sizes: {
  87740. [key: string]: number;
  87741. };
  87742. vertexBuffers: {
  87743. [key: string]: Nullable<VertexBuffer>;
  87744. };
  87745. strides: {
  87746. [key: string]: number;
  87747. };
  87748. };
  87749. }
  87750. interface AbstractMesh {
  87751. /**
  87752. * Object used to store instanced buffers defined by user
  87753. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87754. */
  87755. instancedBuffers: {
  87756. [key: string]: any;
  87757. };
  87758. }
  87759. }
  87760. declare module BABYLON {
  87761. /**
  87762. * Defines the options associated with the creation of a shader material.
  87763. */
  87764. export interface IShaderMaterialOptions {
  87765. /**
  87766. * Does the material work in alpha blend mode
  87767. */
  87768. needAlphaBlending: boolean;
  87769. /**
  87770. * Does the material work in alpha test mode
  87771. */
  87772. needAlphaTesting: boolean;
  87773. /**
  87774. * The list of attribute names used in the shader
  87775. */
  87776. attributes: string[];
  87777. /**
  87778. * The list of unifrom names used in the shader
  87779. */
  87780. uniforms: string[];
  87781. /**
  87782. * The list of UBO names used in the shader
  87783. */
  87784. uniformBuffers: string[];
  87785. /**
  87786. * The list of sampler names used in the shader
  87787. */
  87788. samplers: string[];
  87789. /**
  87790. * The list of defines used in the shader
  87791. */
  87792. defines: string[];
  87793. }
  87794. /**
  87795. * 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.
  87796. *
  87797. * This returned material effects how the mesh will look based on the code in the shaders.
  87798. *
  87799. * @see http://doc.babylonjs.com/how_to/shader_material
  87800. */
  87801. export class ShaderMaterial extends Material {
  87802. private _shaderPath;
  87803. private _options;
  87804. private _textures;
  87805. private _textureArrays;
  87806. private _floats;
  87807. private _ints;
  87808. private _floatsArrays;
  87809. private _colors3;
  87810. private _colors3Arrays;
  87811. private _colors4;
  87812. private _colors4Arrays;
  87813. private _vectors2;
  87814. private _vectors3;
  87815. private _vectors4;
  87816. private _matrices;
  87817. private _matrixArrays;
  87818. private _matrices3x3;
  87819. private _matrices2x2;
  87820. private _vectors2Arrays;
  87821. private _vectors3Arrays;
  87822. private _vectors4Arrays;
  87823. private _cachedWorldViewMatrix;
  87824. private _cachedWorldViewProjectionMatrix;
  87825. private _renderId;
  87826. private _multiview;
  87827. /**
  87828. * Instantiate a new shader material.
  87829. * 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.
  87830. * This returned material effects how the mesh will look based on the code in the shaders.
  87831. * @see http://doc.babylonjs.com/how_to/shader_material
  87832. * @param name Define the name of the material in the scene
  87833. * @param scene Define the scene the material belongs to
  87834. * @param shaderPath Defines the route to the shader code in one of three ways:
  87835. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  87836. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  87837. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  87838. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  87839. * @param options Define the options used to create the shader
  87840. */
  87841. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  87842. /**
  87843. * Gets the shader path used to define the shader code
  87844. * It can be modified to trigger a new compilation
  87845. */
  87846. /**
  87847. * Sets the shader path used to define the shader code
  87848. * It can be modified to trigger a new compilation
  87849. */
  87850. shaderPath: any;
  87851. /**
  87852. * Gets the options used to compile the shader.
  87853. * They can be modified to trigger a new compilation
  87854. */
  87855. readonly options: IShaderMaterialOptions;
  87856. /**
  87857. * Gets the current class name of the material e.g. "ShaderMaterial"
  87858. * Mainly use in serialization.
  87859. * @returns the class name
  87860. */
  87861. getClassName(): string;
  87862. /**
  87863. * Specifies if the material will require alpha blending
  87864. * @returns a boolean specifying if alpha blending is needed
  87865. */
  87866. needAlphaBlending(): boolean;
  87867. /**
  87868. * Specifies if this material should be rendered in alpha test mode
  87869. * @returns a boolean specifying if an alpha test is needed.
  87870. */
  87871. needAlphaTesting(): boolean;
  87872. private _checkUniform;
  87873. /**
  87874. * Set a texture in the shader.
  87875. * @param name Define the name of the uniform samplers as defined in the shader
  87876. * @param texture Define the texture to bind to this sampler
  87877. * @return the material itself allowing "fluent" like uniform updates
  87878. */
  87879. setTexture(name: string, texture: Texture): ShaderMaterial;
  87880. /**
  87881. * Set a texture array in the shader.
  87882. * @param name Define the name of the uniform sampler array as defined in the shader
  87883. * @param textures Define the list of textures to bind to this sampler
  87884. * @return the material itself allowing "fluent" like uniform updates
  87885. */
  87886. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  87887. /**
  87888. * Set a float in the shader.
  87889. * @param name Define the name of the uniform as defined in the shader
  87890. * @param value Define the value to give to the uniform
  87891. * @return the material itself allowing "fluent" like uniform updates
  87892. */
  87893. setFloat(name: string, value: number): ShaderMaterial;
  87894. /**
  87895. * Set a int in the shader.
  87896. * @param name Define the name of the uniform as defined in the shader
  87897. * @param value Define the value to give to the uniform
  87898. * @return the material itself allowing "fluent" like uniform updates
  87899. */
  87900. setInt(name: string, value: number): ShaderMaterial;
  87901. /**
  87902. * Set an array of floats in the shader.
  87903. * @param name Define the name of the uniform as defined in the shader
  87904. * @param value Define the value to give to the uniform
  87905. * @return the material itself allowing "fluent" like uniform updates
  87906. */
  87907. setFloats(name: string, value: number[]): ShaderMaterial;
  87908. /**
  87909. * Set a vec3 in the shader from a Color3.
  87910. * @param name Define the name of the uniform as defined in the shader
  87911. * @param value Define the value to give to the uniform
  87912. * @return the material itself allowing "fluent" like uniform updates
  87913. */
  87914. setColor3(name: string, value: Color3): ShaderMaterial;
  87915. /**
  87916. * Set a vec3 array in the shader from a Color3 array.
  87917. * @param name Define the name of the uniform as defined in the shader
  87918. * @param value Define the value to give to the uniform
  87919. * @return the material itself allowing "fluent" like uniform updates
  87920. */
  87921. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  87922. /**
  87923. * Set a vec4 in the shader from a Color4.
  87924. * @param name Define the name of the uniform as defined in the shader
  87925. * @param value Define the value to give to the uniform
  87926. * @return the material itself allowing "fluent" like uniform updates
  87927. */
  87928. setColor4(name: string, value: Color4): ShaderMaterial;
  87929. /**
  87930. * Set a vec4 array in the shader from a Color4 array.
  87931. * @param name Define the name of the uniform as defined in the shader
  87932. * @param value Define the value to give to the uniform
  87933. * @return the material itself allowing "fluent" like uniform updates
  87934. */
  87935. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  87936. /**
  87937. * Set a vec2 in the shader from a Vector2.
  87938. * @param name Define the name of the uniform as defined in the shader
  87939. * @param value Define the value to give to the uniform
  87940. * @return the material itself allowing "fluent" like uniform updates
  87941. */
  87942. setVector2(name: string, value: Vector2): ShaderMaterial;
  87943. /**
  87944. * Set a vec3 in the shader from a Vector3.
  87945. * @param name Define the name of the uniform as defined in the shader
  87946. * @param value Define the value to give to the uniform
  87947. * @return the material itself allowing "fluent" like uniform updates
  87948. */
  87949. setVector3(name: string, value: Vector3): ShaderMaterial;
  87950. /**
  87951. * Set a vec4 in the shader from a Vector4.
  87952. * @param name Define the name of the uniform as defined in the shader
  87953. * @param value Define the value to give to the uniform
  87954. * @return the material itself allowing "fluent" like uniform updates
  87955. */
  87956. setVector4(name: string, value: Vector4): ShaderMaterial;
  87957. /**
  87958. * Set a mat4 in the shader from a Matrix.
  87959. * @param name Define the name of the uniform as defined in the shader
  87960. * @param value Define the value to give to the uniform
  87961. * @return the material itself allowing "fluent" like uniform updates
  87962. */
  87963. setMatrix(name: string, value: Matrix): ShaderMaterial;
  87964. /**
  87965. * Set a float32Array in the shader from a matrix array.
  87966. * @param name Define the name of the uniform as defined in the shader
  87967. * @param value Define the value to give to the uniform
  87968. * @return the material itself allowing "fluent" like uniform updates
  87969. */
  87970. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  87971. /**
  87972. * Set a mat3 in the shader from a Float32Array.
  87973. * @param name Define the name of the uniform as defined in the shader
  87974. * @param value Define the value to give to the uniform
  87975. * @return the material itself allowing "fluent" like uniform updates
  87976. */
  87977. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  87978. /**
  87979. * Set a mat2 in the shader from a Float32Array.
  87980. * @param name Define the name of the uniform as defined in the shader
  87981. * @param value Define the value to give to the uniform
  87982. * @return the material itself allowing "fluent" like uniform updates
  87983. */
  87984. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  87985. /**
  87986. * Set a vec2 array in the shader from a number array.
  87987. * @param name Define the name of the uniform as defined in the shader
  87988. * @param value Define the value to give to the uniform
  87989. * @return the material itself allowing "fluent" like uniform updates
  87990. */
  87991. setArray2(name: string, value: number[]): ShaderMaterial;
  87992. /**
  87993. * Set a vec3 array in the shader from a number array.
  87994. * @param name Define the name of the uniform as defined in the shader
  87995. * @param value Define the value to give to the uniform
  87996. * @return the material itself allowing "fluent" like uniform updates
  87997. */
  87998. setArray3(name: string, value: number[]): ShaderMaterial;
  87999. /**
  88000. * Set a vec4 array in the shader from a number array.
  88001. * @param name Define the name of the uniform as defined in the shader
  88002. * @param value Define the value to give to the uniform
  88003. * @return the material itself allowing "fluent" like uniform updates
  88004. */
  88005. setArray4(name: string, value: number[]): ShaderMaterial;
  88006. private _checkCache;
  88007. /**
  88008. * Specifies that the submesh is ready to be used
  88009. * @param mesh defines the mesh to check
  88010. * @param subMesh defines which submesh to check
  88011. * @param useInstances specifies that instances should be used
  88012. * @returns a boolean indicating that the submesh is ready or not
  88013. */
  88014. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88015. /**
  88016. * Checks if the material is ready to render the requested mesh
  88017. * @param mesh Define the mesh to render
  88018. * @param useInstances Define whether or not the material is used with instances
  88019. * @returns true if ready, otherwise false
  88020. */
  88021. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  88022. /**
  88023. * Binds the world matrix to the material
  88024. * @param world defines the world transformation matrix
  88025. */
  88026. bindOnlyWorldMatrix(world: Matrix): void;
  88027. /**
  88028. * Binds the material to the mesh
  88029. * @param world defines the world transformation matrix
  88030. * @param mesh defines the mesh to bind the material to
  88031. */
  88032. bind(world: Matrix, mesh?: Mesh): void;
  88033. /**
  88034. * Gets the active textures from the material
  88035. * @returns an array of textures
  88036. */
  88037. getActiveTextures(): BaseTexture[];
  88038. /**
  88039. * Specifies if the material uses a texture
  88040. * @param texture defines the texture to check against the material
  88041. * @returns a boolean specifying if the material uses the texture
  88042. */
  88043. hasTexture(texture: BaseTexture): boolean;
  88044. /**
  88045. * Makes a duplicate of the material, and gives it a new name
  88046. * @param name defines the new name for the duplicated material
  88047. * @returns the cloned material
  88048. */
  88049. clone(name: string): ShaderMaterial;
  88050. /**
  88051. * Disposes the material
  88052. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  88053. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  88054. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  88055. */
  88056. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  88057. /**
  88058. * Serializes this material in a JSON representation
  88059. * @returns the serialized material object
  88060. */
  88061. serialize(): any;
  88062. /**
  88063. * Creates a shader material from parsed shader material data
  88064. * @param source defines the JSON represnetation of the material
  88065. * @param scene defines the hosting scene
  88066. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  88067. * @returns a new material
  88068. */
  88069. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  88070. }
  88071. }
  88072. declare module BABYLON {
  88073. /** @hidden */
  88074. export var colorPixelShader: {
  88075. name: string;
  88076. shader: string;
  88077. };
  88078. }
  88079. declare module BABYLON {
  88080. /** @hidden */
  88081. export var colorVertexShader: {
  88082. name: string;
  88083. shader: string;
  88084. };
  88085. }
  88086. declare module BABYLON {
  88087. /**
  88088. * Line mesh
  88089. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  88090. */
  88091. export class LinesMesh extends Mesh {
  88092. /**
  88093. * If vertex color should be applied to the mesh
  88094. */
  88095. readonly useVertexColor?: boolean | undefined;
  88096. /**
  88097. * If vertex alpha should be applied to the mesh
  88098. */
  88099. readonly useVertexAlpha?: boolean | undefined;
  88100. /**
  88101. * Color of the line (Default: White)
  88102. */
  88103. color: Color3;
  88104. /**
  88105. * Alpha of the line (Default: 1)
  88106. */
  88107. alpha: number;
  88108. /**
  88109. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  88110. * This margin is expressed in world space coordinates, so its value may vary.
  88111. * Default value is 0.1
  88112. */
  88113. intersectionThreshold: number;
  88114. private _colorShader;
  88115. private color4;
  88116. /**
  88117. * Creates a new LinesMesh
  88118. * @param name defines the name
  88119. * @param scene defines the hosting scene
  88120. * @param parent defines the parent mesh if any
  88121. * @param source defines the optional source LinesMesh used to clone data from
  88122. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  88123. * When false, achieved by calling a clone(), also passing False.
  88124. * This will make creation of children, recursive.
  88125. * @param useVertexColor defines if this LinesMesh supports vertex color
  88126. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  88127. */
  88128. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  88129. /**
  88130. * If vertex color should be applied to the mesh
  88131. */
  88132. useVertexColor?: boolean | undefined,
  88133. /**
  88134. * If vertex alpha should be applied to the mesh
  88135. */
  88136. useVertexAlpha?: boolean | undefined);
  88137. private _addClipPlaneDefine;
  88138. private _removeClipPlaneDefine;
  88139. isReady(): boolean;
  88140. /**
  88141. * Returns the string "LineMesh"
  88142. */
  88143. getClassName(): string;
  88144. /**
  88145. * @hidden
  88146. */
  88147. /**
  88148. * @hidden
  88149. */
  88150. material: Material;
  88151. /**
  88152. * @hidden
  88153. */
  88154. readonly checkCollisions: boolean;
  88155. /** @hidden */
  88156. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  88157. /** @hidden */
  88158. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  88159. /**
  88160. * Disposes of the line mesh
  88161. * @param doNotRecurse If children should be disposed
  88162. */
  88163. dispose(doNotRecurse?: boolean): void;
  88164. /**
  88165. * Returns a new LineMesh object cloned from the current one.
  88166. */
  88167. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  88168. /**
  88169. * Creates a new InstancedLinesMesh object from the mesh model.
  88170. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88171. * @param name defines the name of the new instance
  88172. * @returns a new InstancedLinesMesh
  88173. */
  88174. createInstance(name: string): InstancedLinesMesh;
  88175. }
  88176. /**
  88177. * Creates an instance based on a source LinesMesh
  88178. */
  88179. export class InstancedLinesMesh extends InstancedMesh {
  88180. /**
  88181. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  88182. * This margin is expressed in world space coordinates, so its value may vary.
  88183. * Initilized with the intersectionThreshold value of the source LinesMesh
  88184. */
  88185. intersectionThreshold: number;
  88186. constructor(name: string, source: LinesMesh);
  88187. /**
  88188. * Returns the string "InstancedLinesMesh".
  88189. */
  88190. getClassName(): string;
  88191. }
  88192. }
  88193. declare module BABYLON {
  88194. /** @hidden */
  88195. export var linePixelShader: {
  88196. name: string;
  88197. shader: string;
  88198. };
  88199. }
  88200. declare module BABYLON {
  88201. /** @hidden */
  88202. export var lineVertexShader: {
  88203. name: string;
  88204. shader: string;
  88205. };
  88206. }
  88207. declare module BABYLON {
  88208. interface AbstractMesh {
  88209. /**
  88210. * Gets the edgesRenderer associated with the mesh
  88211. */
  88212. edgesRenderer: Nullable<EdgesRenderer>;
  88213. }
  88214. interface LinesMesh {
  88215. /**
  88216. * Enables the edge rendering mode on the mesh.
  88217. * This mode makes the mesh edges visible
  88218. * @param epsilon defines the maximal distance between two angles to detect a face
  88219. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  88220. * @returns the currentAbstractMesh
  88221. * @see https://www.babylonjs-playground.com/#19O9TU#0
  88222. */
  88223. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  88224. }
  88225. interface InstancedLinesMesh {
  88226. /**
  88227. * Enables the edge rendering mode on the mesh.
  88228. * This mode makes the mesh edges visible
  88229. * @param epsilon defines the maximal distance between two angles to detect a face
  88230. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  88231. * @returns the current InstancedLinesMesh
  88232. * @see https://www.babylonjs-playground.com/#19O9TU#0
  88233. */
  88234. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  88235. }
  88236. /**
  88237. * Defines the minimum contract an Edges renderer should follow.
  88238. */
  88239. export interface IEdgesRenderer extends IDisposable {
  88240. /**
  88241. * Gets or sets a boolean indicating if the edgesRenderer is active
  88242. */
  88243. isEnabled: boolean;
  88244. /**
  88245. * Renders the edges of the attached mesh,
  88246. */
  88247. render(): void;
  88248. /**
  88249. * Checks wether or not the edges renderer is ready to render.
  88250. * @return true if ready, otherwise false.
  88251. */
  88252. isReady(): boolean;
  88253. }
  88254. /**
  88255. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  88256. */
  88257. export class EdgesRenderer implements IEdgesRenderer {
  88258. /**
  88259. * Define the size of the edges with an orthographic camera
  88260. */
  88261. edgesWidthScalerForOrthographic: number;
  88262. /**
  88263. * Define the size of the edges with a perspective camera
  88264. */
  88265. edgesWidthScalerForPerspective: number;
  88266. protected _source: AbstractMesh;
  88267. protected _linesPositions: number[];
  88268. protected _linesNormals: number[];
  88269. protected _linesIndices: number[];
  88270. protected _epsilon: number;
  88271. protected _indicesCount: number;
  88272. protected _lineShader: ShaderMaterial;
  88273. protected _ib: DataBuffer;
  88274. protected _buffers: {
  88275. [key: string]: Nullable<VertexBuffer>;
  88276. };
  88277. protected _checkVerticesInsteadOfIndices: boolean;
  88278. private _meshRebuildObserver;
  88279. private _meshDisposeObserver;
  88280. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  88281. isEnabled: boolean;
  88282. /**
  88283. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  88284. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  88285. * @param source Mesh used to create edges
  88286. * @param epsilon sum of angles in adjacency to check for edge
  88287. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  88288. * @param generateEdgesLines - should generate Lines or only prepare resources.
  88289. */
  88290. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  88291. protected _prepareRessources(): void;
  88292. /** @hidden */
  88293. _rebuild(): void;
  88294. /**
  88295. * Releases the required resources for the edges renderer
  88296. */
  88297. dispose(): void;
  88298. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  88299. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  88300. /**
  88301. * Checks if the pair of p0 and p1 is en edge
  88302. * @param faceIndex
  88303. * @param edge
  88304. * @param faceNormals
  88305. * @param p0
  88306. * @param p1
  88307. * @private
  88308. */
  88309. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  88310. /**
  88311. * push line into the position, normal and index buffer
  88312. * @protected
  88313. */
  88314. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  88315. /**
  88316. * Generates lines edges from adjacencjes
  88317. * @private
  88318. */
  88319. _generateEdgesLines(): void;
  88320. /**
  88321. * Checks wether or not the edges renderer is ready to render.
  88322. * @return true if ready, otherwise false.
  88323. */
  88324. isReady(): boolean;
  88325. /**
  88326. * Renders the edges of the attached mesh,
  88327. */
  88328. render(): void;
  88329. }
  88330. /**
  88331. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  88332. */
  88333. export class LineEdgesRenderer extends EdgesRenderer {
  88334. /**
  88335. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  88336. * @param source LineMesh used to generate edges
  88337. * @param epsilon not important (specified angle for edge detection)
  88338. * @param checkVerticesInsteadOfIndices not important for LineMesh
  88339. */
  88340. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  88341. /**
  88342. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  88343. */
  88344. _generateEdgesLines(): void;
  88345. }
  88346. }
  88347. declare module BABYLON {
  88348. /**
  88349. * This represents the object necessary to create a rendering group.
  88350. * This is exclusively used and created by the rendering manager.
  88351. * To modify the behavior, you use the available helpers in your scene or meshes.
  88352. * @hidden
  88353. */
  88354. export class RenderingGroup {
  88355. index: number;
  88356. private static _zeroVector;
  88357. private _scene;
  88358. private _opaqueSubMeshes;
  88359. private _transparentSubMeshes;
  88360. private _alphaTestSubMeshes;
  88361. private _depthOnlySubMeshes;
  88362. private _particleSystems;
  88363. private _spriteManagers;
  88364. private _opaqueSortCompareFn;
  88365. private _alphaTestSortCompareFn;
  88366. private _transparentSortCompareFn;
  88367. private _renderOpaque;
  88368. private _renderAlphaTest;
  88369. private _renderTransparent;
  88370. /** @hidden */
  88371. _edgesRenderers: SmartArray<IEdgesRenderer>;
  88372. onBeforeTransparentRendering: () => void;
  88373. /**
  88374. * Set the opaque sort comparison function.
  88375. * If null the sub meshes will be render in the order they were created
  88376. */
  88377. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88378. /**
  88379. * Set the alpha test sort comparison function.
  88380. * If null the sub meshes will be render in the order they were created
  88381. */
  88382. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88383. /**
  88384. * Set the transparent sort comparison function.
  88385. * If null the sub meshes will be render in the order they were created
  88386. */
  88387. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88388. /**
  88389. * Creates a new rendering group.
  88390. * @param index The rendering group index
  88391. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  88392. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  88393. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  88394. */
  88395. 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>);
  88396. /**
  88397. * Render all the sub meshes contained in the group.
  88398. * @param customRenderFunction Used to override the default render behaviour of the group.
  88399. * @returns true if rendered some submeshes.
  88400. */
  88401. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  88402. /**
  88403. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  88404. * @param subMeshes The submeshes to render
  88405. */
  88406. private renderOpaqueSorted;
  88407. /**
  88408. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  88409. * @param subMeshes The submeshes to render
  88410. */
  88411. private renderAlphaTestSorted;
  88412. /**
  88413. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  88414. * @param subMeshes The submeshes to render
  88415. */
  88416. private renderTransparentSorted;
  88417. /**
  88418. * Renders the submeshes in a specified order.
  88419. * @param subMeshes The submeshes to sort before render
  88420. * @param sortCompareFn The comparison function use to sort
  88421. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  88422. * @param transparent Specifies to activate blending if true
  88423. */
  88424. private static renderSorted;
  88425. /**
  88426. * Renders the submeshes in the order they were dispatched (no sort applied).
  88427. * @param subMeshes The submeshes to render
  88428. */
  88429. private static renderUnsorted;
  88430. /**
  88431. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88432. * are rendered back to front if in the same alpha index.
  88433. *
  88434. * @param a The first submesh
  88435. * @param b The second submesh
  88436. * @returns The result of the comparison
  88437. */
  88438. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  88439. /**
  88440. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88441. * are rendered back to front.
  88442. *
  88443. * @param a The first submesh
  88444. * @param b The second submesh
  88445. * @returns The result of the comparison
  88446. */
  88447. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  88448. /**
  88449. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88450. * are rendered front to back (prevent overdraw).
  88451. *
  88452. * @param a The first submesh
  88453. * @param b The second submesh
  88454. * @returns The result of the comparison
  88455. */
  88456. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  88457. /**
  88458. * Resets the different lists of submeshes to prepare a new frame.
  88459. */
  88460. prepare(): void;
  88461. dispose(): void;
  88462. /**
  88463. * Inserts the submesh in its correct queue depending on its material.
  88464. * @param subMesh The submesh to dispatch
  88465. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88466. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88467. */
  88468. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88469. dispatchSprites(spriteManager: ISpriteManager): void;
  88470. dispatchParticles(particleSystem: IParticleSystem): void;
  88471. private _renderParticles;
  88472. private _renderSprites;
  88473. }
  88474. }
  88475. declare module BABYLON {
  88476. /**
  88477. * Interface describing the different options available in the rendering manager
  88478. * regarding Auto Clear between groups.
  88479. */
  88480. export interface IRenderingManagerAutoClearSetup {
  88481. /**
  88482. * Defines whether or not autoclear is enable.
  88483. */
  88484. autoClear: boolean;
  88485. /**
  88486. * Defines whether or not to autoclear the depth buffer.
  88487. */
  88488. depth: boolean;
  88489. /**
  88490. * Defines whether or not to autoclear the stencil buffer.
  88491. */
  88492. stencil: boolean;
  88493. }
  88494. /**
  88495. * This class is used by the onRenderingGroupObservable
  88496. */
  88497. export class RenderingGroupInfo {
  88498. /**
  88499. * The Scene that being rendered
  88500. */
  88501. scene: Scene;
  88502. /**
  88503. * The camera currently used for the rendering pass
  88504. */
  88505. camera: Nullable<Camera>;
  88506. /**
  88507. * The ID of the renderingGroup being processed
  88508. */
  88509. renderingGroupId: number;
  88510. }
  88511. /**
  88512. * This is the manager responsible of all the rendering for meshes sprites and particles.
  88513. * It is enable to manage the different groups as well as the different necessary sort functions.
  88514. * This should not be used directly aside of the few static configurations
  88515. */
  88516. export class RenderingManager {
  88517. /**
  88518. * The max id used for rendering groups (not included)
  88519. */
  88520. static MAX_RENDERINGGROUPS: number;
  88521. /**
  88522. * The min id used for rendering groups (included)
  88523. */
  88524. static MIN_RENDERINGGROUPS: number;
  88525. /**
  88526. * Used to globally prevent autoclearing scenes.
  88527. */
  88528. static AUTOCLEAR: boolean;
  88529. /**
  88530. * @hidden
  88531. */
  88532. _useSceneAutoClearSetup: boolean;
  88533. private _scene;
  88534. private _renderingGroups;
  88535. private _depthStencilBufferAlreadyCleaned;
  88536. private _autoClearDepthStencil;
  88537. private _customOpaqueSortCompareFn;
  88538. private _customAlphaTestSortCompareFn;
  88539. private _customTransparentSortCompareFn;
  88540. private _renderingGroupInfo;
  88541. /**
  88542. * Instantiates a new rendering group for a particular scene
  88543. * @param scene Defines the scene the groups belongs to
  88544. */
  88545. constructor(scene: Scene);
  88546. private _clearDepthStencilBuffer;
  88547. /**
  88548. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  88549. * @hidden
  88550. */
  88551. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  88552. /**
  88553. * Resets the different information of the group to prepare a new frame
  88554. * @hidden
  88555. */
  88556. reset(): void;
  88557. /**
  88558. * Dispose and release the group and its associated resources.
  88559. * @hidden
  88560. */
  88561. dispose(): void;
  88562. /**
  88563. * Clear the info related to rendering groups preventing retention points during dispose.
  88564. */
  88565. freeRenderingGroups(): void;
  88566. private _prepareRenderingGroup;
  88567. /**
  88568. * Add a sprite manager to the rendering manager in order to render it this frame.
  88569. * @param spriteManager Define the sprite manager to render
  88570. */
  88571. dispatchSprites(spriteManager: ISpriteManager): void;
  88572. /**
  88573. * Add a particle system to the rendering manager in order to render it this frame.
  88574. * @param particleSystem Define the particle system to render
  88575. */
  88576. dispatchParticles(particleSystem: IParticleSystem): void;
  88577. /**
  88578. * Add a submesh to the manager in order to render it this frame
  88579. * @param subMesh The submesh to dispatch
  88580. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88581. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88582. */
  88583. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88584. /**
  88585. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88586. * This allowed control for front to back rendering or reversly depending of the special needs.
  88587. *
  88588. * @param renderingGroupId The rendering group id corresponding to its index
  88589. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88590. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88591. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88592. */
  88593. 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;
  88594. /**
  88595. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88596. *
  88597. * @param renderingGroupId The rendering group id corresponding to its index
  88598. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88599. * @param depth Automatically clears depth between groups if true and autoClear is true.
  88600. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  88601. */
  88602. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  88603. /**
  88604. * Gets the current auto clear configuration for one rendering group of the rendering
  88605. * manager.
  88606. * @param index the rendering group index to get the information for
  88607. * @returns The auto clear setup for the requested rendering group
  88608. */
  88609. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  88610. }
  88611. }
  88612. declare module BABYLON {
  88613. /**
  88614. * This Helps creating a texture that will be created from a camera in your scene.
  88615. * It is basically a dynamic texture that could be used to create special effects for instance.
  88616. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  88617. */
  88618. export class RenderTargetTexture extends Texture {
  88619. isCube: boolean;
  88620. /**
  88621. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  88622. */
  88623. static readonly REFRESHRATE_RENDER_ONCE: number;
  88624. /**
  88625. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  88626. */
  88627. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  88628. /**
  88629. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  88630. * the central point of your effect and can save a lot of performances.
  88631. */
  88632. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  88633. /**
  88634. * Use this predicate to dynamically define the list of mesh you want to render.
  88635. * If set, the renderList property will be overwritten.
  88636. */
  88637. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  88638. private _renderList;
  88639. /**
  88640. * Use this list to define the list of mesh you want to render.
  88641. */
  88642. renderList: Nullable<Array<AbstractMesh>>;
  88643. private _hookArray;
  88644. /**
  88645. * Define if particles should be rendered in your texture.
  88646. */
  88647. renderParticles: boolean;
  88648. /**
  88649. * Define if sprites should be rendered in your texture.
  88650. */
  88651. renderSprites: boolean;
  88652. /**
  88653. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  88654. */
  88655. coordinatesMode: number;
  88656. /**
  88657. * Define the camera used to render the texture.
  88658. */
  88659. activeCamera: Nullable<Camera>;
  88660. /**
  88661. * Override the render function of the texture with your own one.
  88662. */
  88663. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  88664. /**
  88665. * Define if camera post processes should be use while rendering the texture.
  88666. */
  88667. useCameraPostProcesses: boolean;
  88668. /**
  88669. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  88670. */
  88671. ignoreCameraViewport: boolean;
  88672. private _postProcessManager;
  88673. private _postProcesses;
  88674. private _resizeObserver;
  88675. /**
  88676. * An event triggered when the texture is unbind.
  88677. */
  88678. onBeforeBindObservable: Observable<RenderTargetTexture>;
  88679. /**
  88680. * An event triggered when the texture is unbind.
  88681. */
  88682. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  88683. private _onAfterUnbindObserver;
  88684. /**
  88685. * Set a after unbind callback in the texture.
  88686. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  88687. */
  88688. onAfterUnbind: () => void;
  88689. /**
  88690. * An event triggered before rendering the texture
  88691. */
  88692. onBeforeRenderObservable: Observable<number>;
  88693. private _onBeforeRenderObserver;
  88694. /**
  88695. * Set a before render callback in the texture.
  88696. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  88697. */
  88698. onBeforeRender: (faceIndex: number) => void;
  88699. /**
  88700. * An event triggered after rendering the texture
  88701. */
  88702. onAfterRenderObservable: Observable<number>;
  88703. private _onAfterRenderObserver;
  88704. /**
  88705. * Set a after render callback in the texture.
  88706. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  88707. */
  88708. onAfterRender: (faceIndex: number) => void;
  88709. /**
  88710. * An event triggered after the texture clear
  88711. */
  88712. onClearObservable: Observable<Engine>;
  88713. private _onClearObserver;
  88714. /**
  88715. * Set a clear callback in the texture.
  88716. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  88717. */
  88718. onClear: (Engine: Engine) => void;
  88719. /**
  88720. * An event triggered when the texture is resized.
  88721. */
  88722. onResizeObservable: Observable<RenderTargetTexture>;
  88723. /**
  88724. * Define the clear color of the Render Target if it should be different from the scene.
  88725. */
  88726. clearColor: Color4;
  88727. protected _size: number | {
  88728. width: number;
  88729. height: number;
  88730. };
  88731. protected _initialSizeParameter: number | {
  88732. width: number;
  88733. height: number;
  88734. } | {
  88735. ratio: number;
  88736. };
  88737. protected _sizeRatio: Nullable<number>;
  88738. /** @hidden */
  88739. _generateMipMaps: boolean;
  88740. protected _renderingManager: RenderingManager;
  88741. /** @hidden */
  88742. _waitingRenderList: string[];
  88743. protected _doNotChangeAspectRatio: boolean;
  88744. protected _currentRefreshId: number;
  88745. protected _refreshRate: number;
  88746. protected _textureMatrix: Matrix;
  88747. protected _samples: number;
  88748. protected _renderTargetOptions: RenderTargetCreationOptions;
  88749. /**
  88750. * Gets render target creation options that were used.
  88751. */
  88752. readonly renderTargetOptions: RenderTargetCreationOptions;
  88753. protected _engine: Engine;
  88754. protected _onRatioRescale(): void;
  88755. /**
  88756. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  88757. * It must define where the camera used to render the texture is set
  88758. */
  88759. boundingBoxPosition: Vector3;
  88760. private _boundingBoxSize;
  88761. /**
  88762. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  88763. * When defined, the cubemap will switch to local mode
  88764. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  88765. * @example https://www.babylonjs-playground.com/#RNASML
  88766. */
  88767. boundingBoxSize: Vector3;
  88768. /**
  88769. * In case the RTT has been created with a depth texture, get the associated
  88770. * depth texture.
  88771. * Otherwise, return null.
  88772. */
  88773. depthStencilTexture: Nullable<InternalTexture>;
  88774. /**
  88775. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  88776. * or used a shadow, depth texture...
  88777. * @param name The friendly name of the texture
  88778. * @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)
  88779. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  88780. * @param generateMipMaps True if mip maps need to be generated after render.
  88781. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  88782. * @param type The type of the buffer in the RTT (int, half float, float...)
  88783. * @param isCube True if a cube texture needs to be created
  88784. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  88785. * @param generateDepthBuffer True to generate a depth buffer
  88786. * @param generateStencilBuffer True to generate a stencil buffer
  88787. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  88788. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  88789. * @param delayAllocation if the texture allocation should be delayed (default: false)
  88790. */
  88791. constructor(name: string, size: number | {
  88792. width: number;
  88793. height: number;
  88794. } | {
  88795. ratio: number;
  88796. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  88797. /**
  88798. * Creates a depth stencil texture.
  88799. * This is only available in WebGL 2 or with the depth texture extension available.
  88800. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  88801. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  88802. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  88803. */
  88804. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  88805. private _processSizeParameter;
  88806. /**
  88807. * Define the number of samples to use in case of MSAA.
  88808. * It defaults to one meaning no MSAA has been enabled.
  88809. */
  88810. samples: number;
  88811. /**
  88812. * Resets the refresh counter of the texture and start bak from scratch.
  88813. * Could be useful to regenerate the texture if it is setup to render only once.
  88814. */
  88815. resetRefreshCounter(): void;
  88816. /**
  88817. * Define the refresh rate of the texture or the rendering frequency.
  88818. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  88819. */
  88820. refreshRate: number;
  88821. /**
  88822. * Adds a post process to the render target rendering passes.
  88823. * @param postProcess define the post process to add
  88824. */
  88825. addPostProcess(postProcess: PostProcess): void;
  88826. /**
  88827. * Clear all the post processes attached to the render target
  88828. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  88829. */
  88830. clearPostProcesses(dispose?: boolean): void;
  88831. /**
  88832. * Remove one of the post process from the list of attached post processes to the texture
  88833. * @param postProcess define the post process to remove from the list
  88834. */
  88835. removePostProcess(postProcess: PostProcess): void;
  88836. /** @hidden */
  88837. _shouldRender(): boolean;
  88838. /**
  88839. * Gets the actual render size of the texture.
  88840. * @returns the width of the render size
  88841. */
  88842. getRenderSize(): number;
  88843. /**
  88844. * Gets the actual render width of the texture.
  88845. * @returns the width of the render size
  88846. */
  88847. getRenderWidth(): number;
  88848. /**
  88849. * Gets the actual render height of the texture.
  88850. * @returns the height of the render size
  88851. */
  88852. getRenderHeight(): number;
  88853. /**
  88854. * Get if the texture can be rescaled or not.
  88855. */
  88856. readonly canRescale: boolean;
  88857. /**
  88858. * Resize the texture using a ratio.
  88859. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  88860. */
  88861. scale(ratio: number): void;
  88862. /**
  88863. * Get the texture reflection matrix used to rotate/transform the reflection.
  88864. * @returns the reflection matrix
  88865. */
  88866. getReflectionTextureMatrix(): Matrix;
  88867. /**
  88868. * Resize the texture to a new desired size.
  88869. * Be carrefull as it will recreate all the data in the new texture.
  88870. * @param size Define the new size. It can be:
  88871. * - a number for squared texture,
  88872. * - an object containing { width: number, height: number }
  88873. * - or an object containing a ratio { ratio: number }
  88874. */
  88875. resize(size: number | {
  88876. width: number;
  88877. height: number;
  88878. } | {
  88879. ratio: number;
  88880. }): void;
  88881. /**
  88882. * Renders all the objects from the render list into the texture.
  88883. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  88884. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  88885. */
  88886. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  88887. private _bestReflectionRenderTargetDimension;
  88888. /**
  88889. * @hidden
  88890. * @param faceIndex face index to bind to if this is a cubetexture
  88891. */
  88892. _bindFrameBuffer(faceIndex?: number): void;
  88893. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  88894. private renderToTarget;
  88895. /**
  88896. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88897. * This allowed control for front to back rendering or reversly depending of the special needs.
  88898. *
  88899. * @param renderingGroupId The rendering group id corresponding to its index
  88900. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88901. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88902. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88903. */
  88904. 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;
  88905. /**
  88906. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88907. *
  88908. * @param renderingGroupId The rendering group id corresponding to its index
  88909. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88910. */
  88911. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  88912. /**
  88913. * Clones the texture.
  88914. * @returns the cloned texture
  88915. */
  88916. clone(): RenderTargetTexture;
  88917. /**
  88918. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  88919. * @returns The JSON representation of the texture
  88920. */
  88921. serialize(): any;
  88922. /**
  88923. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  88924. */
  88925. disposeFramebufferObjects(): void;
  88926. /**
  88927. * Dispose the texture and release its associated resources.
  88928. */
  88929. dispose(): void;
  88930. /** @hidden */
  88931. _rebuild(): void;
  88932. /**
  88933. * Clear the info related to rendering groups preventing retention point in material dispose.
  88934. */
  88935. freeRenderingGroups(): void;
  88936. /**
  88937. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  88938. * @returns the view count
  88939. */
  88940. getViewCount(): number;
  88941. }
  88942. }
  88943. declare module BABYLON {
  88944. /**
  88945. * Options for compiling materials.
  88946. */
  88947. export interface IMaterialCompilationOptions {
  88948. /**
  88949. * Defines whether clip planes are enabled.
  88950. */
  88951. clipPlane: boolean;
  88952. /**
  88953. * Defines whether instances are enabled.
  88954. */
  88955. useInstances: boolean;
  88956. }
  88957. /**
  88958. * Base class for the main features of a material in Babylon.js
  88959. */
  88960. export class Material implements IAnimatable {
  88961. /**
  88962. * Returns the triangle fill mode
  88963. */
  88964. static readonly TriangleFillMode: number;
  88965. /**
  88966. * Returns the wireframe mode
  88967. */
  88968. static readonly WireFrameFillMode: number;
  88969. /**
  88970. * Returns the point fill mode
  88971. */
  88972. static readonly PointFillMode: number;
  88973. /**
  88974. * Returns the point list draw mode
  88975. */
  88976. static readonly PointListDrawMode: number;
  88977. /**
  88978. * Returns the line list draw mode
  88979. */
  88980. static readonly LineListDrawMode: number;
  88981. /**
  88982. * Returns the line loop draw mode
  88983. */
  88984. static readonly LineLoopDrawMode: number;
  88985. /**
  88986. * Returns the line strip draw mode
  88987. */
  88988. static readonly LineStripDrawMode: number;
  88989. /**
  88990. * Returns the triangle strip draw mode
  88991. */
  88992. static readonly TriangleStripDrawMode: number;
  88993. /**
  88994. * Returns the triangle fan draw mode
  88995. */
  88996. static readonly TriangleFanDrawMode: number;
  88997. /**
  88998. * Stores the clock-wise side orientation
  88999. */
  89000. static readonly ClockWiseSideOrientation: number;
  89001. /**
  89002. * Stores the counter clock-wise side orientation
  89003. */
  89004. static readonly CounterClockWiseSideOrientation: number;
  89005. /**
  89006. * The dirty texture flag value
  89007. */
  89008. static readonly TextureDirtyFlag: number;
  89009. /**
  89010. * The dirty light flag value
  89011. */
  89012. static readonly LightDirtyFlag: number;
  89013. /**
  89014. * The dirty fresnel flag value
  89015. */
  89016. static readonly FresnelDirtyFlag: number;
  89017. /**
  89018. * The dirty attribute flag value
  89019. */
  89020. static readonly AttributesDirtyFlag: number;
  89021. /**
  89022. * The dirty misc flag value
  89023. */
  89024. static readonly MiscDirtyFlag: number;
  89025. /**
  89026. * The all dirty flag value
  89027. */
  89028. static readonly AllDirtyFlag: number;
  89029. /**
  89030. * The ID of the material
  89031. */
  89032. id: string;
  89033. /**
  89034. * Gets or sets the unique id of the material
  89035. */
  89036. uniqueId: number;
  89037. /**
  89038. * The name of the material
  89039. */
  89040. name: string;
  89041. /**
  89042. * Gets or sets user defined metadata
  89043. */
  89044. metadata: any;
  89045. /**
  89046. * For internal use only. Please do not use.
  89047. */
  89048. reservedDataStore: any;
  89049. /**
  89050. * Specifies if the ready state should be checked on each call
  89051. */
  89052. checkReadyOnEveryCall: boolean;
  89053. /**
  89054. * Specifies if the ready state should be checked once
  89055. */
  89056. checkReadyOnlyOnce: boolean;
  89057. /**
  89058. * The state of the material
  89059. */
  89060. state: string;
  89061. /**
  89062. * The alpha value of the material
  89063. */
  89064. protected _alpha: number;
  89065. /**
  89066. * List of inspectable custom properties (used by the Inspector)
  89067. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  89068. */
  89069. inspectableCustomProperties: IInspectable[];
  89070. /**
  89071. * Sets the alpha value of the material
  89072. */
  89073. /**
  89074. * Gets the alpha value of the material
  89075. */
  89076. alpha: number;
  89077. /**
  89078. * Specifies if back face culling is enabled
  89079. */
  89080. protected _backFaceCulling: boolean;
  89081. /**
  89082. * Sets the back-face culling state
  89083. */
  89084. /**
  89085. * Gets the back-face culling state
  89086. */
  89087. backFaceCulling: boolean;
  89088. /**
  89089. * Stores the value for side orientation
  89090. */
  89091. sideOrientation: number;
  89092. /**
  89093. * Callback triggered when the material is compiled
  89094. */
  89095. onCompiled: Nullable<(effect: Effect) => void>;
  89096. /**
  89097. * Callback triggered when an error occurs
  89098. */
  89099. onError: Nullable<(effect: Effect, errors: string) => void>;
  89100. /**
  89101. * Callback triggered to get the render target textures
  89102. */
  89103. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  89104. /**
  89105. * Gets a boolean indicating that current material needs to register RTT
  89106. */
  89107. readonly hasRenderTargetTextures: boolean;
  89108. /**
  89109. * Specifies if the material should be serialized
  89110. */
  89111. doNotSerialize: boolean;
  89112. /**
  89113. * @hidden
  89114. */
  89115. _storeEffectOnSubMeshes: boolean;
  89116. /**
  89117. * Stores the animations for the material
  89118. */
  89119. animations: Nullable<Array<Animation>>;
  89120. /**
  89121. * An event triggered when the material is disposed
  89122. */
  89123. onDisposeObservable: Observable<Material>;
  89124. /**
  89125. * An observer which watches for dispose events
  89126. */
  89127. private _onDisposeObserver;
  89128. private _onUnBindObservable;
  89129. /**
  89130. * Called during a dispose event
  89131. */
  89132. onDispose: () => void;
  89133. private _onBindObservable;
  89134. /**
  89135. * An event triggered when the material is bound
  89136. */
  89137. readonly onBindObservable: Observable<AbstractMesh>;
  89138. /**
  89139. * An observer which watches for bind events
  89140. */
  89141. private _onBindObserver;
  89142. /**
  89143. * Called during a bind event
  89144. */
  89145. onBind: (Mesh: AbstractMesh) => void;
  89146. /**
  89147. * An event triggered when the material is unbound
  89148. */
  89149. readonly onUnBindObservable: Observable<Material>;
  89150. /**
  89151. * Stores the value of the alpha mode
  89152. */
  89153. private _alphaMode;
  89154. /**
  89155. * Sets the value of the alpha mode.
  89156. *
  89157. * | Value | Type | Description |
  89158. * | --- | --- | --- |
  89159. * | 0 | ALPHA_DISABLE | |
  89160. * | 1 | ALPHA_ADD | |
  89161. * | 2 | ALPHA_COMBINE | |
  89162. * | 3 | ALPHA_SUBTRACT | |
  89163. * | 4 | ALPHA_MULTIPLY | |
  89164. * | 5 | ALPHA_MAXIMIZED | |
  89165. * | 6 | ALPHA_ONEONE | |
  89166. * | 7 | ALPHA_PREMULTIPLIED | |
  89167. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  89168. * | 9 | ALPHA_INTERPOLATE | |
  89169. * | 10 | ALPHA_SCREENMODE | |
  89170. *
  89171. */
  89172. /**
  89173. * Gets the value of the alpha mode
  89174. */
  89175. alphaMode: number;
  89176. /**
  89177. * Stores the state of the need depth pre-pass value
  89178. */
  89179. private _needDepthPrePass;
  89180. /**
  89181. * Sets the need depth pre-pass value
  89182. */
  89183. /**
  89184. * Gets the depth pre-pass value
  89185. */
  89186. needDepthPrePass: boolean;
  89187. /**
  89188. * Specifies if depth writing should be disabled
  89189. */
  89190. disableDepthWrite: boolean;
  89191. /**
  89192. * Specifies if depth writing should be forced
  89193. */
  89194. forceDepthWrite: boolean;
  89195. /**
  89196. * Specifies the depth function that should be used. 0 means the default engine function
  89197. */
  89198. depthFunction: number;
  89199. /**
  89200. * Specifies if there should be a separate pass for culling
  89201. */
  89202. separateCullingPass: boolean;
  89203. /**
  89204. * Stores the state specifing if fog should be enabled
  89205. */
  89206. private _fogEnabled;
  89207. /**
  89208. * Sets the state for enabling fog
  89209. */
  89210. /**
  89211. * Gets the value of the fog enabled state
  89212. */
  89213. fogEnabled: boolean;
  89214. /**
  89215. * Stores the size of points
  89216. */
  89217. pointSize: number;
  89218. /**
  89219. * Stores the z offset value
  89220. */
  89221. zOffset: number;
  89222. /**
  89223. * Gets a value specifying if wireframe mode is enabled
  89224. */
  89225. /**
  89226. * Sets the state of wireframe mode
  89227. */
  89228. wireframe: boolean;
  89229. /**
  89230. * Gets the value specifying if point clouds are enabled
  89231. */
  89232. /**
  89233. * Sets the state of point cloud mode
  89234. */
  89235. pointsCloud: boolean;
  89236. /**
  89237. * Gets the material fill mode
  89238. */
  89239. /**
  89240. * Sets the material fill mode
  89241. */
  89242. fillMode: number;
  89243. /**
  89244. * @hidden
  89245. * Stores the effects for the material
  89246. */
  89247. _effect: Nullable<Effect>;
  89248. /**
  89249. * @hidden
  89250. * Specifies if the material was previously ready
  89251. */
  89252. _wasPreviouslyReady: boolean;
  89253. /**
  89254. * Specifies if uniform buffers should be used
  89255. */
  89256. private _useUBO;
  89257. /**
  89258. * Stores a reference to the scene
  89259. */
  89260. private _scene;
  89261. /**
  89262. * Stores the fill mode state
  89263. */
  89264. private _fillMode;
  89265. /**
  89266. * Specifies if the depth write state should be cached
  89267. */
  89268. private _cachedDepthWriteState;
  89269. /**
  89270. * Specifies if the depth function state should be cached
  89271. */
  89272. private _cachedDepthFunctionState;
  89273. /**
  89274. * Stores the uniform buffer
  89275. */
  89276. protected _uniformBuffer: UniformBuffer;
  89277. /** @hidden */
  89278. _indexInSceneMaterialArray: number;
  89279. /** @hidden */
  89280. meshMap: Nullable<{
  89281. [id: string]: AbstractMesh | undefined;
  89282. }>;
  89283. /**
  89284. * Creates a material instance
  89285. * @param name defines the name of the material
  89286. * @param scene defines the scene to reference
  89287. * @param doNotAdd specifies if the material should be added to the scene
  89288. */
  89289. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  89290. /**
  89291. * Returns a string representation of the current material
  89292. * @param fullDetails defines a boolean indicating which levels of logging is desired
  89293. * @returns a string with material information
  89294. */
  89295. toString(fullDetails?: boolean): string;
  89296. /**
  89297. * Gets the class name of the material
  89298. * @returns a string with the class name of the material
  89299. */
  89300. getClassName(): string;
  89301. /**
  89302. * Specifies if updates for the material been locked
  89303. */
  89304. readonly isFrozen: boolean;
  89305. /**
  89306. * Locks updates for the material
  89307. */
  89308. freeze(): void;
  89309. /**
  89310. * Unlocks updates for the material
  89311. */
  89312. unfreeze(): void;
  89313. /**
  89314. * Specifies if the material is ready to be used
  89315. * @param mesh defines the mesh to check
  89316. * @param useInstances specifies if instances should be used
  89317. * @returns a boolean indicating if the material is ready to be used
  89318. */
  89319. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  89320. /**
  89321. * Specifies that the submesh is ready to be used
  89322. * @param mesh defines the mesh to check
  89323. * @param subMesh defines which submesh to check
  89324. * @param useInstances specifies that instances should be used
  89325. * @returns a boolean indicating that the submesh is ready or not
  89326. */
  89327. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89328. /**
  89329. * Returns the material effect
  89330. * @returns the effect associated with the material
  89331. */
  89332. getEffect(): Nullable<Effect>;
  89333. /**
  89334. * Returns the current scene
  89335. * @returns a Scene
  89336. */
  89337. getScene(): Scene;
  89338. /**
  89339. * Specifies if the material will require alpha blending
  89340. * @returns a boolean specifying if alpha blending is needed
  89341. */
  89342. needAlphaBlending(): boolean;
  89343. /**
  89344. * Specifies if the mesh will require alpha blending
  89345. * @param mesh defines the mesh to check
  89346. * @returns a boolean specifying if alpha blending is needed for the mesh
  89347. */
  89348. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  89349. /**
  89350. * Specifies if this material should be rendered in alpha test mode
  89351. * @returns a boolean specifying if an alpha test is needed.
  89352. */
  89353. needAlphaTesting(): boolean;
  89354. /**
  89355. * Gets the texture used for the alpha test
  89356. * @returns the texture to use for alpha testing
  89357. */
  89358. getAlphaTestTexture(): Nullable<BaseTexture>;
  89359. /**
  89360. * Marks the material to indicate that it needs to be re-calculated
  89361. */
  89362. markDirty(): void;
  89363. /** @hidden */
  89364. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  89365. /**
  89366. * Binds the material to the mesh
  89367. * @param world defines the world transformation matrix
  89368. * @param mesh defines the mesh to bind the material to
  89369. */
  89370. bind(world: Matrix, mesh?: Mesh): void;
  89371. /**
  89372. * Binds the submesh to the material
  89373. * @param world defines the world transformation matrix
  89374. * @param mesh defines the mesh containing the submesh
  89375. * @param subMesh defines the submesh to bind the material to
  89376. */
  89377. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  89378. /**
  89379. * Binds the world matrix to the material
  89380. * @param world defines the world transformation matrix
  89381. */
  89382. bindOnlyWorldMatrix(world: Matrix): void;
  89383. /**
  89384. * Binds the scene's uniform buffer to the effect.
  89385. * @param effect defines the effect to bind to the scene uniform buffer
  89386. * @param sceneUbo defines the uniform buffer storing scene data
  89387. */
  89388. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  89389. /**
  89390. * Binds the view matrix to the effect
  89391. * @param effect defines the effect to bind the view matrix to
  89392. */
  89393. bindView(effect: Effect): void;
  89394. /**
  89395. * Binds the view projection matrix to the effect
  89396. * @param effect defines the effect to bind the view projection matrix to
  89397. */
  89398. bindViewProjection(effect: Effect): void;
  89399. /**
  89400. * Specifies if material alpha testing should be turned on for the mesh
  89401. * @param mesh defines the mesh to check
  89402. */
  89403. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  89404. /**
  89405. * Processes to execute after binding the material to a mesh
  89406. * @param mesh defines the rendered mesh
  89407. */
  89408. protected _afterBind(mesh?: Mesh): void;
  89409. /**
  89410. * Unbinds the material from the mesh
  89411. */
  89412. unbind(): void;
  89413. /**
  89414. * Gets the active textures from the material
  89415. * @returns an array of textures
  89416. */
  89417. getActiveTextures(): BaseTexture[];
  89418. /**
  89419. * Specifies if the material uses a texture
  89420. * @param texture defines the texture to check against the material
  89421. * @returns a boolean specifying if the material uses the texture
  89422. */
  89423. hasTexture(texture: BaseTexture): boolean;
  89424. /**
  89425. * Makes a duplicate of the material, and gives it a new name
  89426. * @param name defines the new name for the duplicated material
  89427. * @returns the cloned material
  89428. */
  89429. clone(name: string): Nullable<Material>;
  89430. /**
  89431. * Gets the meshes bound to the material
  89432. * @returns an array of meshes bound to the material
  89433. */
  89434. getBindedMeshes(): AbstractMesh[];
  89435. /**
  89436. * Force shader compilation
  89437. * @param mesh defines the mesh associated with this material
  89438. * @param onCompiled defines a function to execute once the material is compiled
  89439. * @param options defines the options to configure the compilation
  89440. * @param onError defines a function to execute if the material fails compiling
  89441. */
  89442. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  89443. /**
  89444. * Force shader compilation
  89445. * @param mesh defines the mesh that will use this material
  89446. * @param options defines additional options for compiling the shaders
  89447. * @returns a promise that resolves when the compilation completes
  89448. */
  89449. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  89450. private static readonly _AllDirtyCallBack;
  89451. private static readonly _ImageProcessingDirtyCallBack;
  89452. private static readonly _TextureDirtyCallBack;
  89453. private static readonly _FresnelDirtyCallBack;
  89454. private static readonly _MiscDirtyCallBack;
  89455. private static readonly _LightsDirtyCallBack;
  89456. private static readonly _AttributeDirtyCallBack;
  89457. private static _FresnelAndMiscDirtyCallBack;
  89458. private static _TextureAndMiscDirtyCallBack;
  89459. private static readonly _DirtyCallbackArray;
  89460. private static readonly _RunDirtyCallBacks;
  89461. /**
  89462. * Marks a define in the material to indicate that it needs to be re-computed
  89463. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  89464. */
  89465. markAsDirty(flag: number): void;
  89466. /**
  89467. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  89468. * @param func defines a function which checks material defines against the submeshes
  89469. */
  89470. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  89471. /**
  89472. * Indicates that we need to re-calculated for all submeshes
  89473. */
  89474. protected _markAllSubMeshesAsAllDirty(): void;
  89475. /**
  89476. * Indicates that image processing needs to be re-calculated for all submeshes
  89477. */
  89478. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  89479. /**
  89480. * Indicates that textures need to be re-calculated for all submeshes
  89481. */
  89482. protected _markAllSubMeshesAsTexturesDirty(): void;
  89483. /**
  89484. * Indicates that fresnel needs to be re-calculated for all submeshes
  89485. */
  89486. protected _markAllSubMeshesAsFresnelDirty(): void;
  89487. /**
  89488. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  89489. */
  89490. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  89491. /**
  89492. * Indicates that lights need to be re-calculated for all submeshes
  89493. */
  89494. protected _markAllSubMeshesAsLightsDirty(): void;
  89495. /**
  89496. * Indicates that attributes need to be re-calculated for all submeshes
  89497. */
  89498. protected _markAllSubMeshesAsAttributesDirty(): void;
  89499. /**
  89500. * Indicates that misc needs to be re-calculated for all submeshes
  89501. */
  89502. protected _markAllSubMeshesAsMiscDirty(): void;
  89503. /**
  89504. * Indicates that textures and misc need to be re-calculated for all submeshes
  89505. */
  89506. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  89507. /**
  89508. * Disposes the material
  89509. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  89510. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  89511. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  89512. */
  89513. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  89514. /** @hidden */
  89515. private releaseVertexArrayObject;
  89516. /**
  89517. * Serializes this material
  89518. * @returns the serialized material object
  89519. */
  89520. serialize(): any;
  89521. /**
  89522. * Creates a material from parsed material data
  89523. * @param parsedMaterial defines parsed material data
  89524. * @param scene defines the hosting scene
  89525. * @param rootUrl defines the root URL to use to load textures
  89526. * @returns a new material
  89527. */
  89528. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  89529. }
  89530. }
  89531. declare module BABYLON {
  89532. /**
  89533. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89534. * separate meshes. This can be use to improve performances.
  89535. * @see http://doc.babylonjs.com/how_to/multi_materials
  89536. */
  89537. export class MultiMaterial extends Material {
  89538. private _subMaterials;
  89539. /**
  89540. * Gets or Sets the list of Materials used within the multi material.
  89541. * They need to be ordered according to the submeshes order in the associated mesh
  89542. */
  89543. subMaterials: Nullable<Material>[];
  89544. /**
  89545. * Function used to align with Node.getChildren()
  89546. * @returns the list of Materials used within the multi material
  89547. */
  89548. getChildren(): Nullable<Material>[];
  89549. /**
  89550. * Instantiates a new Multi Material
  89551. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89552. * separate meshes. This can be use to improve performances.
  89553. * @see http://doc.babylonjs.com/how_to/multi_materials
  89554. * @param name Define the name in the scene
  89555. * @param scene Define the scene the material belongs to
  89556. */
  89557. constructor(name: string, scene: Scene);
  89558. private _hookArray;
  89559. /**
  89560. * Get one of the submaterial by its index in the submaterials array
  89561. * @param index The index to look the sub material at
  89562. * @returns The Material if the index has been defined
  89563. */
  89564. getSubMaterial(index: number): Nullable<Material>;
  89565. /**
  89566. * Get the list of active textures for the whole sub materials list.
  89567. * @returns All the textures that will be used during the rendering
  89568. */
  89569. getActiveTextures(): BaseTexture[];
  89570. /**
  89571. * Gets the current class name of the material e.g. "MultiMaterial"
  89572. * Mainly use in serialization.
  89573. * @returns the class name
  89574. */
  89575. getClassName(): string;
  89576. /**
  89577. * Checks if the material is ready to render the requested sub mesh
  89578. * @param mesh Define the mesh the submesh belongs to
  89579. * @param subMesh Define the sub mesh to look readyness for
  89580. * @param useInstances Define whether or not the material is used with instances
  89581. * @returns true if ready, otherwise false
  89582. */
  89583. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89584. /**
  89585. * Clones the current material and its related sub materials
  89586. * @param name Define the name of the newly cloned material
  89587. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  89588. * @returns the cloned material
  89589. */
  89590. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  89591. /**
  89592. * Serializes the materials into a JSON representation.
  89593. * @returns the JSON representation
  89594. */
  89595. serialize(): any;
  89596. /**
  89597. * Dispose the material and release its associated resources
  89598. * @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)
  89599. * @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)
  89600. * @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)
  89601. */
  89602. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  89603. /**
  89604. * Creates a MultiMaterial from parsed MultiMaterial data.
  89605. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  89606. * @param scene defines the hosting scene
  89607. * @returns a new MultiMaterial
  89608. */
  89609. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  89610. }
  89611. }
  89612. declare module BABYLON {
  89613. /**
  89614. * Base class for submeshes
  89615. */
  89616. export class BaseSubMesh {
  89617. /** @hidden */
  89618. _materialDefines: Nullable<MaterialDefines>;
  89619. /** @hidden */
  89620. _materialEffect: Nullable<Effect>;
  89621. /**
  89622. * Gets associated effect
  89623. */
  89624. readonly effect: Nullable<Effect>;
  89625. /**
  89626. * Sets associated effect (effect used to render this submesh)
  89627. * @param effect defines the effect to associate with
  89628. * @param defines defines the set of defines used to compile this effect
  89629. */
  89630. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  89631. }
  89632. /**
  89633. * Defines a subdivision inside a mesh
  89634. */
  89635. export class SubMesh extends BaseSubMesh implements ICullable {
  89636. /** the material index to use */
  89637. materialIndex: number;
  89638. /** vertex index start */
  89639. verticesStart: number;
  89640. /** vertices count */
  89641. verticesCount: number;
  89642. /** index start */
  89643. indexStart: number;
  89644. /** indices count */
  89645. indexCount: number;
  89646. /** @hidden */
  89647. _linesIndexCount: number;
  89648. private _mesh;
  89649. private _renderingMesh;
  89650. private _boundingInfo;
  89651. private _linesIndexBuffer;
  89652. /** @hidden */
  89653. _lastColliderWorldVertices: Nullable<Vector3[]>;
  89654. /** @hidden */
  89655. _trianglePlanes: Plane[];
  89656. /** @hidden */
  89657. _lastColliderTransformMatrix: Nullable<Matrix>;
  89658. /** @hidden */
  89659. _renderId: number;
  89660. /** @hidden */
  89661. _alphaIndex: number;
  89662. /** @hidden */
  89663. _distanceToCamera: number;
  89664. /** @hidden */
  89665. _id: number;
  89666. private _currentMaterial;
  89667. /**
  89668. * Add a new submesh to a mesh
  89669. * @param materialIndex defines the material index to use
  89670. * @param verticesStart defines vertex index start
  89671. * @param verticesCount defines vertices count
  89672. * @param indexStart defines index start
  89673. * @param indexCount defines indices count
  89674. * @param mesh defines the parent mesh
  89675. * @param renderingMesh defines an optional rendering mesh
  89676. * @param createBoundingBox defines if bounding box should be created for this submesh
  89677. * @returns the new submesh
  89678. */
  89679. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  89680. /**
  89681. * Creates a new submesh
  89682. * @param materialIndex defines the material index to use
  89683. * @param verticesStart defines vertex index start
  89684. * @param verticesCount defines vertices count
  89685. * @param indexStart defines index start
  89686. * @param indexCount defines indices count
  89687. * @param mesh defines the parent mesh
  89688. * @param renderingMesh defines an optional rendering mesh
  89689. * @param createBoundingBox defines if bounding box should be created for this submesh
  89690. */
  89691. constructor(
  89692. /** the material index to use */
  89693. materialIndex: number,
  89694. /** vertex index start */
  89695. verticesStart: number,
  89696. /** vertices count */
  89697. verticesCount: number,
  89698. /** index start */
  89699. indexStart: number,
  89700. /** indices count */
  89701. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  89702. /**
  89703. * Returns true if this submesh covers the entire parent mesh
  89704. * @ignorenaming
  89705. */
  89706. readonly IsGlobal: boolean;
  89707. /**
  89708. * Returns the submesh BoudingInfo object
  89709. * @returns current bounding info (or mesh's one if the submesh is global)
  89710. */
  89711. getBoundingInfo(): BoundingInfo;
  89712. /**
  89713. * Sets the submesh BoundingInfo
  89714. * @param boundingInfo defines the new bounding info to use
  89715. * @returns the SubMesh
  89716. */
  89717. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  89718. /**
  89719. * Returns the mesh of the current submesh
  89720. * @return the parent mesh
  89721. */
  89722. getMesh(): AbstractMesh;
  89723. /**
  89724. * Returns the rendering mesh of the submesh
  89725. * @returns the rendering mesh (could be different from parent mesh)
  89726. */
  89727. getRenderingMesh(): Mesh;
  89728. /**
  89729. * Returns the submesh material
  89730. * @returns null or the current material
  89731. */
  89732. getMaterial(): Nullable<Material>;
  89733. /**
  89734. * Sets a new updated BoundingInfo object to the submesh
  89735. * @param data defines an optional position array to use to determine the bounding info
  89736. * @returns the SubMesh
  89737. */
  89738. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  89739. /** @hidden */
  89740. _checkCollision(collider: Collider): boolean;
  89741. /**
  89742. * Updates the submesh BoundingInfo
  89743. * @param world defines the world matrix to use to update the bounding info
  89744. * @returns the submesh
  89745. */
  89746. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  89747. /**
  89748. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  89749. * @param frustumPlanes defines the frustum planes
  89750. * @returns true if the submesh is intersecting with the frustum
  89751. */
  89752. isInFrustum(frustumPlanes: Plane[]): boolean;
  89753. /**
  89754. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  89755. * @param frustumPlanes defines the frustum planes
  89756. * @returns true if the submesh is inside the frustum
  89757. */
  89758. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89759. /**
  89760. * Renders the submesh
  89761. * @param enableAlphaMode defines if alpha needs to be used
  89762. * @returns the submesh
  89763. */
  89764. render(enableAlphaMode: boolean): SubMesh;
  89765. /**
  89766. * @hidden
  89767. */
  89768. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  89769. /**
  89770. * Checks if the submesh intersects with a ray
  89771. * @param ray defines the ray to test
  89772. * @returns true is the passed ray intersects the submesh bounding box
  89773. */
  89774. canIntersects(ray: Ray): boolean;
  89775. /**
  89776. * Intersects current submesh with a ray
  89777. * @param ray defines the ray to test
  89778. * @param positions defines mesh's positions array
  89779. * @param indices defines mesh's indices array
  89780. * @param fastCheck defines if only bounding info should be used
  89781. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89782. * @returns intersection info or null if no intersection
  89783. */
  89784. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  89785. /** @hidden */
  89786. private _intersectLines;
  89787. /** @hidden */
  89788. private _intersectUnIndexedLines;
  89789. /** @hidden */
  89790. private _intersectTriangles;
  89791. /** @hidden */
  89792. private _intersectUnIndexedTriangles;
  89793. /** @hidden */
  89794. _rebuild(): void;
  89795. /**
  89796. * Creates a new submesh from the passed mesh
  89797. * @param newMesh defines the new hosting mesh
  89798. * @param newRenderingMesh defines an optional rendering mesh
  89799. * @returns the new submesh
  89800. */
  89801. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  89802. /**
  89803. * Release associated resources
  89804. */
  89805. dispose(): void;
  89806. /**
  89807. * Gets the class name
  89808. * @returns the string "SubMesh".
  89809. */
  89810. getClassName(): string;
  89811. /**
  89812. * Creates a new submesh from indices data
  89813. * @param materialIndex the index of the main mesh material
  89814. * @param startIndex the index where to start the copy in the mesh indices array
  89815. * @param indexCount the number of indices to copy then from the startIndex
  89816. * @param mesh the main mesh to create the submesh from
  89817. * @param renderingMesh the optional rendering mesh
  89818. * @returns a new submesh
  89819. */
  89820. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  89821. }
  89822. }
  89823. declare module BABYLON {
  89824. /**
  89825. * Class used to represent data loading progression
  89826. */
  89827. export class SceneLoaderFlags {
  89828. private static _ForceFullSceneLoadingForIncremental;
  89829. private static _ShowLoadingScreen;
  89830. private static _CleanBoneMatrixWeights;
  89831. private static _loggingLevel;
  89832. /**
  89833. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  89834. */
  89835. static ForceFullSceneLoadingForIncremental: boolean;
  89836. /**
  89837. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  89838. */
  89839. static ShowLoadingScreen: boolean;
  89840. /**
  89841. * Defines the current logging level (while loading the scene)
  89842. * @ignorenaming
  89843. */
  89844. static loggingLevel: number;
  89845. /**
  89846. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  89847. */
  89848. static CleanBoneMatrixWeights: boolean;
  89849. }
  89850. }
  89851. declare module BABYLON {
  89852. /**
  89853. * Class used to store geometry data (vertex buffers + index buffer)
  89854. */
  89855. export class Geometry implements IGetSetVerticesData {
  89856. /**
  89857. * Gets or sets the ID of the geometry
  89858. */
  89859. id: string;
  89860. /**
  89861. * Gets or sets the unique ID of the geometry
  89862. */
  89863. uniqueId: number;
  89864. /**
  89865. * Gets the delay loading state of the geometry (none by default which means not delayed)
  89866. */
  89867. delayLoadState: number;
  89868. /**
  89869. * Gets the file containing the data to load when running in delay load state
  89870. */
  89871. delayLoadingFile: Nullable<string>;
  89872. /**
  89873. * Callback called when the geometry is updated
  89874. */
  89875. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  89876. private _scene;
  89877. private _engine;
  89878. private _meshes;
  89879. private _totalVertices;
  89880. /** @hidden */
  89881. _indices: IndicesArray;
  89882. /** @hidden */
  89883. _vertexBuffers: {
  89884. [key: string]: VertexBuffer;
  89885. };
  89886. private _isDisposed;
  89887. private _extend;
  89888. private _boundingBias;
  89889. /** @hidden */
  89890. _delayInfo: Array<string>;
  89891. private _indexBuffer;
  89892. private _indexBufferIsUpdatable;
  89893. /** @hidden */
  89894. _boundingInfo: Nullable<BoundingInfo>;
  89895. /** @hidden */
  89896. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  89897. /** @hidden */
  89898. _softwareSkinningFrameId: number;
  89899. private _vertexArrayObjects;
  89900. private _updatable;
  89901. /** @hidden */
  89902. _positions: Nullable<Vector3[]>;
  89903. /**
  89904. * 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
  89905. */
  89906. /**
  89907. * 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
  89908. */
  89909. boundingBias: Vector2;
  89910. /**
  89911. * Static function used to attach a new empty geometry to a mesh
  89912. * @param mesh defines the mesh to attach the geometry to
  89913. * @returns the new Geometry
  89914. */
  89915. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  89916. /**
  89917. * Creates a new geometry
  89918. * @param id defines the unique ID
  89919. * @param scene defines the hosting scene
  89920. * @param vertexData defines the VertexData used to get geometry data
  89921. * @param updatable defines if geometry must be updatable (false by default)
  89922. * @param mesh defines the mesh that will be associated with the geometry
  89923. */
  89924. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  89925. /**
  89926. * Gets the current extend of the geometry
  89927. */
  89928. readonly extend: {
  89929. minimum: Vector3;
  89930. maximum: Vector3;
  89931. };
  89932. /**
  89933. * Gets the hosting scene
  89934. * @returns the hosting Scene
  89935. */
  89936. getScene(): Scene;
  89937. /**
  89938. * Gets the hosting engine
  89939. * @returns the hosting Engine
  89940. */
  89941. getEngine(): Engine;
  89942. /**
  89943. * Defines if the geometry is ready to use
  89944. * @returns true if the geometry is ready to be used
  89945. */
  89946. isReady(): boolean;
  89947. /**
  89948. * Gets a value indicating that the geometry should not be serialized
  89949. */
  89950. readonly doNotSerialize: boolean;
  89951. /** @hidden */
  89952. _rebuild(): void;
  89953. /**
  89954. * Affects all geometry data in one call
  89955. * @param vertexData defines the geometry data
  89956. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  89957. */
  89958. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  89959. /**
  89960. * Set specific vertex data
  89961. * @param kind defines the data kind (Position, normal, etc...)
  89962. * @param data defines the vertex data to use
  89963. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89964. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89965. */
  89966. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  89967. /**
  89968. * Removes a specific vertex data
  89969. * @param kind defines the data kind (Position, normal, etc...)
  89970. */
  89971. removeVerticesData(kind: string): void;
  89972. /**
  89973. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  89974. * @param buffer defines the vertex buffer to use
  89975. * @param totalVertices defines the total number of vertices for position kind (could be null)
  89976. */
  89977. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  89978. /**
  89979. * Update a specific vertex buffer
  89980. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  89981. * It will do nothing if the buffer is not updatable
  89982. * @param kind defines the data kind (Position, normal, etc...)
  89983. * @param data defines the data to use
  89984. * @param offset defines the offset in the target buffer where to store the data
  89985. * @param useBytes set to true if the offset is in bytes
  89986. */
  89987. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  89988. /**
  89989. * Update a specific vertex buffer
  89990. * This function will create a new buffer if the current one is not updatable
  89991. * @param kind defines the data kind (Position, normal, etc...)
  89992. * @param data defines the data to use
  89993. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  89994. */
  89995. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  89996. private _updateBoundingInfo;
  89997. /** @hidden */
  89998. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  89999. /**
  90000. * Gets total number of vertices
  90001. * @returns the total number of vertices
  90002. */
  90003. getTotalVertices(): number;
  90004. /**
  90005. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  90006. * @param kind defines the data kind (Position, normal, etc...)
  90007. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  90008. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  90009. * @returns a float array containing vertex data
  90010. */
  90011. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  90012. /**
  90013. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  90014. * @param kind defines the data kind (Position, normal, etc...)
  90015. * @returns true if the vertex buffer with the specified kind is updatable
  90016. */
  90017. isVertexBufferUpdatable(kind: string): boolean;
  90018. /**
  90019. * Gets a specific vertex buffer
  90020. * @param kind defines the data kind (Position, normal, etc...)
  90021. * @returns a VertexBuffer
  90022. */
  90023. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  90024. /**
  90025. * Returns all vertex buffers
  90026. * @return an object holding all vertex buffers indexed by kind
  90027. */
  90028. getVertexBuffers(): Nullable<{
  90029. [key: string]: VertexBuffer;
  90030. }>;
  90031. /**
  90032. * Gets a boolean indicating if specific vertex buffer is present
  90033. * @param kind defines the data kind (Position, normal, etc...)
  90034. * @returns true if data is present
  90035. */
  90036. isVerticesDataPresent(kind: string): boolean;
  90037. /**
  90038. * Gets a list of all attached data kinds (Position, normal, etc...)
  90039. * @returns a list of string containing all kinds
  90040. */
  90041. getVerticesDataKinds(): string[];
  90042. /**
  90043. * Update index buffer
  90044. * @param indices defines the indices to store in the index buffer
  90045. * @param offset defines the offset in the target buffer where to store the data
  90046. * @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)
  90047. */
  90048. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  90049. /**
  90050. * Creates a new index buffer
  90051. * @param indices defines the indices to store in the index buffer
  90052. * @param totalVertices defines the total number of vertices (could be null)
  90053. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  90054. */
  90055. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  90056. /**
  90057. * Return the total number of indices
  90058. * @returns the total number of indices
  90059. */
  90060. getTotalIndices(): number;
  90061. /**
  90062. * Gets the index buffer array
  90063. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  90064. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  90065. * @returns the index buffer array
  90066. */
  90067. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  90068. /**
  90069. * Gets the index buffer
  90070. * @return the index buffer
  90071. */
  90072. getIndexBuffer(): Nullable<DataBuffer>;
  90073. /** @hidden */
  90074. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  90075. /**
  90076. * Release the associated resources for a specific mesh
  90077. * @param mesh defines the source mesh
  90078. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  90079. */
  90080. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  90081. /**
  90082. * Apply current geometry to a given mesh
  90083. * @param mesh defines the mesh to apply geometry to
  90084. */
  90085. applyToMesh(mesh: Mesh): void;
  90086. private _updateExtend;
  90087. private _applyToMesh;
  90088. private notifyUpdate;
  90089. /**
  90090. * Load the geometry if it was flagged as delay loaded
  90091. * @param scene defines the hosting scene
  90092. * @param onLoaded defines a callback called when the geometry is loaded
  90093. */
  90094. load(scene: Scene, onLoaded?: () => void): void;
  90095. private _queueLoad;
  90096. /**
  90097. * Invert the geometry to move from a right handed system to a left handed one.
  90098. */
  90099. toLeftHanded(): void;
  90100. /** @hidden */
  90101. _resetPointsArrayCache(): void;
  90102. /** @hidden */
  90103. _generatePointsArray(): boolean;
  90104. /**
  90105. * Gets a value indicating if the geometry is disposed
  90106. * @returns true if the geometry was disposed
  90107. */
  90108. isDisposed(): boolean;
  90109. private _disposeVertexArrayObjects;
  90110. /**
  90111. * Free all associated resources
  90112. */
  90113. dispose(): void;
  90114. /**
  90115. * Clone the current geometry into a new geometry
  90116. * @param id defines the unique ID of the new geometry
  90117. * @returns a new geometry object
  90118. */
  90119. copy(id: string): Geometry;
  90120. /**
  90121. * Serialize the current geometry info (and not the vertices data) into a JSON object
  90122. * @return a JSON representation of the current geometry data (without the vertices data)
  90123. */
  90124. serialize(): any;
  90125. private toNumberArray;
  90126. /**
  90127. * Serialize all vertices data into a JSON oject
  90128. * @returns a JSON representation of the current geometry data
  90129. */
  90130. serializeVerticeData(): any;
  90131. /**
  90132. * Extracts a clone of a mesh geometry
  90133. * @param mesh defines the source mesh
  90134. * @param id defines the unique ID of the new geometry object
  90135. * @returns the new geometry object
  90136. */
  90137. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  90138. /**
  90139. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  90140. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  90141. * Be aware Math.random() could cause collisions, but:
  90142. * "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"
  90143. * @returns a string containing a new GUID
  90144. */
  90145. static RandomId(): string;
  90146. /** @hidden */
  90147. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  90148. private static _CleanMatricesWeights;
  90149. /**
  90150. * Create a new geometry from persisted data (Using .babylon file format)
  90151. * @param parsedVertexData defines the persisted data
  90152. * @param scene defines the hosting scene
  90153. * @param rootUrl defines the root url to use to load assets (like delayed data)
  90154. * @returns the new geometry object
  90155. */
  90156. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  90157. }
  90158. }
  90159. declare module BABYLON {
  90160. /**
  90161. * Define an interface for all classes that will get and set the data on vertices
  90162. */
  90163. export interface IGetSetVerticesData {
  90164. /**
  90165. * Gets a boolean indicating if specific vertex data is present
  90166. * @param kind defines the vertex data kind to use
  90167. * @returns true is data kind is present
  90168. */
  90169. isVerticesDataPresent(kind: string): boolean;
  90170. /**
  90171. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  90172. * @param kind defines the data kind (Position, normal, etc...)
  90173. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  90174. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  90175. * @returns a float array containing vertex data
  90176. */
  90177. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  90178. /**
  90179. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  90180. * @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.
  90181. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  90182. * @returns the indices array or an empty array if the mesh has no geometry
  90183. */
  90184. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  90185. /**
  90186. * Set specific vertex data
  90187. * @param kind defines the data kind (Position, normal, etc...)
  90188. * @param data defines the vertex data to use
  90189. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  90190. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  90191. */
  90192. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  90193. /**
  90194. * Update a specific associated vertex buffer
  90195. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  90196. * - VertexBuffer.PositionKind
  90197. * - VertexBuffer.UVKind
  90198. * - VertexBuffer.UV2Kind
  90199. * - VertexBuffer.UV3Kind
  90200. * - VertexBuffer.UV4Kind
  90201. * - VertexBuffer.UV5Kind
  90202. * - VertexBuffer.UV6Kind
  90203. * - VertexBuffer.ColorKind
  90204. * - VertexBuffer.MatricesIndicesKind
  90205. * - VertexBuffer.MatricesIndicesExtraKind
  90206. * - VertexBuffer.MatricesWeightsKind
  90207. * - VertexBuffer.MatricesWeightsExtraKind
  90208. * @param data defines the data source
  90209. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  90210. * @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)
  90211. */
  90212. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  90213. /**
  90214. * Creates a new index buffer
  90215. * @param indices defines the indices to store in the index buffer
  90216. * @param totalVertices defines the total number of vertices (could be null)
  90217. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  90218. */
  90219. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  90220. }
  90221. /**
  90222. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  90223. */
  90224. export class VertexData {
  90225. /**
  90226. * Mesh side orientation : usually the external or front surface
  90227. */
  90228. static readonly FRONTSIDE: number;
  90229. /**
  90230. * Mesh side orientation : usually the internal or back surface
  90231. */
  90232. static readonly BACKSIDE: number;
  90233. /**
  90234. * Mesh side orientation : both internal and external or front and back surfaces
  90235. */
  90236. static readonly DOUBLESIDE: number;
  90237. /**
  90238. * Mesh side orientation : by default, `FRONTSIDE`
  90239. */
  90240. static readonly DEFAULTSIDE: number;
  90241. /**
  90242. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  90243. */
  90244. positions: Nullable<FloatArray>;
  90245. /**
  90246. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  90247. */
  90248. normals: Nullable<FloatArray>;
  90249. /**
  90250. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  90251. */
  90252. tangents: Nullable<FloatArray>;
  90253. /**
  90254. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90255. */
  90256. uvs: Nullable<FloatArray>;
  90257. /**
  90258. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90259. */
  90260. uvs2: Nullable<FloatArray>;
  90261. /**
  90262. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90263. */
  90264. uvs3: Nullable<FloatArray>;
  90265. /**
  90266. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90267. */
  90268. uvs4: Nullable<FloatArray>;
  90269. /**
  90270. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90271. */
  90272. uvs5: Nullable<FloatArray>;
  90273. /**
  90274. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90275. */
  90276. uvs6: Nullable<FloatArray>;
  90277. /**
  90278. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  90279. */
  90280. colors: Nullable<FloatArray>;
  90281. /**
  90282. * 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).
  90283. */
  90284. matricesIndices: Nullable<FloatArray>;
  90285. /**
  90286. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  90287. */
  90288. matricesWeights: Nullable<FloatArray>;
  90289. /**
  90290. * An array extending the number of possible indices
  90291. */
  90292. matricesIndicesExtra: Nullable<FloatArray>;
  90293. /**
  90294. * An array extending the number of possible weights when the number of indices is extended
  90295. */
  90296. matricesWeightsExtra: Nullable<FloatArray>;
  90297. /**
  90298. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  90299. */
  90300. indices: Nullable<IndicesArray>;
  90301. /**
  90302. * Uses the passed data array to set the set the values for the specified kind of data
  90303. * @param data a linear array of floating numbers
  90304. * @param kind the type of data that is being set, eg positions, colors etc
  90305. */
  90306. set(data: FloatArray, kind: string): void;
  90307. /**
  90308. * Associates the vertexData to the passed Mesh.
  90309. * Sets it as updatable or not (default `false`)
  90310. * @param mesh the mesh the vertexData is applied to
  90311. * @param updatable when used and having the value true allows new data to update the vertexData
  90312. * @returns the VertexData
  90313. */
  90314. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  90315. /**
  90316. * Associates the vertexData to the passed Geometry.
  90317. * Sets it as updatable or not (default `false`)
  90318. * @param geometry the geometry the vertexData is applied to
  90319. * @param updatable when used and having the value true allows new data to update the vertexData
  90320. * @returns VertexData
  90321. */
  90322. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  90323. /**
  90324. * Updates the associated mesh
  90325. * @param mesh the mesh to be updated
  90326. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90327. * @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
  90328. * @returns VertexData
  90329. */
  90330. updateMesh(mesh: Mesh): VertexData;
  90331. /**
  90332. * Updates the associated geometry
  90333. * @param geometry the geometry to be updated
  90334. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90335. * @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
  90336. * @returns VertexData.
  90337. */
  90338. updateGeometry(geometry: Geometry): VertexData;
  90339. private _applyTo;
  90340. private _update;
  90341. /**
  90342. * Transforms each position and each normal of the vertexData according to the passed Matrix
  90343. * @param matrix the transforming matrix
  90344. * @returns the VertexData
  90345. */
  90346. transform(matrix: Matrix): VertexData;
  90347. /**
  90348. * Merges the passed VertexData into the current one
  90349. * @param other the VertexData to be merged into the current one
  90350. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  90351. * @returns the modified VertexData
  90352. */
  90353. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  90354. private _mergeElement;
  90355. private _validate;
  90356. /**
  90357. * Serializes the VertexData
  90358. * @returns a serialized object
  90359. */
  90360. serialize(): any;
  90361. /**
  90362. * Extracts the vertexData from a mesh
  90363. * @param mesh the mesh from which to extract the VertexData
  90364. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  90365. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90366. * @returns the object VertexData associated to the passed mesh
  90367. */
  90368. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90369. /**
  90370. * Extracts the vertexData from the geometry
  90371. * @param geometry the geometry from which to extract the VertexData
  90372. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  90373. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90374. * @returns the object VertexData associated to the passed mesh
  90375. */
  90376. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90377. private static _ExtractFrom;
  90378. /**
  90379. * Creates the VertexData for a Ribbon
  90380. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  90381. * * pathArray array of paths, each of which an array of successive Vector3
  90382. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  90383. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  90384. * * 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
  90385. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90386. * * 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)
  90387. * * 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)
  90388. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  90389. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  90390. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  90391. * @returns the VertexData of the ribbon
  90392. */
  90393. static CreateRibbon(options: {
  90394. pathArray: Vector3[][];
  90395. closeArray?: boolean;
  90396. closePath?: boolean;
  90397. offset?: number;
  90398. sideOrientation?: number;
  90399. frontUVs?: Vector4;
  90400. backUVs?: Vector4;
  90401. invertUV?: boolean;
  90402. uvs?: Vector2[];
  90403. colors?: Color4[];
  90404. }): VertexData;
  90405. /**
  90406. * Creates the VertexData for a box
  90407. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90408. * * size sets the width, height and depth of the box to the value of size, optional default 1
  90409. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  90410. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  90411. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  90412. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90413. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90414. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90415. * * 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)
  90416. * * 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)
  90417. * @returns the VertexData of the box
  90418. */
  90419. static CreateBox(options: {
  90420. size?: number;
  90421. width?: number;
  90422. height?: number;
  90423. depth?: number;
  90424. faceUV?: Vector4[];
  90425. faceColors?: Color4[];
  90426. sideOrientation?: number;
  90427. frontUVs?: Vector4;
  90428. backUVs?: Vector4;
  90429. }): VertexData;
  90430. /**
  90431. * Creates the VertexData for a tiled box
  90432. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90433. * * faceTiles sets the pattern, tile size and number of tiles for a face
  90434. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90435. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90436. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90437. * @returns the VertexData of the box
  90438. */
  90439. static CreateTiledBox(options: {
  90440. pattern?: number;
  90441. width?: number;
  90442. height?: number;
  90443. depth?: number;
  90444. tileSize?: number;
  90445. tileWidth?: number;
  90446. tileHeight?: number;
  90447. alignHorizontal?: number;
  90448. alignVertical?: number;
  90449. faceUV?: Vector4[];
  90450. faceColors?: Color4[];
  90451. sideOrientation?: number;
  90452. }): VertexData;
  90453. /**
  90454. * Creates the VertexData for a tiled plane
  90455. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90456. * * pattern a limited pattern arrangement depending on the number
  90457. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  90458. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  90459. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  90460. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90461. * * 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)
  90462. * * 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)
  90463. * @returns the VertexData of the tiled plane
  90464. */
  90465. static CreateTiledPlane(options: {
  90466. pattern?: number;
  90467. tileSize?: number;
  90468. tileWidth?: number;
  90469. tileHeight?: number;
  90470. size?: number;
  90471. width?: number;
  90472. height?: number;
  90473. alignHorizontal?: number;
  90474. alignVertical?: number;
  90475. sideOrientation?: number;
  90476. frontUVs?: Vector4;
  90477. backUVs?: Vector4;
  90478. }): VertexData;
  90479. /**
  90480. * Creates the VertexData for an ellipsoid, defaults to a sphere
  90481. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90482. * * segments sets the number of horizontal strips optional, default 32
  90483. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  90484. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  90485. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  90486. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  90487. * * 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
  90488. * * 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
  90489. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90490. * * 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)
  90491. * * 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)
  90492. * @returns the VertexData of the ellipsoid
  90493. */
  90494. static CreateSphere(options: {
  90495. segments?: number;
  90496. diameter?: number;
  90497. diameterX?: number;
  90498. diameterY?: number;
  90499. diameterZ?: number;
  90500. arc?: number;
  90501. slice?: number;
  90502. sideOrientation?: number;
  90503. frontUVs?: Vector4;
  90504. backUVs?: Vector4;
  90505. }): VertexData;
  90506. /**
  90507. * Creates the VertexData for a cylinder, cone or prism
  90508. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90509. * * height sets the height (y direction) of the cylinder, optional, default 2
  90510. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  90511. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  90512. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  90513. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90514. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  90515. * * 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
  90516. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90517. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90518. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  90519. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  90520. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90521. * * 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)
  90522. * * 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)
  90523. * @returns the VertexData of the cylinder, cone or prism
  90524. */
  90525. static CreateCylinder(options: {
  90526. height?: number;
  90527. diameterTop?: number;
  90528. diameterBottom?: number;
  90529. diameter?: number;
  90530. tessellation?: number;
  90531. subdivisions?: number;
  90532. arc?: number;
  90533. faceColors?: Color4[];
  90534. faceUV?: Vector4[];
  90535. hasRings?: boolean;
  90536. enclose?: boolean;
  90537. sideOrientation?: number;
  90538. frontUVs?: Vector4;
  90539. backUVs?: Vector4;
  90540. }): VertexData;
  90541. /**
  90542. * Creates the VertexData for a torus
  90543. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90544. * * diameter the diameter of the torus, optional default 1
  90545. * * thickness the diameter of the tube forming the torus, optional default 0.5
  90546. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90547. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90548. * * 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)
  90549. * * 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)
  90550. * @returns the VertexData of the torus
  90551. */
  90552. static CreateTorus(options: {
  90553. diameter?: number;
  90554. thickness?: number;
  90555. tessellation?: number;
  90556. sideOrientation?: number;
  90557. frontUVs?: Vector4;
  90558. backUVs?: Vector4;
  90559. }): VertexData;
  90560. /**
  90561. * Creates the VertexData of the LineSystem
  90562. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  90563. * - lines an array of lines, each line being an array of successive Vector3
  90564. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  90565. * @returns the VertexData of the LineSystem
  90566. */
  90567. static CreateLineSystem(options: {
  90568. lines: Vector3[][];
  90569. colors?: Nullable<Color4[][]>;
  90570. }): VertexData;
  90571. /**
  90572. * Create the VertexData for a DashedLines
  90573. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  90574. * - points an array successive Vector3
  90575. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  90576. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  90577. * - dashNb the intended total number of dashes, optional, default 200
  90578. * @returns the VertexData for the DashedLines
  90579. */
  90580. static CreateDashedLines(options: {
  90581. points: Vector3[];
  90582. dashSize?: number;
  90583. gapSize?: number;
  90584. dashNb?: number;
  90585. }): VertexData;
  90586. /**
  90587. * Creates the VertexData for a Ground
  90588. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90589. * - width the width (x direction) of the ground, optional, default 1
  90590. * - height the height (z direction) of the ground, optional, default 1
  90591. * - subdivisions the number of subdivisions per side, optional, default 1
  90592. * @returns the VertexData of the Ground
  90593. */
  90594. static CreateGround(options: {
  90595. width?: number;
  90596. height?: number;
  90597. subdivisions?: number;
  90598. subdivisionsX?: number;
  90599. subdivisionsY?: number;
  90600. }): VertexData;
  90601. /**
  90602. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  90603. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90604. * * xmin the ground minimum X coordinate, optional, default -1
  90605. * * zmin the ground minimum Z coordinate, optional, default -1
  90606. * * xmax the ground maximum X coordinate, optional, default 1
  90607. * * zmax the ground maximum Z coordinate, optional, default 1
  90608. * * 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}
  90609. * * 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}
  90610. * @returns the VertexData of the TiledGround
  90611. */
  90612. static CreateTiledGround(options: {
  90613. xmin: number;
  90614. zmin: number;
  90615. xmax: number;
  90616. zmax: number;
  90617. subdivisions?: {
  90618. w: number;
  90619. h: number;
  90620. };
  90621. precision?: {
  90622. w: number;
  90623. h: number;
  90624. };
  90625. }): VertexData;
  90626. /**
  90627. * Creates the VertexData of the Ground designed from a heightmap
  90628. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  90629. * * width the width (x direction) of the ground
  90630. * * height the height (z direction) of the ground
  90631. * * subdivisions the number of subdivisions per side
  90632. * * minHeight the minimum altitude on the ground, optional, default 0
  90633. * * maxHeight the maximum altitude on the ground, optional default 1
  90634. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  90635. * * buffer the array holding the image color data
  90636. * * bufferWidth the width of image
  90637. * * bufferHeight the height of image
  90638. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  90639. * @returns the VertexData of the Ground designed from a heightmap
  90640. */
  90641. static CreateGroundFromHeightMap(options: {
  90642. width: number;
  90643. height: number;
  90644. subdivisions: number;
  90645. minHeight: number;
  90646. maxHeight: number;
  90647. colorFilter: Color3;
  90648. buffer: Uint8Array;
  90649. bufferWidth: number;
  90650. bufferHeight: number;
  90651. alphaFilter: number;
  90652. }): VertexData;
  90653. /**
  90654. * Creates the VertexData for a Plane
  90655. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  90656. * * size sets the width and height of the plane to the value of size, optional default 1
  90657. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  90658. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  90659. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90660. * * 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)
  90661. * * 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)
  90662. * @returns the VertexData of the box
  90663. */
  90664. static CreatePlane(options: {
  90665. size?: number;
  90666. width?: number;
  90667. height?: number;
  90668. sideOrientation?: number;
  90669. frontUVs?: Vector4;
  90670. backUVs?: Vector4;
  90671. }): VertexData;
  90672. /**
  90673. * Creates the VertexData of the Disc or regular Polygon
  90674. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  90675. * * radius the radius of the disc, optional default 0.5
  90676. * * tessellation the number of polygon sides, optional, default 64
  90677. * * 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
  90678. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90679. * * 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)
  90680. * * 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)
  90681. * @returns the VertexData of the box
  90682. */
  90683. static CreateDisc(options: {
  90684. radius?: number;
  90685. tessellation?: number;
  90686. arc?: number;
  90687. sideOrientation?: number;
  90688. frontUVs?: Vector4;
  90689. backUVs?: Vector4;
  90690. }): VertexData;
  90691. /**
  90692. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  90693. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  90694. * @param polygon a mesh built from polygonTriangulation.build()
  90695. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90696. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90697. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90698. * @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)
  90699. * @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)
  90700. * @returns the VertexData of the Polygon
  90701. */
  90702. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  90703. /**
  90704. * Creates the VertexData of the IcoSphere
  90705. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  90706. * * radius the radius of the IcoSphere, optional default 1
  90707. * * radiusX allows stretching in the x direction, optional, default radius
  90708. * * radiusY allows stretching in the y direction, optional, default radius
  90709. * * radiusZ allows stretching in the z direction, optional, default radius
  90710. * * flat when true creates a flat shaded mesh, optional, default true
  90711. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90712. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90713. * * 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)
  90714. * * 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)
  90715. * @returns the VertexData of the IcoSphere
  90716. */
  90717. static CreateIcoSphere(options: {
  90718. radius?: number;
  90719. radiusX?: number;
  90720. radiusY?: number;
  90721. radiusZ?: number;
  90722. flat?: boolean;
  90723. subdivisions?: number;
  90724. sideOrientation?: number;
  90725. frontUVs?: Vector4;
  90726. backUVs?: Vector4;
  90727. }): VertexData;
  90728. /**
  90729. * Creates the VertexData for a Polyhedron
  90730. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  90731. * * type provided types are:
  90732. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  90733. * * 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)
  90734. * * size the size of the IcoSphere, optional default 1
  90735. * * sizeX allows stretching in the x direction, optional, default size
  90736. * * sizeY allows stretching in the y direction, optional, default size
  90737. * * sizeZ allows stretching in the z direction, optional, default size
  90738. * * 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
  90739. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90740. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90741. * * flat when true creates a flat shaded mesh, optional, default true
  90742. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90743. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90744. * * 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)
  90745. * * 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)
  90746. * @returns the VertexData of the Polyhedron
  90747. */
  90748. static CreatePolyhedron(options: {
  90749. type?: number;
  90750. size?: number;
  90751. sizeX?: number;
  90752. sizeY?: number;
  90753. sizeZ?: number;
  90754. custom?: any;
  90755. faceUV?: Vector4[];
  90756. faceColors?: Color4[];
  90757. flat?: boolean;
  90758. sideOrientation?: number;
  90759. frontUVs?: Vector4;
  90760. backUVs?: Vector4;
  90761. }): VertexData;
  90762. /**
  90763. * Creates the VertexData for a TorusKnot
  90764. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  90765. * * radius the radius of the torus knot, optional, default 2
  90766. * * tube the thickness of the tube, optional, default 0.5
  90767. * * radialSegments the number of sides on each tube segments, optional, default 32
  90768. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  90769. * * p the number of windings around the z axis, optional, default 2
  90770. * * q the number of windings around the x axis, optional, default 3
  90771. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90772. * * 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)
  90773. * * 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)
  90774. * @returns the VertexData of the Torus Knot
  90775. */
  90776. static CreateTorusKnot(options: {
  90777. radius?: number;
  90778. tube?: number;
  90779. radialSegments?: number;
  90780. tubularSegments?: number;
  90781. p?: number;
  90782. q?: number;
  90783. sideOrientation?: number;
  90784. frontUVs?: Vector4;
  90785. backUVs?: Vector4;
  90786. }): VertexData;
  90787. /**
  90788. * Compute normals for given positions and indices
  90789. * @param positions an array of vertex positions, [...., x, y, z, ......]
  90790. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  90791. * @param normals an array of vertex normals, [...., x, y, z, ......]
  90792. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  90793. * * facetNormals : optional array of facet normals (vector3)
  90794. * * facetPositions : optional array of facet positions (vector3)
  90795. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  90796. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  90797. * * bInfo : optional bounding info, required for facetPartitioning computation
  90798. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  90799. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  90800. * * useRightHandedSystem: optional boolean to for right handed system computation
  90801. * * depthSort : optional boolean to enable the facet depth sort computation
  90802. * * distanceTo : optional Vector3 to compute the facet depth from this location
  90803. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  90804. */
  90805. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  90806. facetNormals?: any;
  90807. facetPositions?: any;
  90808. facetPartitioning?: any;
  90809. ratio?: number;
  90810. bInfo?: any;
  90811. bbSize?: Vector3;
  90812. subDiv?: any;
  90813. useRightHandedSystem?: boolean;
  90814. depthSort?: boolean;
  90815. distanceTo?: Vector3;
  90816. depthSortedFacets?: any;
  90817. }): void;
  90818. /** @hidden */
  90819. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  90820. /**
  90821. * Applies VertexData created from the imported parameters to the geometry
  90822. * @param parsedVertexData the parsed data from an imported file
  90823. * @param geometry the geometry to apply the VertexData to
  90824. */
  90825. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  90826. }
  90827. }
  90828. declare module BABYLON {
  90829. /**
  90830. * Defines a target to use with MorphTargetManager
  90831. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90832. */
  90833. export class MorphTarget implements IAnimatable {
  90834. /** defines the name of the target */
  90835. name: string;
  90836. /**
  90837. * Gets or sets the list of animations
  90838. */
  90839. animations: Animation[];
  90840. private _scene;
  90841. private _positions;
  90842. private _normals;
  90843. private _tangents;
  90844. private _uvs;
  90845. private _influence;
  90846. private _uniqueId;
  90847. /**
  90848. * Observable raised when the influence changes
  90849. */
  90850. onInfluenceChanged: Observable<boolean>;
  90851. /** @hidden */
  90852. _onDataLayoutChanged: Observable<void>;
  90853. /**
  90854. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  90855. */
  90856. influence: number;
  90857. /**
  90858. * Gets or sets the id of the morph Target
  90859. */
  90860. id: string;
  90861. private _animationPropertiesOverride;
  90862. /**
  90863. * Gets or sets the animation properties override
  90864. */
  90865. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90866. /**
  90867. * Creates a new MorphTarget
  90868. * @param name defines the name of the target
  90869. * @param influence defines the influence to use
  90870. * @param scene defines the scene the morphtarget belongs to
  90871. */
  90872. constructor(
  90873. /** defines the name of the target */
  90874. name: string, influence?: number, scene?: Nullable<Scene>);
  90875. /**
  90876. * Gets the unique ID of this manager
  90877. */
  90878. readonly uniqueId: number;
  90879. /**
  90880. * Gets a boolean defining if the target contains position data
  90881. */
  90882. readonly hasPositions: boolean;
  90883. /**
  90884. * Gets a boolean defining if the target contains normal data
  90885. */
  90886. readonly hasNormals: boolean;
  90887. /**
  90888. * Gets a boolean defining if the target contains tangent data
  90889. */
  90890. readonly hasTangents: boolean;
  90891. /**
  90892. * Gets a boolean defining if the target contains texture coordinates data
  90893. */
  90894. readonly hasUVs: boolean;
  90895. /**
  90896. * Affects position data to this target
  90897. * @param data defines the position data to use
  90898. */
  90899. setPositions(data: Nullable<FloatArray>): void;
  90900. /**
  90901. * Gets the position data stored in this target
  90902. * @returns a FloatArray containing the position data (or null if not present)
  90903. */
  90904. getPositions(): Nullable<FloatArray>;
  90905. /**
  90906. * Affects normal data to this target
  90907. * @param data defines the normal data to use
  90908. */
  90909. setNormals(data: Nullable<FloatArray>): void;
  90910. /**
  90911. * Gets the normal data stored in this target
  90912. * @returns a FloatArray containing the normal data (or null if not present)
  90913. */
  90914. getNormals(): Nullable<FloatArray>;
  90915. /**
  90916. * Affects tangent data to this target
  90917. * @param data defines the tangent data to use
  90918. */
  90919. setTangents(data: Nullable<FloatArray>): void;
  90920. /**
  90921. * Gets the tangent data stored in this target
  90922. * @returns a FloatArray containing the tangent data (or null if not present)
  90923. */
  90924. getTangents(): Nullable<FloatArray>;
  90925. /**
  90926. * Affects texture coordinates data to this target
  90927. * @param data defines the texture coordinates data to use
  90928. */
  90929. setUVs(data: Nullable<FloatArray>): void;
  90930. /**
  90931. * Gets the texture coordinates data stored in this target
  90932. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  90933. */
  90934. getUVs(): Nullable<FloatArray>;
  90935. /**
  90936. * Clone the current target
  90937. * @returns a new MorphTarget
  90938. */
  90939. clone(): MorphTarget;
  90940. /**
  90941. * Serializes the current target into a Serialization object
  90942. * @returns the serialized object
  90943. */
  90944. serialize(): any;
  90945. /**
  90946. * Returns the string "MorphTarget"
  90947. * @returns "MorphTarget"
  90948. */
  90949. getClassName(): string;
  90950. /**
  90951. * Creates a new target from serialized data
  90952. * @param serializationObject defines the serialized data to use
  90953. * @returns a new MorphTarget
  90954. */
  90955. static Parse(serializationObject: any): MorphTarget;
  90956. /**
  90957. * Creates a MorphTarget from mesh data
  90958. * @param mesh defines the source mesh
  90959. * @param name defines the name to use for the new target
  90960. * @param influence defines the influence to attach to the target
  90961. * @returns a new MorphTarget
  90962. */
  90963. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  90964. }
  90965. }
  90966. declare module BABYLON {
  90967. /**
  90968. * This class is used to deform meshes using morphing between different targets
  90969. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90970. */
  90971. export class MorphTargetManager {
  90972. private _targets;
  90973. private _targetInfluenceChangedObservers;
  90974. private _targetDataLayoutChangedObservers;
  90975. private _activeTargets;
  90976. private _scene;
  90977. private _influences;
  90978. private _supportsNormals;
  90979. private _supportsTangents;
  90980. private _supportsUVs;
  90981. private _vertexCount;
  90982. private _uniqueId;
  90983. private _tempInfluences;
  90984. /**
  90985. * Gets or sets a boolean indicating if normals must be morphed
  90986. */
  90987. enableNormalMorphing: boolean;
  90988. /**
  90989. * Gets or sets a boolean indicating if tangents must be morphed
  90990. */
  90991. enableTangentMorphing: boolean;
  90992. /**
  90993. * Gets or sets a boolean indicating if UV must be morphed
  90994. */
  90995. enableUVMorphing: boolean;
  90996. /**
  90997. * Creates a new MorphTargetManager
  90998. * @param scene defines the current scene
  90999. */
  91000. constructor(scene?: Nullable<Scene>);
  91001. /**
  91002. * Gets the unique ID of this manager
  91003. */
  91004. readonly uniqueId: number;
  91005. /**
  91006. * Gets the number of vertices handled by this manager
  91007. */
  91008. readonly vertexCount: number;
  91009. /**
  91010. * Gets a boolean indicating if this manager supports morphing of normals
  91011. */
  91012. readonly supportsNormals: boolean;
  91013. /**
  91014. * Gets a boolean indicating if this manager supports morphing of tangents
  91015. */
  91016. readonly supportsTangents: boolean;
  91017. /**
  91018. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  91019. */
  91020. readonly supportsUVs: boolean;
  91021. /**
  91022. * Gets the number of targets stored in this manager
  91023. */
  91024. readonly numTargets: number;
  91025. /**
  91026. * Gets the number of influencers (ie. the number of targets with influences > 0)
  91027. */
  91028. readonly numInfluencers: number;
  91029. /**
  91030. * Gets the list of influences (one per target)
  91031. */
  91032. readonly influences: Float32Array;
  91033. /**
  91034. * Gets the active target at specified index. An active target is a target with an influence > 0
  91035. * @param index defines the index to check
  91036. * @returns the requested target
  91037. */
  91038. getActiveTarget(index: number): MorphTarget;
  91039. /**
  91040. * Gets the target at specified index
  91041. * @param index defines the index to check
  91042. * @returns the requested target
  91043. */
  91044. getTarget(index: number): MorphTarget;
  91045. /**
  91046. * Add a new target to this manager
  91047. * @param target defines the target to add
  91048. */
  91049. addTarget(target: MorphTarget): void;
  91050. /**
  91051. * Removes a target from the manager
  91052. * @param target defines the target to remove
  91053. */
  91054. removeTarget(target: MorphTarget): void;
  91055. /**
  91056. * Clone the current manager
  91057. * @returns a new MorphTargetManager
  91058. */
  91059. clone(): MorphTargetManager;
  91060. /**
  91061. * Serializes the current manager into a Serialization object
  91062. * @returns the serialized object
  91063. */
  91064. serialize(): any;
  91065. private _syncActiveTargets;
  91066. /**
  91067. * Syncrhonize the targets with all the meshes using this morph target manager
  91068. */
  91069. synchronize(): void;
  91070. /**
  91071. * Creates a new MorphTargetManager from serialized data
  91072. * @param serializationObject defines the serialized data
  91073. * @param scene defines the hosting scene
  91074. * @returns the new MorphTargetManager
  91075. */
  91076. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  91077. }
  91078. }
  91079. declare module BABYLON {
  91080. /**
  91081. * Class used to represent a specific level of detail of a mesh
  91082. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  91083. */
  91084. export class MeshLODLevel {
  91085. /** Defines the distance where this level should start being displayed */
  91086. distance: number;
  91087. /** Defines the mesh to use to render this level */
  91088. mesh: Nullable<Mesh>;
  91089. /**
  91090. * Creates a new LOD level
  91091. * @param distance defines the distance where this level should star being displayed
  91092. * @param mesh defines the mesh to use to render this level
  91093. */
  91094. constructor(
  91095. /** Defines the distance where this level should start being displayed */
  91096. distance: number,
  91097. /** Defines the mesh to use to render this level */
  91098. mesh: Nullable<Mesh>);
  91099. }
  91100. }
  91101. declare module BABYLON {
  91102. /**
  91103. * Mesh representing the gorund
  91104. */
  91105. export class GroundMesh extends Mesh {
  91106. /** If octree should be generated */
  91107. generateOctree: boolean;
  91108. private _heightQuads;
  91109. /** @hidden */
  91110. _subdivisionsX: number;
  91111. /** @hidden */
  91112. _subdivisionsY: number;
  91113. /** @hidden */
  91114. _width: number;
  91115. /** @hidden */
  91116. _height: number;
  91117. /** @hidden */
  91118. _minX: number;
  91119. /** @hidden */
  91120. _maxX: number;
  91121. /** @hidden */
  91122. _minZ: number;
  91123. /** @hidden */
  91124. _maxZ: number;
  91125. constructor(name: string, scene: Scene);
  91126. /**
  91127. * "GroundMesh"
  91128. * @returns "GroundMesh"
  91129. */
  91130. getClassName(): string;
  91131. /**
  91132. * The minimum of x and y subdivisions
  91133. */
  91134. readonly subdivisions: number;
  91135. /**
  91136. * X subdivisions
  91137. */
  91138. readonly subdivisionsX: number;
  91139. /**
  91140. * Y subdivisions
  91141. */
  91142. readonly subdivisionsY: number;
  91143. /**
  91144. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  91145. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  91146. * @param chunksCount the number of subdivisions for x and y
  91147. * @param octreeBlocksSize (Default: 32)
  91148. */
  91149. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  91150. /**
  91151. * Returns a height (y) value in the Worl system :
  91152. * the ground altitude at the coordinates (x, z) expressed in the World system.
  91153. * @param x x coordinate
  91154. * @param z z coordinate
  91155. * @returns the ground y position if (x, z) are outside the ground surface.
  91156. */
  91157. getHeightAtCoordinates(x: number, z: number): number;
  91158. /**
  91159. * Returns a normalized vector (Vector3) orthogonal to the ground
  91160. * at the ground coordinates (x, z) expressed in the World system.
  91161. * @param x x coordinate
  91162. * @param z z coordinate
  91163. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  91164. */
  91165. getNormalAtCoordinates(x: number, z: number): Vector3;
  91166. /**
  91167. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  91168. * at the ground coordinates (x, z) expressed in the World system.
  91169. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  91170. * @param x x coordinate
  91171. * @param z z coordinate
  91172. * @param ref vector to store the result
  91173. * @returns the GroundMesh.
  91174. */
  91175. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  91176. /**
  91177. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  91178. * if the ground has been updated.
  91179. * This can be used in the render loop.
  91180. * @returns the GroundMesh.
  91181. */
  91182. updateCoordinateHeights(): GroundMesh;
  91183. private _getFacetAt;
  91184. private _initHeightQuads;
  91185. private _computeHeightQuads;
  91186. /**
  91187. * Serializes this ground mesh
  91188. * @param serializationObject object to write serialization to
  91189. */
  91190. serialize(serializationObject: any): void;
  91191. /**
  91192. * Parses a serialized ground mesh
  91193. * @param parsedMesh the serialized mesh
  91194. * @param scene the scene to create the ground mesh in
  91195. * @returns the created ground mesh
  91196. */
  91197. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  91198. }
  91199. }
  91200. declare module BABYLON {
  91201. /**
  91202. * Interface for Physics-Joint data
  91203. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91204. */
  91205. export interface PhysicsJointData {
  91206. /**
  91207. * The main pivot of the joint
  91208. */
  91209. mainPivot?: Vector3;
  91210. /**
  91211. * The connected pivot of the joint
  91212. */
  91213. connectedPivot?: Vector3;
  91214. /**
  91215. * The main axis of the joint
  91216. */
  91217. mainAxis?: Vector3;
  91218. /**
  91219. * The connected axis of the joint
  91220. */
  91221. connectedAxis?: Vector3;
  91222. /**
  91223. * The collision of the joint
  91224. */
  91225. collision?: boolean;
  91226. /**
  91227. * Native Oimo/Cannon/Energy data
  91228. */
  91229. nativeParams?: any;
  91230. }
  91231. /**
  91232. * This is a holder class for the physics joint created by the physics plugin
  91233. * It holds a set of functions to control the underlying joint
  91234. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91235. */
  91236. export class PhysicsJoint {
  91237. /**
  91238. * The type of the physics joint
  91239. */
  91240. type: number;
  91241. /**
  91242. * The data for the physics joint
  91243. */
  91244. jointData: PhysicsJointData;
  91245. private _physicsJoint;
  91246. protected _physicsPlugin: IPhysicsEnginePlugin;
  91247. /**
  91248. * Initializes the physics joint
  91249. * @param type The type of the physics joint
  91250. * @param jointData The data for the physics joint
  91251. */
  91252. constructor(
  91253. /**
  91254. * The type of the physics joint
  91255. */
  91256. type: number,
  91257. /**
  91258. * The data for the physics joint
  91259. */
  91260. jointData: PhysicsJointData);
  91261. /**
  91262. * Gets the physics joint
  91263. */
  91264. /**
  91265. * Sets the physics joint
  91266. */
  91267. physicsJoint: any;
  91268. /**
  91269. * Sets the physics plugin
  91270. */
  91271. physicsPlugin: IPhysicsEnginePlugin;
  91272. /**
  91273. * Execute a function that is physics-plugin specific.
  91274. * @param {Function} func the function that will be executed.
  91275. * It accepts two parameters: the physics world and the physics joint
  91276. */
  91277. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  91278. /**
  91279. * Distance-Joint type
  91280. */
  91281. static DistanceJoint: number;
  91282. /**
  91283. * Hinge-Joint type
  91284. */
  91285. static HingeJoint: number;
  91286. /**
  91287. * Ball-and-Socket joint type
  91288. */
  91289. static BallAndSocketJoint: number;
  91290. /**
  91291. * Wheel-Joint type
  91292. */
  91293. static WheelJoint: number;
  91294. /**
  91295. * Slider-Joint type
  91296. */
  91297. static SliderJoint: number;
  91298. /**
  91299. * Prismatic-Joint type
  91300. */
  91301. static PrismaticJoint: number;
  91302. /**
  91303. * Universal-Joint type
  91304. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  91305. */
  91306. static UniversalJoint: number;
  91307. /**
  91308. * Hinge-Joint 2 type
  91309. */
  91310. static Hinge2Joint: number;
  91311. /**
  91312. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  91313. */
  91314. static PointToPointJoint: number;
  91315. /**
  91316. * Spring-Joint type
  91317. */
  91318. static SpringJoint: number;
  91319. /**
  91320. * Lock-Joint type
  91321. */
  91322. static LockJoint: number;
  91323. }
  91324. /**
  91325. * A class representing a physics distance joint
  91326. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91327. */
  91328. export class DistanceJoint extends PhysicsJoint {
  91329. /**
  91330. *
  91331. * @param jointData The data for the Distance-Joint
  91332. */
  91333. constructor(jointData: DistanceJointData);
  91334. /**
  91335. * Update the predefined distance.
  91336. * @param maxDistance The maximum preferred distance
  91337. * @param minDistance The minimum preferred distance
  91338. */
  91339. updateDistance(maxDistance: number, minDistance?: number): void;
  91340. }
  91341. /**
  91342. * Represents a Motor-Enabled Joint
  91343. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91344. */
  91345. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  91346. /**
  91347. * Initializes the Motor-Enabled Joint
  91348. * @param type The type of the joint
  91349. * @param jointData The physica joint data for the joint
  91350. */
  91351. constructor(type: number, jointData: PhysicsJointData);
  91352. /**
  91353. * Set the motor values.
  91354. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91355. * @param force the force to apply
  91356. * @param maxForce max force for this motor.
  91357. */
  91358. setMotor(force?: number, maxForce?: number): void;
  91359. /**
  91360. * Set the motor's limits.
  91361. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91362. * @param upperLimit The upper limit of the motor
  91363. * @param lowerLimit The lower limit of the motor
  91364. */
  91365. setLimit(upperLimit: number, lowerLimit?: number): void;
  91366. }
  91367. /**
  91368. * This class represents a single physics Hinge-Joint
  91369. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91370. */
  91371. export class HingeJoint extends MotorEnabledJoint {
  91372. /**
  91373. * Initializes the Hinge-Joint
  91374. * @param jointData The joint data for the Hinge-Joint
  91375. */
  91376. constructor(jointData: PhysicsJointData);
  91377. /**
  91378. * Set the motor values.
  91379. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91380. * @param {number} force the force to apply
  91381. * @param {number} maxForce max force for this motor.
  91382. */
  91383. setMotor(force?: number, maxForce?: number): void;
  91384. /**
  91385. * Set the motor's limits.
  91386. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91387. * @param upperLimit The upper limit of the motor
  91388. * @param lowerLimit The lower limit of the motor
  91389. */
  91390. setLimit(upperLimit: number, lowerLimit?: number): void;
  91391. }
  91392. /**
  91393. * This class represents a dual hinge physics joint (same as wheel joint)
  91394. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91395. */
  91396. export class Hinge2Joint extends MotorEnabledJoint {
  91397. /**
  91398. * Initializes the Hinge2-Joint
  91399. * @param jointData The joint data for the Hinge2-Joint
  91400. */
  91401. constructor(jointData: PhysicsJointData);
  91402. /**
  91403. * Set the motor values.
  91404. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91405. * @param {number} targetSpeed the speed the motor is to reach
  91406. * @param {number} maxForce max force for this motor.
  91407. * @param {motorIndex} the motor's index, 0 or 1.
  91408. */
  91409. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  91410. /**
  91411. * Set the motor limits.
  91412. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91413. * @param {number} upperLimit the upper limit
  91414. * @param {number} lowerLimit lower limit
  91415. * @param {motorIndex} the motor's index, 0 or 1.
  91416. */
  91417. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91418. }
  91419. /**
  91420. * Interface for a motor enabled joint
  91421. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91422. */
  91423. export interface IMotorEnabledJoint {
  91424. /**
  91425. * Physics joint
  91426. */
  91427. physicsJoint: any;
  91428. /**
  91429. * Sets the motor of the motor-enabled joint
  91430. * @param force The force of the motor
  91431. * @param maxForce The maximum force of the motor
  91432. * @param motorIndex The index of the motor
  91433. */
  91434. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  91435. /**
  91436. * Sets the limit of the motor
  91437. * @param upperLimit The upper limit of the motor
  91438. * @param lowerLimit The lower limit of the motor
  91439. * @param motorIndex The index of the motor
  91440. */
  91441. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91442. }
  91443. /**
  91444. * Joint data for a Distance-Joint
  91445. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91446. */
  91447. export interface DistanceJointData extends PhysicsJointData {
  91448. /**
  91449. * Max distance the 2 joint objects can be apart
  91450. */
  91451. maxDistance: number;
  91452. }
  91453. /**
  91454. * Joint data from a spring joint
  91455. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91456. */
  91457. export interface SpringJointData extends PhysicsJointData {
  91458. /**
  91459. * Length of the spring
  91460. */
  91461. length: number;
  91462. /**
  91463. * Stiffness of the spring
  91464. */
  91465. stiffness: number;
  91466. /**
  91467. * Damping of the spring
  91468. */
  91469. damping: number;
  91470. /** this callback will be called when applying the force to the impostors. */
  91471. forceApplicationCallback: () => void;
  91472. }
  91473. }
  91474. declare module BABYLON {
  91475. /**
  91476. * Holds the data for the raycast result
  91477. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91478. */
  91479. export class PhysicsRaycastResult {
  91480. private _hasHit;
  91481. private _hitDistance;
  91482. private _hitNormalWorld;
  91483. private _hitPointWorld;
  91484. private _rayFromWorld;
  91485. private _rayToWorld;
  91486. /**
  91487. * Gets if there was a hit
  91488. */
  91489. readonly hasHit: boolean;
  91490. /**
  91491. * Gets the distance from the hit
  91492. */
  91493. readonly hitDistance: number;
  91494. /**
  91495. * Gets the hit normal/direction in the world
  91496. */
  91497. readonly hitNormalWorld: Vector3;
  91498. /**
  91499. * Gets the hit point in the world
  91500. */
  91501. readonly hitPointWorld: Vector3;
  91502. /**
  91503. * Gets the ray "start point" of the ray in the world
  91504. */
  91505. readonly rayFromWorld: Vector3;
  91506. /**
  91507. * Gets the ray "end point" of the ray in the world
  91508. */
  91509. readonly rayToWorld: Vector3;
  91510. /**
  91511. * Sets the hit data (normal & point in world space)
  91512. * @param hitNormalWorld defines the normal in world space
  91513. * @param hitPointWorld defines the point in world space
  91514. */
  91515. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  91516. /**
  91517. * Sets the distance from the start point to the hit point
  91518. * @param distance
  91519. */
  91520. setHitDistance(distance: number): void;
  91521. /**
  91522. * Calculates the distance manually
  91523. */
  91524. calculateHitDistance(): void;
  91525. /**
  91526. * Resets all the values to default
  91527. * @param from The from point on world space
  91528. * @param to The to point on world space
  91529. */
  91530. reset(from?: Vector3, to?: Vector3): void;
  91531. }
  91532. /**
  91533. * Interface for the size containing width and height
  91534. */
  91535. interface IXYZ {
  91536. /**
  91537. * X
  91538. */
  91539. x: number;
  91540. /**
  91541. * Y
  91542. */
  91543. y: number;
  91544. /**
  91545. * Z
  91546. */
  91547. z: number;
  91548. }
  91549. }
  91550. declare module BABYLON {
  91551. /**
  91552. * Interface used to describe a physics joint
  91553. */
  91554. export interface PhysicsImpostorJoint {
  91555. /** Defines the main impostor to which the joint is linked */
  91556. mainImpostor: PhysicsImpostor;
  91557. /** Defines the impostor that is connected to the main impostor using this joint */
  91558. connectedImpostor: PhysicsImpostor;
  91559. /** Defines the joint itself */
  91560. joint: PhysicsJoint;
  91561. }
  91562. /** @hidden */
  91563. export interface IPhysicsEnginePlugin {
  91564. world: any;
  91565. name: string;
  91566. setGravity(gravity: Vector3): void;
  91567. setTimeStep(timeStep: number): void;
  91568. getTimeStep(): number;
  91569. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  91570. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91571. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91572. generatePhysicsBody(impostor: PhysicsImpostor): void;
  91573. removePhysicsBody(impostor: PhysicsImpostor): void;
  91574. generateJoint(joint: PhysicsImpostorJoint): void;
  91575. removeJoint(joint: PhysicsImpostorJoint): void;
  91576. isSupported(): boolean;
  91577. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  91578. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  91579. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91580. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91581. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91582. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91583. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  91584. getBodyMass(impostor: PhysicsImpostor): number;
  91585. getBodyFriction(impostor: PhysicsImpostor): number;
  91586. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  91587. getBodyRestitution(impostor: PhysicsImpostor): number;
  91588. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  91589. getBodyPressure?(impostor: PhysicsImpostor): number;
  91590. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  91591. getBodyStiffness?(impostor: PhysicsImpostor): number;
  91592. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  91593. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  91594. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  91595. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  91596. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  91597. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91598. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91599. sleepBody(impostor: PhysicsImpostor): void;
  91600. wakeUpBody(impostor: PhysicsImpostor): void;
  91601. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91602. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  91603. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  91604. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91605. getRadius(impostor: PhysicsImpostor): number;
  91606. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  91607. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  91608. dispose(): void;
  91609. }
  91610. /**
  91611. * Interface used to define a physics engine
  91612. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  91613. */
  91614. export interface IPhysicsEngine {
  91615. /**
  91616. * Gets the gravity vector used by the simulation
  91617. */
  91618. gravity: Vector3;
  91619. /**
  91620. * Sets the gravity vector used by the simulation
  91621. * @param gravity defines the gravity vector to use
  91622. */
  91623. setGravity(gravity: Vector3): void;
  91624. /**
  91625. * Set the time step of the physics engine.
  91626. * Default is 1/60.
  91627. * To slow it down, enter 1/600 for example.
  91628. * To speed it up, 1/30
  91629. * @param newTimeStep the new timestep to apply to this world.
  91630. */
  91631. setTimeStep(newTimeStep: number): void;
  91632. /**
  91633. * Get the time step of the physics engine.
  91634. * @returns the current time step
  91635. */
  91636. getTimeStep(): number;
  91637. /**
  91638. * Release all resources
  91639. */
  91640. dispose(): void;
  91641. /**
  91642. * Gets the name of the current physics plugin
  91643. * @returns the name of the plugin
  91644. */
  91645. getPhysicsPluginName(): string;
  91646. /**
  91647. * Adding a new impostor for the impostor tracking.
  91648. * This will be done by the impostor itself.
  91649. * @param impostor the impostor to add
  91650. */
  91651. addImpostor(impostor: PhysicsImpostor): void;
  91652. /**
  91653. * Remove an impostor from the engine.
  91654. * This impostor and its mesh will not longer be updated by the physics engine.
  91655. * @param impostor the impostor to remove
  91656. */
  91657. removeImpostor(impostor: PhysicsImpostor): void;
  91658. /**
  91659. * Add a joint to the physics engine
  91660. * @param mainImpostor defines the main impostor to which the joint is added.
  91661. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  91662. * @param joint defines the joint that will connect both impostors.
  91663. */
  91664. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91665. /**
  91666. * Removes a joint from the simulation
  91667. * @param mainImpostor defines the impostor used with the joint
  91668. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  91669. * @param joint defines the joint to remove
  91670. */
  91671. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91672. /**
  91673. * Gets the current plugin used to run the simulation
  91674. * @returns current plugin
  91675. */
  91676. getPhysicsPlugin(): IPhysicsEnginePlugin;
  91677. /**
  91678. * Gets the list of physic impostors
  91679. * @returns an array of PhysicsImpostor
  91680. */
  91681. getImpostors(): Array<PhysicsImpostor>;
  91682. /**
  91683. * Gets the impostor for a physics enabled object
  91684. * @param object defines the object impersonated by the impostor
  91685. * @returns the PhysicsImpostor or null if not found
  91686. */
  91687. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91688. /**
  91689. * Gets the impostor for a physics body object
  91690. * @param body defines physics body used by the impostor
  91691. * @returns the PhysicsImpostor or null if not found
  91692. */
  91693. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  91694. /**
  91695. * Does a raycast in the physics world
  91696. * @param from when should the ray start?
  91697. * @param to when should the ray end?
  91698. * @returns PhysicsRaycastResult
  91699. */
  91700. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91701. /**
  91702. * Called by the scene. No need to call it.
  91703. * @param delta defines the timespam between frames
  91704. */
  91705. _step(delta: number): void;
  91706. }
  91707. }
  91708. declare module BABYLON {
  91709. /**
  91710. * The interface for the physics imposter parameters
  91711. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91712. */
  91713. export interface PhysicsImpostorParameters {
  91714. /**
  91715. * The mass of the physics imposter
  91716. */
  91717. mass: number;
  91718. /**
  91719. * The friction of the physics imposter
  91720. */
  91721. friction?: number;
  91722. /**
  91723. * The coefficient of restitution of the physics imposter
  91724. */
  91725. restitution?: number;
  91726. /**
  91727. * The native options of the physics imposter
  91728. */
  91729. nativeOptions?: any;
  91730. /**
  91731. * Specifies if the parent should be ignored
  91732. */
  91733. ignoreParent?: boolean;
  91734. /**
  91735. * Specifies if bi-directional transformations should be disabled
  91736. */
  91737. disableBidirectionalTransformation?: boolean;
  91738. /**
  91739. * The pressure inside the physics imposter, soft object only
  91740. */
  91741. pressure?: number;
  91742. /**
  91743. * The stiffness the physics imposter, soft object only
  91744. */
  91745. stiffness?: number;
  91746. /**
  91747. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  91748. */
  91749. velocityIterations?: number;
  91750. /**
  91751. * The number of iterations used in maintaining consistent vertex positions, soft object only
  91752. */
  91753. positionIterations?: number;
  91754. /**
  91755. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  91756. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  91757. * Add to fix multiple points
  91758. */
  91759. fixedPoints?: number;
  91760. /**
  91761. * The collision margin around a soft object
  91762. */
  91763. margin?: number;
  91764. /**
  91765. * The collision margin around a soft object
  91766. */
  91767. damping?: number;
  91768. /**
  91769. * The path for a rope based on an extrusion
  91770. */
  91771. path?: any;
  91772. /**
  91773. * The shape of an extrusion used for a rope based on an extrusion
  91774. */
  91775. shape?: any;
  91776. }
  91777. /**
  91778. * Interface for a physics-enabled object
  91779. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91780. */
  91781. export interface IPhysicsEnabledObject {
  91782. /**
  91783. * The position of the physics-enabled object
  91784. */
  91785. position: Vector3;
  91786. /**
  91787. * The rotation of the physics-enabled object
  91788. */
  91789. rotationQuaternion: Nullable<Quaternion>;
  91790. /**
  91791. * The scale of the physics-enabled object
  91792. */
  91793. scaling: Vector3;
  91794. /**
  91795. * The rotation of the physics-enabled object
  91796. */
  91797. rotation?: Vector3;
  91798. /**
  91799. * The parent of the physics-enabled object
  91800. */
  91801. parent?: any;
  91802. /**
  91803. * The bounding info of the physics-enabled object
  91804. * @returns The bounding info of the physics-enabled object
  91805. */
  91806. getBoundingInfo(): BoundingInfo;
  91807. /**
  91808. * Computes the world matrix
  91809. * @param force Specifies if the world matrix should be computed by force
  91810. * @returns A world matrix
  91811. */
  91812. computeWorldMatrix(force: boolean): Matrix;
  91813. /**
  91814. * Gets the world matrix
  91815. * @returns A world matrix
  91816. */
  91817. getWorldMatrix?(): Matrix;
  91818. /**
  91819. * Gets the child meshes
  91820. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  91821. * @returns An array of abstract meshes
  91822. */
  91823. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  91824. /**
  91825. * Gets the vertex data
  91826. * @param kind The type of vertex data
  91827. * @returns A nullable array of numbers, or a float32 array
  91828. */
  91829. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  91830. /**
  91831. * Gets the indices from the mesh
  91832. * @returns A nullable array of index arrays
  91833. */
  91834. getIndices?(): Nullable<IndicesArray>;
  91835. /**
  91836. * Gets the scene from the mesh
  91837. * @returns the indices array or null
  91838. */
  91839. getScene?(): Scene;
  91840. /**
  91841. * Gets the absolute position from the mesh
  91842. * @returns the absolute position
  91843. */
  91844. getAbsolutePosition(): Vector3;
  91845. /**
  91846. * Gets the absolute pivot point from the mesh
  91847. * @returns the absolute pivot point
  91848. */
  91849. getAbsolutePivotPoint(): Vector3;
  91850. /**
  91851. * Rotates the mesh
  91852. * @param axis The axis of rotation
  91853. * @param amount The amount of rotation
  91854. * @param space The space of the rotation
  91855. * @returns The rotation transform node
  91856. */
  91857. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  91858. /**
  91859. * Translates the mesh
  91860. * @param axis The axis of translation
  91861. * @param distance The distance of translation
  91862. * @param space The space of the translation
  91863. * @returns The transform node
  91864. */
  91865. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  91866. /**
  91867. * Sets the absolute position of the mesh
  91868. * @param absolutePosition The absolute position of the mesh
  91869. * @returns The transform node
  91870. */
  91871. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  91872. /**
  91873. * Gets the class name of the mesh
  91874. * @returns The class name
  91875. */
  91876. getClassName(): string;
  91877. }
  91878. /**
  91879. * Represents a physics imposter
  91880. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91881. */
  91882. export class PhysicsImpostor {
  91883. /**
  91884. * The physics-enabled object used as the physics imposter
  91885. */
  91886. object: IPhysicsEnabledObject;
  91887. /**
  91888. * The type of the physics imposter
  91889. */
  91890. type: number;
  91891. private _options;
  91892. private _scene?;
  91893. /**
  91894. * The default object size of the imposter
  91895. */
  91896. static DEFAULT_OBJECT_SIZE: Vector3;
  91897. /**
  91898. * The identity quaternion of the imposter
  91899. */
  91900. static IDENTITY_QUATERNION: Quaternion;
  91901. /** @hidden */
  91902. _pluginData: any;
  91903. private _physicsEngine;
  91904. private _physicsBody;
  91905. private _bodyUpdateRequired;
  91906. private _onBeforePhysicsStepCallbacks;
  91907. private _onAfterPhysicsStepCallbacks;
  91908. /** @hidden */
  91909. _onPhysicsCollideCallbacks: Array<{
  91910. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  91911. otherImpostors: Array<PhysicsImpostor>;
  91912. }>;
  91913. private _deltaPosition;
  91914. private _deltaRotation;
  91915. private _deltaRotationConjugated;
  91916. /** @hidden */
  91917. _isFromLine: boolean;
  91918. private _parent;
  91919. private _isDisposed;
  91920. private static _tmpVecs;
  91921. private static _tmpQuat;
  91922. /**
  91923. * Specifies if the physics imposter is disposed
  91924. */
  91925. readonly isDisposed: boolean;
  91926. /**
  91927. * Gets the mass of the physics imposter
  91928. */
  91929. mass: number;
  91930. /**
  91931. * Gets the coefficient of friction
  91932. */
  91933. /**
  91934. * Sets the coefficient of friction
  91935. */
  91936. friction: number;
  91937. /**
  91938. * Gets the coefficient of restitution
  91939. */
  91940. /**
  91941. * Sets the coefficient of restitution
  91942. */
  91943. restitution: number;
  91944. /**
  91945. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  91946. */
  91947. /**
  91948. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  91949. */
  91950. pressure: number;
  91951. /**
  91952. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91953. */
  91954. /**
  91955. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91956. */
  91957. stiffness: number;
  91958. /**
  91959. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91960. */
  91961. /**
  91962. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91963. */
  91964. velocityIterations: number;
  91965. /**
  91966. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91967. */
  91968. /**
  91969. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91970. */
  91971. positionIterations: number;
  91972. /**
  91973. * The unique id of the physics imposter
  91974. * set by the physics engine when adding this impostor to the array
  91975. */
  91976. uniqueId: number;
  91977. /**
  91978. * @hidden
  91979. */
  91980. soft: boolean;
  91981. /**
  91982. * @hidden
  91983. */
  91984. segments: number;
  91985. private _joints;
  91986. /**
  91987. * Initializes the physics imposter
  91988. * @param object The physics-enabled object used as the physics imposter
  91989. * @param type The type of the physics imposter
  91990. * @param _options The options for the physics imposter
  91991. * @param _scene The Babylon scene
  91992. */
  91993. constructor(
  91994. /**
  91995. * The physics-enabled object used as the physics imposter
  91996. */
  91997. object: IPhysicsEnabledObject,
  91998. /**
  91999. * The type of the physics imposter
  92000. */
  92001. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  92002. /**
  92003. * This function will completly initialize this impostor.
  92004. * It will create a new body - but only if this mesh has no parent.
  92005. * If it has, this impostor will not be used other than to define the impostor
  92006. * of the child mesh.
  92007. * @hidden
  92008. */
  92009. _init(): void;
  92010. private _getPhysicsParent;
  92011. /**
  92012. * Should a new body be generated.
  92013. * @returns boolean specifying if body initialization is required
  92014. */
  92015. isBodyInitRequired(): boolean;
  92016. /**
  92017. * Sets the updated scaling
  92018. * @param updated Specifies if the scaling is updated
  92019. */
  92020. setScalingUpdated(): void;
  92021. /**
  92022. * Force a regeneration of this or the parent's impostor's body.
  92023. * Use under cautious - This will remove all joints already implemented.
  92024. */
  92025. forceUpdate(): void;
  92026. /**
  92027. * Gets the body that holds this impostor. Either its own, or its parent.
  92028. */
  92029. /**
  92030. * Set the physics body. Used mainly by the physics engine/plugin
  92031. */
  92032. physicsBody: any;
  92033. /**
  92034. * Get the parent of the physics imposter
  92035. * @returns Physics imposter or null
  92036. */
  92037. /**
  92038. * Sets the parent of the physics imposter
  92039. */
  92040. parent: Nullable<PhysicsImpostor>;
  92041. /**
  92042. * Resets the update flags
  92043. */
  92044. resetUpdateFlags(): void;
  92045. /**
  92046. * Gets the object extend size
  92047. * @returns the object extend size
  92048. */
  92049. getObjectExtendSize(): Vector3;
  92050. /**
  92051. * Gets the object center
  92052. * @returns The object center
  92053. */
  92054. getObjectCenter(): Vector3;
  92055. /**
  92056. * Get a specific parametes from the options parameter
  92057. * @param paramName The object parameter name
  92058. * @returns The object parameter
  92059. */
  92060. getParam(paramName: string): any;
  92061. /**
  92062. * Sets a specific parameter in the options given to the physics plugin
  92063. * @param paramName The parameter name
  92064. * @param value The value of the parameter
  92065. */
  92066. setParam(paramName: string, value: number): void;
  92067. /**
  92068. * Specifically change the body's mass option. Won't recreate the physics body object
  92069. * @param mass The mass of the physics imposter
  92070. */
  92071. setMass(mass: number): void;
  92072. /**
  92073. * Gets the linear velocity
  92074. * @returns linear velocity or null
  92075. */
  92076. getLinearVelocity(): Nullable<Vector3>;
  92077. /**
  92078. * Sets the linear velocity
  92079. * @param velocity linear velocity or null
  92080. */
  92081. setLinearVelocity(velocity: Nullable<Vector3>): void;
  92082. /**
  92083. * Gets the angular velocity
  92084. * @returns angular velocity or null
  92085. */
  92086. getAngularVelocity(): Nullable<Vector3>;
  92087. /**
  92088. * Sets the angular velocity
  92089. * @param velocity The velocity or null
  92090. */
  92091. setAngularVelocity(velocity: Nullable<Vector3>): void;
  92092. /**
  92093. * Execute a function with the physics plugin native code
  92094. * Provide a function the will have two variables - the world object and the physics body object
  92095. * @param func The function to execute with the physics plugin native code
  92096. */
  92097. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  92098. /**
  92099. * Register a function that will be executed before the physics world is stepping forward
  92100. * @param func The function to execute before the physics world is stepped forward
  92101. */
  92102. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  92103. /**
  92104. * Unregister a function that will be executed before the physics world is stepping forward
  92105. * @param func The function to execute before the physics world is stepped forward
  92106. */
  92107. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  92108. /**
  92109. * Register a function that will be executed after the physics step
  92110. * @param func The function to execute after physics step
  92111. */
  92112. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  92113. /**
  92114. * Unregisters a function that will be executed after the physics step
  92115. * @param func The function to execute after physics step
  92116. */
  92117. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  92118. /**
  92119. * register a function that will be executed when this impostor collides against a different body
  92120. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  92121. * @param func Callback that is executed on collision
  92122. */
  92123. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  92124. /**
  92125. * Unregisters the physics imposter on contact
  92126. * @param collideAgainst The physics object to collide against
  92127. * @param func Callback to execute on collision
  92128. */
  92129. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  92130. private _tmpQuat;
  92131. private _tmpQuat2;
  92132. /**
  92133. * Get the parent rotation
  92134. * @returns The parent rotation
  92135. */
  92136. getParentsRotation(): Quaternion;
  92137. /**
  92138. * this function is executed by the physics engine.
  92139. */
  92140. beforeStep: () => void;
  92141. /**
  92142. * this function is executed by the physics engine
  92143. */
  92144. afterStep: () => void;
  92145. /**
  92146. * Legacy collision detection event support
  92147. */
  92148. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  92149. /**
  92150. * event and body object due to cannon's event-based architecture.
  92151. */
  92152. onCollide: (e: {
  92153. body: any;
  92154. }) => void;
  92155. /**
  92156. * Apply a force
  92157. * @param force The force to apply
  92158. * @param contactPoint The contact point for the force
  92159. * @returns The physics imposter
  92160. */
  92161. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  92162. /**
  92163. * Apply an impulse
  92164. * @param force The impulse force
  92165. * @param contactPoint The contact point for the impulse force
  92166. * @returns The physics imposter
  92167. */
  92168. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  92169. /**
  92170. * A help function to create a joint
  92171. * @param otherImpostor A physics imposter used to create a joint
  92172. * @param jointType The type of joint
  92173. * @param jointData The data for the joint
  92174. * @returns The physics imposter
  92175. */
  92176. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  92177. /**
  92178. * Add a joint to this impostor with a different impostor
  92179. * @param otherImpostor A physics imposter used to add a joint
  92180. * @param joint The joint to add
  92181. * @returns The physics imposter
  92182. */
  92183. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  92184. /**
  92185. * Add an anchor to a cloth impostor
  92186. * @param otherImpostor rigid impostor to anchor to
  92187. * @param width ratio across width from 0 to 1
  92188. * @param height ratio up height from 0 to 1
  92189. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  92190. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  92191. * @returns impostor the soft imposter
  92192. */
  92193. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  92194. /**
  92195. * Add a hook to a rope impostor
  92196. * @param otherImpostor rigid impostor to anchor to
  92197. * @param length ratio across rope from 0 to 1
  92198. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  92199. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  92200. * @returns impostor the rope imposter
  92201. */
  92202. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  92203. /**
  92204. * Will keep this body still, in a sleep mode.
  92205. * @returns the physics imposter
  92206. */
  92207. sleep(): PhysicsImpostor;
  92208. /**
  92209. * Wake the body up.
  92210. * @returns The physics imposter
  92211. */
  92212. wakeUp(): PhysicsImpostor;
  92213. /**
  92214. * Clones the physics imposter
  92215. * @param newObject The physics imposter clones to this physics-enabled object
  92216. * @returns A nullable physics imposter
  92217. */
  92218. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  92219. /**
  92220. * Disposes the physics imposter
  92221. */
  92222. dispose(): void;
  92223. /**
  92224. * Sets the delta position
  92225. * @param position The delta position amount
  92226. */
  92227. setDeltaPosition(position: Vector3): void;
  92228. /**
  92229. * Sets the delta rotation
  92230. * @param rotation The delta rotation amount
  92231. */
  92232. setDeltaRotation(rotation: Quaternion): void;
  92233. /**
  92234. * Gets the box size of the physics imposter and stores the result in the input parameter
  92235. * @param result Stores the box size
  92236. * @returns The physics imposter
  92237. */
  92238. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  92239. /**
  92240. * Gets the radius of the physics imposter
  92241. * @returns Radius of the physics imposter
  92242. */
  92243. getRadius(): number;
  92244. /**
  92245. * Sync a bone with this impostor
  92246. * @param bone The bone to sync to the impostor.
  92247. * @param boneMesh The mesh that the bone is influencing.
  92248. * @param jointPivot The pivot of the joint / bone in local space.
  92249. * @param distToJoint Optional distance from the impostor to the joint.
  92250. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  92251. */
  92252. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  92253. /**
  92254. * Sync impostor to a bone
  92255. * @param bone The bone that the impostor will be synced to.
  92256. * @param boneMesh The mesh that the bone is influencing.
  92257. * @param jointPivot The pivot of the joint / bone in local space.
  92258. * @param distToJoint Optional distance from the impostor to the joint.
  92259. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  92260. * @param boneAxis Optional vector3 axis the bone is aligned with
  92261. */
  92262. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  92263. /**
  92264. * No-Imposter type
  92265. */
  92266. static NoImpostor: number;
  92267. /**
  92268. * Sphere-Imposter type
  92269. */
  92270. static SphereImpostor: number;
  92271. /**
  92272. * Box-Imposter type
  92273. */
  92274. static BoxImpostor: number;
  92275. /**
  92276. * Plane-Imposter type
  92277. */
  92278. static PlaneImpostor: number;
  92279. /**
  92280. * Mesh-imposter type
  92281. */
  92282. static MeshImpostor: number;
  92283. /**
  92284. * Capsule-Impostor type (Ammo.js plugin only)
  92285. */
  92286. static CapsuleImpostor: number;
  92287. /**
  92288. * Cylinder-Imposter type
  92289. */
  92290. static CylinderImpostor: number;
  92291. /**
  92292. * Particle-Imposter type
  92293. */
  92294. static ParticleImpostor: number;
  92295. /**
  92296. * Heightmap-Imposter type
  92297. */
  92298. static HeightmapImpostor: number;
  92299. /**
  92300. * ConvexHull-Impostor type (Ammo.js plugin only)
  92301. */
  92302. static ConvexHullImpostor: number;
  92303. /**
  92304. * Rope-Imposter type
  92305. */
  92306. static RopeImpostor: number;
  92307. /**
  92308. * Cloth-Imposter type
  92309. */
  92310. static ClothImpostor: number;
  92311. /**
  92312. * Softbody-Imposter type
  92313. */
  92314. static SoftbodyImpostor: number;
  92315. }
  92316. }
  92317. declare module BABYLON {
  92318. /**
  92319. * @hidden
  92320. **/
  92321. export class _CreationDataStorage {
  92322. closePath?: boolean;
  92323. closeArray?: boolean;
  92324. idx: number[];
  92325. dashSize: number;
  92326. gapSize: number;
  92327. path3D: Path3D;
  92328. pathArray: Vector3[][];
  92329. arc: number;
  92330. radius: number;
  92331. cap: number;
  92332. tessellation: number;
  92333. }
  92334. /**
  92335. * @hidden
  92336. **/
  92337. class _InstanceDataStorage {
  92338. visibleInstances: any;
  92339. batchCache: _InstancesBatch;
  92340. instancesBufferSize: number;
  92341. instancesBuffer: Nullable<Buffer>;
  92342. instancesData: Float32Array;
  92343. overridenInstanceCount: number;
  92344. isFrozen: boolean;
  92345. previousBatch: Nullable<_InstancesBatch>;
  92346. hardwareInstancedRendering: boolean;
  92347. sideOrientation: number;
  92348. manualUpdate: boolean;
  92349. }
  92350. /**
  92351. * @hidden
  92352. **/
  92353. export class _InstancesBatch {
  92354. mustReturn: boolean;
  92355. visibleInstances: Nullable<InstancedMesh[]>[];
  92356. renderSelf: boolean[];
  92357. hardwareInstancedRendering: boolean[];
  92358. }
  92359. /**
  92360. * Class used to represent renderable models
  92361. */
  92362. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  92363. /**
  92364. * Mesh side orientation : usually the external or front surface
  92365. */
  92366. static readonly FRONTSIDE: number;
  92367. /**
  92368. * Mesh side orientation : usually the internal or back surface
  92369. */
  92370. static readonly BACKSIDE: number;
  92371. /**
  92372. * Mesh side orientation : both internal and external or front and back surfaces
  92373. */
  92374. static readonly DOUBLESIDE: number;
  92375. /**
  92376. * Mesh side orientation : by default, `FRONTSIDE`
  92377. */
  92378. static readonly DEFAULTSIDE: number;
  92379. /**
  92380. * Mesh cap setting : no cap
  92381. */
  92382. static readonly NO_CAP: number;
  92383. /**
  92384. * Mesh cap setting : one cap at the beginning of the mesh
  92385. */
  92386. static readonly CAP_START: number;
  92387. /**
  92388. * Mesh cap setting : one cap at the end of the mesh
  92389. */
  92390. static readonly CAP_END: number;
  92391. /**
  92392. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  92393. */
  92394. static readonly CAP_ALL: number;
  92395. /**
  92396. * Mesh pattern setting : no flip or rotate
  92397. */
  92398. static readonly NO_FLIP: number;
  92399. /**
  92400. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  92401. */
  92402. static readonly FLIP_TILE: number;
  92403. /**
  92404. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  92405. */
  92406. static readonly ROTATE_TILE: number;
  92407. /**
  92408. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  92409. */
  92410. static readonly FLIP_ROW: number;
  92411. /**
  92412. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  92413. */
  92414. static readonly ROTATE_ROW: number;
  92415. /**
  92416. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  92417. */
  92418. static readonly FLIP_N_ROTATE_TILE: number;
  92419. /**
  92420. * Mesh pattern setting : rotate pattern and rotate
  92421. */
  92422. static readonly FLIP_N_ROTATE_ROW: number;
  92423. /**
  92424. * Mesh tile positioning : part tiles same on left/right or top/bottom
  92425. */
  92426. static readonly CENTER: number;
  92427. /**
  92428. * Mesh tile positioning : part tiles on left
  92429. */
  92430. static readonly LEFT: number;
  92431. /**
  92432. * Mesh tile positioning : part tiles on right
  92433. */
  92434. static readonly RIGHT: number;
  92435. /**
  92436. * Mesh tile positioning : part tiles on top
  92437. */
  92438. static readonly TOP: number;
  92439. /**
  92440. * Mesh tile positioning : part tiles on bottom
  92441. */
  92442. static readonly BOTTOM: number;
  92443. /**
  92444. * Gets the default side orientation.
  92445. * @param orientation the orientation to value to attempt to get
  92446. * @returns the default orientation
  92447. * @hidden
  92448. */
  92449. static _GetDefaultSideOrientation(orientation?: number): number;
  92450. private _internalMeshDataInfo;
  92451. /**
  92452. * An event triggered before rendering the mesh
  92453. */
  92454. readonly onBeforeRenderObservable: Observable<Mesh>;
  92455. /**
  92456. * An event triggered before binding the mesh
  92457. */
  92458. readonly onBeforeBindObservable: Observable<Mesh>;
  92459. /**
  92460. * An event triggered after rendering the mesh
  92461. */
  92462. readonly onAfterRenderObservable: Observable<Mesh>;
  92463. /**
  92464. * An event triggered before drawing the mesh
  92465. */
  92466. readonly onBeforeDrawObservable: Observable<Mesh>;
  92467. private _onBeforeDrawObserver;
  92468. /**
  92469. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  92470. */
  92471. onBeforeDraw: () => void;
  92472. readonly hasInstances: boolean;
  92473. /**
  92474. * Gets the delay loading state of the mesh (when delay loading is turned on)
  92475. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  92476. */
  92477. delayLoadState: number;
  92478. /**
  92479. * Gets the list of instances created from this mesh
  92480. * it is not supposed to be modified manually.
  92481. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  92482. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92483. */
  92484. instances: InstancedMesh[];
  92485. /**
  92486. * Gets the file containing delay loading data for this mesh
  92487. */
  92488. delayLoadingFile: string;
  92489. /** @hidden */
  92490. _binaryInfo: any;
  92491. /**
  92492. * User defined function used to change how LOD level selection is done
  92493. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  92494. */
  92495. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  92496. /**
  92497. * Gets or sets the morph target manager
  92498. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  92499. */
  92500. morphTargetManager: Nullable<MorphTargetManager>;
  92501. /** @hidden */
  92502. _creationDataStorage: Nullable<_CreationDataStorage>;
  92503. /** @hidden */
  92504. _geometry: Nullable<Geometry>;
  92505. /** @hidden */
  92506. _delayInfo: Array<string>;
  92507. /** @hidden */
  92508. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  92509. /** @hidden */
  92510. _instanceDataStorage: _InstanceDataStorage;
  92511. private _effectiveMaterial;
  92512. /** @hidden */
  92513. _shouldGenerateFlatShading: boolean;
  92514. /** @hidden */
  92515. _originalBuilderSideOrientation: number;
  92516. /**
  92517. * Use this property to change the original side orientation defined at construction time
  92518. */
  92519. overrideMaterialSideOrientation: Nullable<number>;
  92520. /**
  92521. * Gets the source mesh (the one used to clone this one from)
  92522. */
  92523. readonly source: Nullable<Mesh>;
  92524. /**
  92525. * Gets or sets a boolean indicating that this mesh does not use index buffer
  92526. */
  92527. isUnIndexed: boolean;
  92528. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  92529. readonly worldMatrixInstancedBuffer: Float32Array;
  92530. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  92531. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  92532. /**
  92533. * @constructor
  92534. * @param name The value used by scene.getMeshByName() to do a lookup.
  92535. * @param scene The scene to add this mesh to.
  92536. * @param parent The parent of this mesh, if it has one
  92537. * @param source An optional Mesh from which geometry is shared, cloned.
  92538. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  92539. * When false, achieved by calling a clone(), also passing False.
  92540. * This will make creation of children, recursive.
  92541. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  92542. */
  92543. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  92544. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  92545. doNotInstantiate: boolean;
  92546. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  92547. /**
  92548. * Gets the class name
  92549. * @returns the string "Mesh".
  92550. */
  92551. getClassName(): string;
  92552. /** @hidden */
  92553. readonly _isMesh: boolean;
  92554. /**
  92555. * Returns a description of this mesh
  92556. * @param fullDetails define if full details about this mesh must be used
  92557. * @returns a descriptive string representing this mesh
  92558. */
  92559. toString(fullDetails?: boolean): string;
  92560. /** @hidden */
  92561. _unBindEffect(): void;
  92562. /**
  92563. * Gets a boolean indicating if this mesh has LOD
  92564. */
  92565. readonly hasLODLevels: boolean;
  92566. /**
  92567. * Gets the list of MeshLODLevel associated with the current mesh
  92568. * @returns an array of MeshLODLevel
  92569. */
  92570. getLODLevels(): MeshLODLevel[];
  92571. private _sortLODLevels;
  92572. /**
  92573. * Add a mesh as LOD level triggered at the given distance.
  92574. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92575. * @param distance The distance from the center of the object to show this level
  92576. * @param mesh The mesh to be added as LOD level (can be null)
  92577. * @return This mesh (for chaining)
  92578. */
  92579. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  92580. /**
  92581. * Returns the LOD level mesh at the passed distance or null if not found.
  92582. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92583. * @param distance The distance from the center of the object to show this level
  92584. * @returns a Mesh or `null`
  92585. */
  92586. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  92587. /**
  92588. * Remove a mesh from the LOD array
  92589. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92590. * @param mesh defines the mesh to be removed
  92591. * @return This mesh (for chaining)
  92592. */
  92593. removeLODLevel(mesh: Mesh): Mesh;
  92594. /**
  92595. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  92596. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92597. * @param camera defines the camera to use to compute distance
  92598. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  92599. * @return This mesh (for chaining)
  92600. */
  92601. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  92602. /**
  92603. * Gets the mesh internal Geometry object
  92604. */
  92605. readonly geometry: Nullable<Geometry>;
  92606. /**
  92607. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  92608. * @returns the total number of vertices
  92609. */
  92610. getTotalVertices(): number;
  92611. /**
  92612. * Returns the content of an associated vertex buffer
  92613. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92614. * - VertexBuffer.PositionKind
  92615. * - VertexBuffer.UVKind
  92616. * - VertexBuffer.UV2Kind
  92617. * - VertexBuffer.UV3Kind
  92618. * - VertexBuffer.UV4Kind
  92619. * - VertexBuffer.UV5Kind
  92620. * - VertexBuffer.UV6Kind
  92621. * - VertexBuffer.ColorKind
  92622. * - VertexBuffer.MatricesIndicesKind
  92623. * - VertexBuffer.MatricesIndicesExtraKind
  92624. * - VertexBuffer.MatricesWeightsKind
  92625. * - VertexBuffer.MatricesWeightsExtraKind
  92626. * @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
  92627. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  92628. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  92629. */
  92630. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  92631. /**
  92632. * Returns the mesh VertexBuffer object from the requested `kind`
  92633. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92634. * - VertexBuffer.PositionKind
  92635. * - VertexBuffer.NormalKind
  92636. * - VertexBuffer.UVKind
  92637. * - VertexBuffer.UV2Kind
  92638. * - VertexBuffer.UV3Kind
  92639. * - VertexBuffer.UV4Kind
  92640. * - VertexBuffer.UV5Kind
  92641. * - VertexBuffer.UV6Kind
  92642. * - VertexBuffer.ColorKind
  92643. * - VertexBuffer.MatricesIndicesKind
  92644. * - VertexBuffer.MatricesIndicesExtraKind
  92645. * - VertexBuffer.MatricesWeightsKind
  92646. * - VertexBuffer.MatricesWeightsExtraKind
  92647. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  92648. */
  92649. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  92650. /**
  92651. * Tests if a specific vertex buffer is associated with this mesh
  92652. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92653. * - VertexBuffer.PositionKind
  92654. * - VertexBuffer.NormalKind
  92655. * - VertexBuffer.UVKind
  92656. * - VertexBuffer.UV2Kind
  92657. * - VertexBuffer.UV3Kind
  92658. * - VertexBuffer.UV4Kind
  92659. * - VertexBuffer.UV5Kind
  92660. * - VertexBuffer.UV6Kind
  92661. * - VertexBuffer.ColorKind
  92662. * - VertexBuffer.MatricesIndicesKind
  92663. * - VertexBuffer.MatricesIndicesExtraKind
  92664. * - VertexBuffer.MatricesWeightsKind
  92665. * - VertexBuffer.MatricesWeightsExtraKind
  92666. * @returns a boolean
  92667. */
  92668. isVerticesDataPresent(kind: string): boolean;
  92669. /**
  92670. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  92671. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92672. * - VertexBuffer.PositionKind
  92673. * - VertexBuffer.UVKind
  92674. * - VertexBuffer.UV2Kind
  92675. * - VertexBuffer.UV3Kind
  92676. * - VertexBuffer.UV4Kind
  92677. * - VertexBuffer.UV5Kind
  92678. * - VertexBuffer.UV6Kind
  92679. * - VertexBuffer.ColorKind
  92680. * - VertexBuffer.MatricesIndicesKind
  92681. * - VertexBuffer.MatricesIndicesExtraKind
  92682. * - VertexBuffer.MatricesWeightsKind
  92683. * - VertexBuffer.MatricesWeightsExtraKind
  92684. * @returns a boolean
  92685. */
  92686. isVertexBufferUpdatable(kind: string): boolean;
  92687. /**
  92688. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  92689. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92690. * - VertexBuffer.PositionKind
  92691. * - VertexBuffer.NormalKind
  92692. * - VertexBuffer.UVKind
  92693. * - VertexBuffer.UV2Kind
  92694. * - VertexBuffer.UV3Kind
  92695. * - VertexBuffer.UV4Kind
  92696. * - VertexBuffer.UV5Kind
  92697. * - VertexBuffer.UV6Kind
  92698. * - VertexBuffer.ColorKind
  92699. * - VertexBuffer.MatricesIndicesKind
  92700. * - VertexBuffer.MatricesIndicesExtraKind
  92701. * - VertexBuffer.MatricesWeightsKind
  92702. * - VertexBuffer.MatricesWeightsExtraKind
  92703. * @returns an array of strings
  92704. */
  92705. getVerticesDataKinds(): string[];
  92706. /**
  92707. * Returns a positive integer : the total number of indices in this mesh geometry.
  92708. * @returns the numner of indices or zero if the mesh has no geometry.
  92709. */
  92710. getTotalIndices(): number;
  92711. /**
  92712. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  92713. * @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.
  92714. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  92715. * @returns the indices array or an empty array if the mesh has no geometry
  92716. */
  92717. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  92718. readonly isBlocked: boolean;
  92719. /**
  92720. * Determine if the current mesh is ready to be rendered
  92721. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92722. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  92723. * @returns true if all associated assets are ready (material, textures, shaders)
  92724. */
  92725. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  92726. /**
  92727. * 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.
  92728. */
  92729. readonly areNormalsFrozen: boolean;
  92730. /**
  92731. * 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.
  92732. * @returns the current mesh
  92733. */
  92734. freezeNormals(): Mesh;
  92735. /**
  92736. * 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
  92737. * @returns the current mesh
  92738. */
  92739. unfreezeNormals(): Mesh;
  92740. /**
  92741. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  92742. */
  92743. overridenInstanceCount: number;
  92744. /** @hidden */
  92745. _preActivate(): Mesh;
  92746. /** @hidden */
  92747. _preActivateForIntermediateRendering(renderId: number): Mesh;
  92748. /** @hidden */
  92749. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  92750. /**
  92751. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  92752. * This means the mesh underlying bounding box and sphere are recomputed.
  92753. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  92754. * @returns the current mesh
  92755. */
  92756. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  92757. /** @hidden */
  92758. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  92759. /**
  92760. * This function will subdivide the mesh into multiple submeshes
  92761. * @param count defines the expected number of submeshes
  92762. */
  92763. subdivide(count: number): void;
  92764. /**
  92765. * Copy a FloatArray into a specific associated vertex buffer
  92766. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92767. * - VertexBuffer.PositionKind
  92768. * - VertexBuffer.UVKind
  92769. * - VertexBuffer.UV2Kind
  92770. * - VertexBuffer.UV3Kind
  92771. * - VertexBuffer.UV4Kind
  92772. * - VertexBuffer.UV5Kind
  92773. * - VertexBuffer.UV6Kind
  92774. * - VertexBuffer.ColorKind
  92775. * - VertexBuffer.MatricesIndicesKind
  92776. * - VertexBuffer.MatricesIndicesExtraKind
  92777. * - VertexBuffer.MatricesWeightsKind
  92778. * - VertexBuffer.MatricesWeightsExtraKind
  92779. * @param data defines the data source
  92780. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92781. * @param stride defines the data stride size (can be null)
  92782. * @returns the current mesh
  92783. */
  92784. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  92785. /**
  92786. * Delete a vertex buffer associated with this mesh
  92787. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  92788. * - VertexBuffer.PositionKind
  92789. * - VertexBuffer.UVKind
  92790. * - VertexBuffer.UV2Kind
  92791. * - VertexBuffer.UV3Kind
  92792. * - VertexBuffer.UV4Kind
  92793. * - VertexBuffer.UV5Kind
  92794. * - VertexBuffer.UV6Kind
  92795. * - VertexBuffer.ColorKind
  92796. * - VertexBuffer.MatricesIndicesKind
  92797. * - VertexBuffer.MatricesIndicesExtraKind
  92798. * - VertexBuffer.MatricesWeightsKind
  92799. * - VertexBuffer.MatricesWeightsExtraKind
  92800. */
  92801. removeVerticesData(kind: string): void;
  92802. /**
  92803. * Flags an associated vertex buffer as updatable
  92804. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  92805. * - VertexBuffer.PositionKind
  92806. * - VertexBuffer.UVKind
  92807. * - VertexBuffer.UV2Kind
  92808. * - VertexBuffer.UV3Kind
  92809. * - VertexBuffer.UV4Kind
  92810. * - VertexBuffer.UV5Kind
  92811. * - VertexBuffer.UV6Kind
  92812. * - VertexBuffer.ColorKind
  92813. * - VertexBuffer.MatricesIndicesKind
  92814. * - VertexBuffer.MatricesIndicesExtraKind
  92815. * - VertexBuffer.MatricesWeightsKind
  92816. * - VertexBuffer.MatricesWeightsExtraKind
  92817. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92818. */
  92819. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  92820. /**
  92821. * Sets the mesh global Vertex Buffer
  92822. * @param buffer defines the buffer to use
  92823. * @returns the current mesh
  92824. */
  92825. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  92826. /**
  92827. * Update a specific associated vertex buffer
  92828. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92829. * - VertexBuffer.PositionKind
  92830. * - VertexBuffer.UVKind
  92831. * - VertexBuffer.UV2Kind
  92832. * - VertexBuffer.UV3Kind
  92833. * - VertexBuffer.UV4Kind
  92834. * - VertexBuffer.UV5Kind
  92835. * - VertexBuffer.UV6Kind
  92836. * - VertexBuffer.ColorKind
  92837. * - VertexBuffer.MatricesIndicesKind
  92838. * - VertexBuffer.MatricesIndicesExtraKind
  92839. * - VertexBuffer.MatricesWeightsKind
  92840. * - VertexBuffer.MatricesWeightsExtraKind
  92841. * @param data defines the data source
  92842. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  92843. * @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)
  92844. * @returns the current mesh
  92845. */
  92846. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  92847. /**
  92848. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  92849. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  92850. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  92851. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  92852. * @returns the current mesh
  92853. */
  92854. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  92855. /**
  92856. * Creates a un-shared specific occurence of the geometry for the mesh.
  92857. * @returns the current mesh
  92858. */
  92859. makeGeometryUnique(): Mesh;
  92860. /**
  92861. * Set the index buffer of this mesh
  92862. * @param indices defines the source data
  92863. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  92864. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  92865. * @returns the current mesh
  92866. */
  92867. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  92868. /**
  92869. * Update the current index buffer
  92870. * @param indices defines the source data
  92871. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  92872. * @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)
  92873. * @returns the current mesh
  92874. */
  92875. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  92876. /**
  92877. * Invert the geometry to move from a right handed system to a left handed one.
  92878. * @returns the current mesh
  92879. */
  92880. toLeftHanded(): Mesh;
  92881. /** @hidden */
  92882. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  92883. /** @hidden */
  92884. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  92885. /**
  92886. * Registers for this mesh a javascript function called just before the rendering process
  92887. * @param func defines the function to call before rendering this mesh
  92888. * @returns the current mesh
  92889. */
  92890. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92891. /**
  92892. * Disposes a previously registered javascript function called before the rendering
  92893. * @param func defines the function to remove
  92894. * @returns the current mesh
  92895. */
  92896. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92897. /**
  92898. * Registers for this mesh a javascript function called just after the rendering is complete
  92899. * @param func defines the function to call after rendering this mesh
  92900. * @returns the current mesh
  92901. */
  92902. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92903. /**
  92904. * Disposes a previously registered javascript function called after the rendering.
  92905. * @param func defines the function to remove
  92906. * @returns the current mesh
  92907. */
  92908. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92909. /** @hidden */
  92910. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  92911. /** @hidden */
  92912. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  92913. /** @hidden */
  92914. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  92915. /** @hidden */
  92916. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  92917. /** @hidden */
  92918. _rebuild(): void;
  92919. /** @hidden */
  92920. _freeze(): void;
  92921. /** @hidden */
  92922. _unFreeze(): void;
  92923. /**
  92924. * 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
  92925. * @param subMesh defines the subMesh to render
  92926. * @param enableAlphaMode defines if alpha mode can be changed
  92927. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  92928. * @returns the current mesh
  92929. */
  92930. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  92931. private _onBeforeDraw;
  92932. /**
  92933. * Renormalize the mesh and patch it up if there are no weights
  92934. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  92935. * However in the case of zero weights then we set just a single influence to 1.
  92936. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  92937. */
  92938. cleanMatrixWeights(): void;
  92939. private normalizeSkinFourWeights;
  92940. private normalizeSkinWeightsAndExtra;
  92941. /**
  92942. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  92943. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  92944. * the user know there was an issue with importing the mesh
  92945. * @returns a validation object with skinned, valid and report string
  92946. */
  92947. validateSkinning(): {
  92948. skinned: boolean;
  92949. valid: boolean;
  92950. report: string;
  92951. };
  92952. /** @hidden */
  92953. _checkDelayState(): Mesh;
  92954. private _queueLoad;
  92955. /**
  92956. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  92957. * A mesh is in the frustum if its bounding box intersects the frustum
  92958. * @param frustumPlanes defines the frustum to test
  92959. * @returns true if the mesh is in the frustum planes
  92960. */
  92961. isInFrustum(frustumPlanes: Plane[]): boolean;
  92962. /**
  92963. * Sets the mesh material by the material or multiMaterial `id` property
  92964. * @param id is a string identifying the material or the multiMaterial
  92965. * @returns the current mesh
  92966. */
  92967. setMaterialByID(id: string): Mesh;
  92968. /**
  92969. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  92970. * @returns an array of IAnimatable
  92971. */
  92972. getAnimatables(): IAnimatable[];
  92973. /**
  92974. * Modifies the mesh geometry according to the passed transformation matrix.
  92975. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  92976. * The mesh normals are modified using the same transformation.
  92977. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92978. * @param transform defines the transform matrix to use
  92979. * @see http://doc.babylonjs.com/resources/baking_transformations
  92980. * @returns the current mesh
  92981. */
  92982. bakeTransformIntoVertices(transform: Matrix): Mesh;
  92983. /**
  92984. * Modifies the mesh geometry according to its own current World Matrix.
  92985. * The mesh World Matrix is then reset.
  92986. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  92987. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92988. * @see http://doc.babylonjs.com/resources/baking_transformations
  92989. * @returns the current mesh
  92990. */
  92991. bakeCurrentTransformIntoVertices(): Mesh;
  92992. /** @hidden */
  92993. readonly _positions: Nullable<Vector3[]>;
  92994. /** @hidden */
  92995. _resetPointsArrayCache(): Mesh;
  92996. /** @hidden */
  92997. _generatePointsArray(): boolean;
  92998. /**
  92999. * Returns a new Mesh object generated from the current mesh properties.
  93000. * This method must not get confused with createInstance()
  93001. * @param name is a string, the name given to the new mesh
  93002. * @param newParent can be any Node object (default `null`)
  93003. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  93004. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  93005. * @returns a new mesh
  93006. */
  93007. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  93008. /**
  93009. * Releases resources associated with this mesh.
  93010. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  93011. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  93012. */
  93013. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  93014. /** @hidden */
  93015. _disposeInstanceSpecificData(): void;
  93016. /**
  93017. * Modifies the mesh geometry according to a displacement map.
  93018. * 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.
  93019. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  93020. * @param url is a string, the URL from the image file is to be downloaded.
  93021. * @param minHeight is the lower limit of the displacement.
  93022. * @param maxHeight is the upper limit of the displacement.
  93023. * @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.
  93024. * @param uvOffset is an optional vector2 used to offset UV.
  93025. * @param uvScale is an optional vector2 used to scale UV.
  93026. * @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.
  93027. * @returns the Mesh.
  93028. */
  93029. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  93030. /**
  93031. * Modifies the mesh geometry according to a displacementMap buffer.
  93032. * 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.
  93033. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  93034. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  93035. * @param heightMapWidth is the width of the buffer image.
  93036. * @param heightMapHeight is the height of the buffer image.
  93037. * @param minHeight is the lower limit of the displacement.
  93038. * @param maxHeight is the upper limit of the displacement.
  93039. * @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.
  93040. * @param uvOffset is an optional vector2 used to offset UV.
  93041. * @param uvScale is an optional vector2 used to scale UV.
  93042. * @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.
  93043. * @returns the Mesh.
  93044. */
  93045. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  93046. /**
  93047. * Modify the mesh to get a flat shading rendering.
  93048. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  93049. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  93050. * @returns current mesh
  93051. */
  93052. convertToFlatShadedMesh(): Mesh;
  93053. /**
  93054. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  93055. * In other words, more vertices, no more indices and a single bigger VBO.
  93056. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  93057. * @returns current mesh
  93058. */
  93059. convertToUnIndexedMesh(): Mesh;
  93060. /**
  93061. * Inverses facet orientations.
  93062. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  93063. * @param flipNormals will also inverts the normals
  93064. * @returns current mesh
  93065. */
  93066. flipFaces(flipNormals?: boolean): Mesh;
  93067. /**
  93068. * Increase the number of facets and hence vertices in a mesh
  93069. * Vertex normals are interpolated from existing vertex normals
  93070. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  93071. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  93072. */
  93073. increaseVertices(numberPerEdge: number): void;
  93074. /**
  93075. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  93076. * This will undo any application of covertToFlatShadedMesh
  93077. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  93078. */
  93079. forceSharedVertices(): void;
  93080. /** @hidden */
  93081. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  93082. /** @hidden */
  93083. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  93084. /**
  93085. * Creates a new InstancedMesh object from the mesh model.
  93086. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  93087. * @param name defines the name of the new instance
  93088. * @returns a new InstancedMesh
  93089. */
  93090. createInstance(name: string): InstancedMesh;
  93091. /**
  93092. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  93093. * After this call, all the mesh instances have the same submeshes than the current mesh.
  93094. * @returns the current mesh
  93095. */
  93096. synchronizeInstances(): Mesh;
  93097. /**
  93098. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  93099. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  93100. * This should be used together with the simplification to avoid disappearing triangles.
  93101. * @param successCallback an optional success callback to be called after the optimization finished.
  93102. * @returns the current mesh
  93103. */
  93104. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  93105. /**
  93106. * Serialize current mesh
  93107. * @param serializationObject defines the object which will receive the serialization data
  93108. */
  93109. serialize(serializationObject: any): void;
  93110. /** @hidden */
  93111. _syncGeometryWithMorphTargetManager(): void;
  93112. /** @hidden */
  93113. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  93114. /**
  93115. * Returns a new Mesh object parsed from the source provided.
  93116. * @param parsedMesh is the source
  93117. * @param scene defines the hosting scene
  93118. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  93119. * @returns a new Mesh
  93120. */
  93121. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  93122. /**
  93123. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  93124. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93125. * @param name defines the name of the mesh to create
  93126. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  93127. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  93128. * @param closePath creates a seam between the first and the last points of each path of the path array
  93129. * @param offset is taken in account only if the `pathArray` is containing a single path
  93130. * @param scene defines the hosting scene
  93131. * @param updatable defines if the mesh must be flagged as updatable
  93132. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93133. * @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)
  93134. * @returns a new Mesh
  93135. */
  93136. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93137. /**
  93138. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  93139. * @param name defines the name of the mesh to create
  93140. * @param radius sets the radius size (float) of the polygon (default 0.5)
  93141. * @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
  93142. * @param scene defines the hosting scene
  93143. * @param updatable defines if the mesh must be flagged as updatable
  93144. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93145. * @returns a new Mesh
  93146. */
  93147. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  93148. /**
  93149. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  93150. * @param name defines the name of the mesh to create
  93151. * @param size sets the size (float) of each box side (default 1)
  93152. * @param scene defines the hosting scene
  93153. * @param updatable defines if the mesh must be flagged as updatable
  93154. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93155. * @returns a new Mesh
  93156. */
  93157. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  93158. /**
  93159. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  93160. * @param name defines the name of the mesh to create
  93161. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  93162. * @param diameter sets the diameter size (float) of the sphere (default 1)
  93163. * @param scene defines the hosting scene
  93164. * @param updatable defines if the mesh must be flagged as updatable
  93165. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93166. * @returns a new Mesh
  93167. */
  93168. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93169. /**
  93170. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  93171. * @param name defines the name of the mesh to create
  93172. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  93173. * @param diameter sets the diameter size (float) of the sphere (default 1)
  93174. * @param scene defines the hosting scene
  93175. * @returns a new Mesh
  93176. */
  93177. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  93178. /**
  93179. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  93180. * @param name defines the name of the mesh to create
  93181. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  93182. * @param diameterTop set the top cap diameter (floats, default 1)
  93183. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  93184. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  93185. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  93186. * @param scene defines the hosting scene
  93187. * @param updatable defines if the mesh must be flagged as updatable
  93188. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93189. * @returns a new Mesh
  93190. */
  93191. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  93192. /**
  93193. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  93194. * @param name defines the name of the mesh to create
  93195. * @param diameter sets the diameter size (float) of the torus (default 1)
  93196. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  93197. * @param tessellation sets the number of torus sides (postive integer, default 16)
  93198. * @param scene defines the hosting scene
  93199. * @param updatable defines if the mesh must be flagged as updatable
  93200. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93201. * @returns a new Mesh
  93202. */
  93203. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93204. /**
  93205. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  93206. * @param name defines the name of the mesh to create
  93207. * @param radius sets the global radius size (float) of the torus knot (default 2)
  93208. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  93209. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  93210. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  93211. * @param p the number of windings on X axis (positive integers, default 2)
  93212. * @param q the number of windings on Y axis (positive integers, default 3)
  93213. * @param scene defines the hosting scene
  93214. * @param updatable defines if the mesh must be flagged as updatable
  93215. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93216. * @returns a new Mesh
  93217. */
  93218. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93219. /**
  93220. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  93221. * @param name defines the name of the mesh to create
  93222. * @param points is an array successive Vector3
  93223. * @param scene defines the hosting scene
  93224. * @param updatable defines if the mesh must be flagged as updatable
  93225. * @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).
  93226. * @returns a new Mesh
  93227. */
  93228. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  93229. /**
  93230. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  93231. * @param name defines the name of the mesh to create
  93232. * @param points is an array successive Vector3
  93233. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  93234. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  93235. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  93236. * @param scene defines the hosting scene
  93237. * @param updatable defines if the mesh must be flagged as updatable
  93238. * @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)
  93239. * @returns a new Mesh
  93240. */
  93241. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  93242. /**
  93243. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  93244. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  93245. * 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.
  93246. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93247. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  93248. * Remember you can only change the shape positions, not their number when updating a polygon.
  93249. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  93250. * @param name defines the name of the mesh to create
  93251. * @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
  93252. * @param scene defines the hosting scene
  93253. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  93254. * @param updatable defines if the mesh must be flagged as updatable
  93255. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93256. * @param earcutInjection can be used to inject your own earcut reference
  93257. * @returns a new Mesh
  93258. */
  93259. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  93260. /**
  93261. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  93262. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  93263. * @param name defines the name of the mesh to create
  93264. * @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
  93265. * @param depth defines the height of extrusion
  93266. * @param scene defines the hosting scene
  93267. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  93268. * @param updatable defines if the mesh must be flagged as updatable
  93269. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93270. * @param earcutInjection can be used to inject your own earcut reference
  93271. * @returns a new Mesh
  93272. */
  93273. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  93274. /**
  93275. * Creates an extruded shape mesh.
  93276. * 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
  93277. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93278. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  93279. * @param name defines the name of the mesh to create
  93280. * @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
  93281. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  93282. * @param scale is the value to scale the shape
  93283. * @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
  93284. * @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
  93285. * @param scene defines the hosting scene
  93286. * @param updatable defines if the mesh must be flagged as updatable
  93287. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93288. * @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)
  93289. * @returns a new Mesh
  93290. */
  93291. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93292. /**
  93293. * Creates an custom extruded shape mesh.
  93294. * The custom extrusion is a parametric shape.
  93295. * It has no predefined shape. Its final shape will depend on the input parameters.
  93296. * Please consider using the same method from the MeshBuilder class instead
  93297. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  93298. * @param name defines the name of the mesh to create
  93299. * @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
  93300. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  93301. * @param scaleFunction is a custom Javascript function called on each path point
  93302. * @param rotationFunction is a custom Javascript function called on each path point
  93303. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  93304. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  93305. * @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
  93306. * @param scene defines the hosting scene
  93307. * @param updatable defines if the mesh must be flagged as updatable
  93308. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93309. * @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)
  93310. * @returns a new Mesh
  93311. */
  93312. 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;
  93313. /**
  93314. * Creates lathe mesh.
  93315. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  93316. * Please consider using the same method from the MeshBuilder class instead
  93317. * @param name defines the name of the mesh to create
  93318. * @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
  93319. * @param radius is the radius value of the lathe
  93320. * @param tessellation is the side number of the lathe.
  93321. * @param scene defines the hosting scene
  93322. * @param updatable defines if the mesh must be flagged as updatable
  93323. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93324. * @returns a new Mesh
  93325. */
  93326. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93327. /**
  93328. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  93329. * @param name defines the name of the mesh to create
  93330. * @param size sets the size (float) of both sides of the plane at once (default 1)
  93331. * @param scene defines the hosting scene
  93332. * @param updatable defines if the mesh must be flagged as updatable
  93333. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93334. * @returns a new Mesh
  93335. */
  93336. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93337. /**
  93338. * Creates a ground mesh.
  93339. * Please consider using the same method from the MeshBuilder class instead
  93340. * @param name defines the name of the mesh to create
  93341. * @param width set the width of the ground
  93342. * @param height set the height of the ground
  93343. * @param subdivisions sets the number of subdivisions per side
  93344. * @param scene defines the hosting scene
  93345. * @param updatable defines if the mesh must be flagged as updatable
  93346. * @returns a new Mesh
  93347. */
  93348. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  93349. /**
  93350. * Creates a tiled ground mesh.
  93351. * Please consider using the same method from the MeshBuilder class instead
  93352. * @param name defines the name of the mesh to create
  93353. * @param xmin set the ground minimum X coordinate
  93354. * @param zmin set the ground minimum Y coordinate
  93355. * @param xmax set the ground maximum X coordinate
  93356. * @param zmax set the ground maximum Z coordinate
  93357. * @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
  93358. * @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
  93359. * @param scene defines the hosting scene
  93360. * @param updatable defines if the mesh must be flagged as updatable
  93361. * @returns a new Mesh
  93362. */
  93363. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  93364. w: number;
  93365. h: number;
  93366. }, precision: {
  93367. w: number;
  93368. h: number;
  93369. }, scene: Scene, updatable?: boolean): Mesh;
  93370. /**
  93371. * Creates a ground mesh from a height map.
  93372. * Please consider using the same method from the MeshBuilder class instead
  93373. * @see http://doc.babylonjs.com/babylon101/height_map
  93374. * @param name defines the name of the mesh to create
  93375. * @param url sets the URL of the height map image resource
  93376. * @param width set the ground width size
  93377. * @param height set the ground height size
  93378. * @param subdivisions sets the number of subdivision per side
  93379. * @param minHeight is the minimum altitude on the ground
  93380. * @param maxHeight is the maximum altitude on the ground
  93381. * @param scene defines the hosting scene
  93382. * @param updatable defines if the mesh must be flagged as updatable
  93383. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  93384. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  93385. * @returns a new Mesh
  93386. */
  93387. 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;
  93388. /**
  93389. * Creates a tube mesh.
  93390. * The tube is a parametric shape.
  93391. * It has no predefined shape. Its final shape will depend on the input parameters.
  93392. * Please consider using the same method from the MeshBuilder class instead
  93393. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93394. * @param name defines the name of the mesh to create
  93395. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  93396. * @param radius sets the tube radius size
  93397. * @param tessellation is the number of sides on the tubular surface
  93398. * @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
  93399. * @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
  93400. * @param scene defines the hosting scene
  93401. * @param updatable defines if the mesh must be flagged as updatable
  93402. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93403. * @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)
  93404. * @returns a new Mesh
  93405. */
  93406. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  93407. (i: number, distance: number): number;
  93408. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93409. /**
  93410. * Creates a polyhedron mesh.
  93411. * Please consider using the same method from the MeshBuilder class instead.
  93412. * * 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
  93413. * * The parameter `size` (positive float, default 1) sets the polygon size
  93414. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  93415. * * 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`
  93416. * * 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
  93417. * * 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)`)
  93418. * * 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
  93419. * * 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
  93420. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93421. * * If you create a double-sided mesh, you can choose what parts of 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
  93422. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93423. * @param name defines the name of the mesh to create
  93424. * @param options defines the options used to create the mesh
  93425. * @param scene defines the hosting scene
  93426. * @returns a new Mesh
  93427. */
  93428. static CreatePolyhedron(name: string, options: {
  93429. type?: number;
  93430. size?: number;
  93431. sizeX?: number;
  93432. sizeY?: number;
  93433. sizeZ?: number;
  93434. custom?: any;
  93435. faceUV?: Vector4[];
  93436. faceColors?: Color4[];
  93437. updatable?: boolean;
  93438. sideOrientation?: number;
  93439. }, scene: Scene): Mesh;
  93440. /**
  93441. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  93442. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  93443. * * 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`)
  93444. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  93445. * * 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
  93446. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93447. * * If you create a double-sided mesh, you can choose what parts of 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
  93448. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93449. * @param name defines the name of the mesh
  93450. * @param options defines the options used to create the mesh
  93451. * @param scene defines the hosting scene
  93452. * @returns a new Mesh
  93453. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  93454. */
  93455. static CreateIcoSphere(name: string, options: {
  93456. radius?: number;
  93457. flat?: boolean;
  93458. subdivisions?: number;
  93459. sideOrientation?: number;
  93460. updatable?: boolean;
  93461. }, scene: Scene): Mesh;
  93462. /**
  93463. * Creates a decal mesh.
  93464. * Please consider using the same method from the MeshBuilder class instead.
  93465. * A decal is a mesh usually applied as a model onto the surface of another mesh
  93466. * @param name defines the name of the mesh
  93467. * @param sourceMesh defines the mesh receiving the decal
  93468. * @param position sets the position of the decal in world coordinates
  93469. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  93470. * @param size sets the decal scaling
  93471. * @param angle sets the angle to rotate the decal
  93472. * @returns a new Mesh
  93473. */
  93474. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  93475. /**
  93476. * Prepare internal position array for software CPU skinning
  93477. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  93478. */
  93479. setPositionsForCPUSkinning(): Float32Array;
  93480. /**
  93481. * Prepare internal normal array for software CPU skinning
  93482. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  93483. */
  93484. setNormalsForCPUSkinning(): Float32Array;
  93485. /**
  93486. * Updates the vertex buffer by applying transformation from the bones
  93487. * @param skeleton defines the skeleton to apply to current mesh
  93488. * @returns the current mesh
  93489. */
  93490. applySkeleton(skeleton: Skeleton): Mesh;
  93491. /**
  93492. * 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
  93493. * @param meshes defines the list of meshes to scan
  93494. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  93495. */
  93496. static MinMax(meshes: AbstractMesh[]): {
  93497. min: Vector3;
  93498. max: Vector3;
  93499. };
  93500. /**
  93501. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  93502. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  93503. * @returns a vector3
  93504. */
  93505. static Center(meshesOrMinMaxVector: {
  93506. min: Vector3;
  93507. max: Vector3;
  93508. } | AbstractMesh[]): Vector3;
  93509. /**
  93510. * Merge the array of meshes into a single mesh for performance reasons.
  93511. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  93512. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  93513. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  93514. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  93515. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  93516. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  93517. * @returns a new mesh
  93518. */
  93519. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  93520. /** @hidden */
  93521. addInstance(instance: InstancedMesh): void;
  93522. /** @hidden */
  93523. removeInstance(instance: InstancedMesh): void;
  93524. }
  93525. }
  93526. declare module BABYLON {
  93527. /**
  93528. * This is the base class of all the camera used in the application.
  93529. * @see http://doc.babylonjs.com/features/cameras
  93530. */
  93531. export class Camera extends Node {
  93532. /** @hidden */
  93533. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  93534. /**
  93535. * This is the default projection mode used by the cameras.
  93536. * It helps recreating a feeling of perspective and better appreciate depth.
  93537. * This is the best way to simulate real life cameras.
  93538. */
  93539. static readonly PERSPECTIVE_CAMERA: number;
  93540. /**
  93541. * This helps creating camera with an orthographic mode.
  93542. * 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.
  93543. */
  93544. static readonly ORTHOGRAPHIC_CAMERA: number;
  93545. /**
  93546. * This is the default FOV mode for perspective cameras.
  93547. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  93548. */
  93549. static readonly FOVMODE_VERTICAL_FIXED: number;
  93550. /**
  93551. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  93552. */
  93553. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  93554. /**
  93555. * This specifies ther is no need for a camera rig.
  93556. * Basically only one eye is rendered corresponding to the camera.
  93557. */
  93558. static readonly RIG_MODE_NONE: number;
  93559. /**
  93560. * Simulates a camera Rig with one blue eye and one red eye.
  93561. * This can be use with 3d blue and red glasses.
  93562. */
  93563. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  93564. /**
  93565. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  93566. */
  93567. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  93568. /**
  93569. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  93570. */
  93571. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  93572. /**
  93573. * Defines that both eyes of the camera will be rendered over under each other.
  93574. */
  93575. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  93576. /**
  93577. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  93578. */
  93579. static readonly RIG_MODE_VR: number;
  93580. /**
  93581. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  93582. */
  93583. static readonly RIG_MODE_WEBVR: number;
  93584. /**
  93585. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  93586. */
  93587. static readonly RIG_MODE_CUSTOM: number;
  93588. /**
  93589. * Defines if by default attaching controls should prevent the default javascript event to continue.
  93590. */
  93591. static ForceAttachControlToAlwaysPreventDefault: boolean;
  93592. /**
  93593. * Define the input manager associated with the camera.
  93594. */
  93595. inputs: CameraInputsManager<Camera>;
  93596. /** @hidden */
  93597. _position: Vector3;
  93598. /**
  93599. * Define the current local position of the camera in the scene
  93600. */
  93601. position: Vector3;
  93602. /**
  93603. * The vector the camera should consider as up.
  93604. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  93605. */
  93606. upVector: Vector3;
  93607. /**
  93608. * Define the current limit on the left side for an orthographic camera
  93609. * In scene unit
  93610. */
  93611. orthoLeft: Nullable<number>;
  93612. /**
  93613. * Define the current limit on the right side for an orthographic camera
  93614. * In scene unit
  93615. */
  93616. orthoRight: Nullable<number>;
  93617. /**
  93618. * Define the current limit on the bottom side for an orthographic camera
  93619. * In scene unit
  93620. */
  93621. orthoBottom: Nullable<number>;
  93622. /**
  93623. * Define the current limit on the top side for an orthographic camera
  93624. * In scene unit
  93625. */
  93626. orthoTop: Nullable<number>;
  93627. /**
  93628. * Field Of View is set in Radians. (default is 0.8)
  93629. */
  93630. fov: number;
  93631. /**
  93632. * Define the minimum distance the camera can see from.
  93633. * This is important to note that the depth buffer are not infinite and the closer it starts
  93634. * the more your scene might encounter depth fighting issue.
  93635. */
  93636. minZ: number;
  93637. /**
  93638. * Define the maximum distance the camera can see to.
  93639. * This is important to note that the depth buffer are not infinite and the further it end
  93640. * the more your scene might encounter depth fighting issue.
  93641. */
  93642. maxZ: number;
  93643. /**
  93644. * Define the default inertia of the camera.
  93645. * This helps giving a smooth feeling to the camera movement.
  93646. */
  93647. inertia: number;
  93648. /**
  93649. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  93650. */
  93651. mode: number;
  93652. /**
  93653. * Define wether the camera is intermediate.
  93654. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  93655. */
  93656. isIntermediate: boolean;
  93657. /**
  93658. * Define the viewport of the camera.
  93659. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  93660. */
  93661. viewport: Viewport;
  93662. /**
  93663. * Restricts the camera to viewing objects with the same layerMask.
  93664. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  93665. */
  93666. layerMask: number;
  93667. /**
  93668. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  93669. */
  93670. fovMode: number;
  93671. /**
  93672. * Rig mode of the camera.
  93673. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  93674. * This is normally controlled byt the camera themselves as internal use.
  93675. */
  93676. cameraRigMode: number;
  93677. /**
  93678. * Defines the distance between both "eyes" in case of a RIG
  93679. */
  93680. interaxialDistance: number;
  93681. /**
  93682. * Defines if stereoscopic rendering is done side by side or over under.
  93683. */
  93684. isStereoscopicSideBySide: boolean;
  93685. /**
  93686. * 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
  93687. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  93688. * else in the scene. (Eg. security camera)
  93689. *
  93690. * 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)
  93691. */
  93692. customRenderTargets: RenderTargetTexture[];
  93693. /**
  93694. * When set, the camera will render to this render target instead of the default canvas
  93695. *
  93696. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  93697. */
  93698. outputRenderTarget: Nullable<RenderTargetTexture>;
  93699. /**
  93700. * Observable triggered when the camera view matrix has changed.
  93701. */
  93702. onViewMatrixChangedObservable: Observable<Camera>;
  93703. /**
  93704. * Observable triggered when the camera Projection matrix has changed.
  93705. */
  93706. onProjectionMatrixChangedObservable: Observable<Camera>;
  93707. /**
  93708. * Observable triggered when the inputs have been processed.
  93709. */
  93710. onAfterCheckInputsObservable: Observable<Camera>;
  93711. /**
  93712. * Observable triggered when reset has been called and applied to the camera.
  93713. */
  93714. onRestoreStateObservable: Observable<Camera>;
  93715. /** @hidden */
  93716. _cameraRigParams: any;
  93717. /** @hidden */
  93718. _rigCameras: Camera[];
  93719. /** @hidden */
  93720. _rigPostProcess: Nullable<PostProcess>;
  93721. protected _webvrViewMatrix: Matrix;
  93722. /** @hidden */
  93723. _skipRendering: boolean;
  93724. /** @hidden */
  93725. _projectionMatrix: Matrix;
  93726. /** @hidden */
  93727. _postProcesses: Nullable<PostProcess>[];
  93728. /** @hidden */
  93729. _activeMeshes: SmartArray<AbstractMesh>;
  93730. protected _globalPosition: Vector3;
  93731. /** @hidden */
  93732. _computedViewMatrix: Matrix;
  93733. private _doNotComputeProjectionMatrix;
  93734. private _transformMatrix;
  93735. private _frustumPlanes;
  93736. private _refreshFrustumPlanes;
  93737. private _storedFov;
  93738. private _stateStored;
  93739. /**
  93740. * Instantiates a new camera object.
  93741. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  93742. * @see http://doc.babylonjs.com/features/cameras
  93743. * @param name Defines the name of the camera in the scene
  93744. * @param position Defines the position of the camera
  93745. * @param scene Defines the scene the camera belongs too
  93746. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  93747. */
  93748. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  93749. /**
  93750. * Store current camera state (fov, position, etc..)
  93751. * @returns the camera
  93752. */
  93753. storeState(): Camera;
  93754. /**
  93755. * Restores the camera state values if it has been stored. You must call storeState() first
  93756. */
  93757. protected _restoreStateValues(): boolean;
  93758. /**
  93759. * Restored camera state. You must call storeState() first.
  93760. * @returns true if restored and false otherwise
  93761. */
  93762. restoreState(): boolean;
  93763. /**
  93764. * Gets the class name of the camera.
  93765. * @returns the class name
  93766. */
  93767. getClassName(): string;
  93768. /** @hidden */
  93769. readonly _isCamera: boolean;
  93770. /**
  93771. * Gets a string representation of the camera useful for debug purpose.
  93772. * @param fullDetails Defines that a more verboe level of logging is required
  93773. * @returns the string representation
  93774. */
  93775. toString(fullDetails?: boolean): string;
  93776. /**
  93777. * Gets the current world space position of the camera.
  93778. */
  93779. readonly globalPosition: Vector3;
  93780. /**
  93781. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  93782. * @returns the active meshe list
  93783. */
  93784. getActiveMeshes(): SmartArray<AbstractMesh>;
  93785. /**
  93786. * Check wether a mesh is part of the current active mesh list of the camera
  93787. * @param mesh Defines the mesh to check
  93788. * @returns true if active, false otherwise
  93789. */
  93790. isActiveMesh(mesh: Mesh): boolean;
  93791. /**
  93792. * Is this camera ready to be used/rendered
  93793. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  93794. * @return true if the camera is ready
  93795. */
  93796. isReady(completeCheck?: boolean): boolean;
  93797. /** @hidden */
  93798. _initCache(): void;
  93799. /** @hidden */
  93800. _updateCache(ignoreParentClass?: boolean): void;
  93801. /** @hidden */
  93802. _isSynchronized(): boolean;
  93803. /** @hidden */
  93804. _isSynchronizedViewMatrix(): boolean;
  93805. /** @hidden */
  93806. _isSynchronizedProjectionMatrix(): boolean;
  93807. /**
  93808. * Attach the input controls to a specific dom element to get the input from.
  93809. * @param element Defines the element the controls should be listened from
  93810. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  93811. */
  93812. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  93813. /**
  93814. * Detach the current controls from the specified dom element.
  93815. * @param element Defines the element to stop listening the inputs from
  93816. */
  93817. detachControl(element: HTMLElement): void;
  93818. /**
  93819. * Update the camera state according to the different inputs gathered during the frame.
  93820. */
  93821. update(): void;
  93822. /** @hidden */
  93823. _checkInputs(): void;
  93824. /** @hidden */
  93825. readonly rigCameras: Camera[];
  93826. /**
  93827. * Gets the post process used by the rig cameras
  93828. */
  93829. readonly rigPostProcess: Nullable<PostProcess>;
  93830. /**
  93831. * Internal, gets the first post proces.
  93832. * @returns the first post process to be run on this camera.
  93833. */
  93834. _getFirstPostProcess(): Nullable<PostProcess>;
  93835. private _cascadePostProcessesToRigCams;
  93836. /**
  93837. * Attach a post process to the camera.
  93838. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93839. * @param postProcess The post process to attach to the camera
  93840. * @param insertAt The position of the post process in case several of them are in use in the scene
  93841. * @returns the position the post process has been inserted at
  93842. */
  93843. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  93844. /**
  93845. * Detach a post process to the camera.
  93846. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93847. * @param postProcess The post process to detach from the camera
  93848. */
  93849. detachPostProcess(postProcess: PostProcess): void;
  93850. /**
  93851. * Gets the current world matrix of the camera
  93852. */
  93853. getWorldMatrix(): Matrix;
  93854. /** @hidden */
  93855. _getViewMatrix(): Matrix;
  93856. /**
  93857. * Gets the current view matrix of the camera.
  93858. * @param force forces the camera to recompute the matrix without looking at the cached state
  93859. * @returns the view matrix
  93860. */
  93861. getViewMatrix(force?: boolean): Matrix;
  93862. /**
  93863. * Freeze the projection matrix.
  93864. * It will prevent the cache check of the camera projection compute and can speed up perf
  93865. * if no parameter of the camera are meant to change
  93866. * @param projection Defines manually a projection if necessary
  93867. */
  93868. freezeProjectionMatrix(projection?: Matrix): void;
  93869. /**
  93870. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  93871. */
  93872. unfreezeProjectionMatrix(): void;
  93873. /**
  93874. * Gets the current projection matrix of the camera.
  93875. * @param force forces the camera to recompute the matrix without looking at the cached state
  93876. * @returns the projection matrix
  93877. */
  93878. getProjectionMatrix(force?: boolean): Matrix;
  93879. /**
  93880. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  93881. * @returns a Matrix
  93882. */
  93883. getTransformationMatrix(): Matrix;
  93884. private _updateFrustumPlanes;
  93885. /**
  93886. * Checks if a cullable object (mesh...) is in the camera frustum
  93887. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  93888. * @param target The object to check
  93889. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  93890. * @returns true if the object is in frustum otherwise false
  93891. */
  93892. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  93893. /**
  93894. * Checks if a cullable object (mesh...) is in the camera frustum
  93895. * Unlike isInFrustum this cheks the full bounding box
  93896. * @param target The object to check
  93897. * @returns true if the object is in frustum otherwise false
  93898. */
  93899. isCompletelyInFrustum(target: ICullable): boolean;
  93900. /**
  93901. * Gets a ray in the forward direction from the camera.
  93902. * @param length Defines the length of the ray to create
  93903. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  93904. * @param origin Defines the start point of the ray which defaults to the camera position
  93905. * @returns the forward ray
  93906. */
  93907. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  93908. /**
  93909. * Releases resources associated with this node.
  93910. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  93911. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  93912. */
  93913. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  93914. /** @hidden */
  93915. _isLeftCamera: boolean;
  93916. /**
  93917. * Gets the left camera of a rig setup in case of Rigged Camera
  93918. */
  93919. readonly isLeftCamera: boolean;
  93920. /** @hidden */
  93921. _isRightCamera: boolean;
  93922. /**
  93923. * Gets the right camera of a rig setup in case of Rigged Camera
  93924. */
  93925. readonly isRightCamera: boolean;
  93926. /**
  93927. * Gets the left camera of a rig setup in case of Rigged Camera
  93928. */
  93929. readonly leftCamera: Nullable<FreeCamera>;
  93930. /**
  93931. * Gets the right camera of a rig setup in case of Rigged Camera
  93932. */
  93933. readonly rightCamera: Nullable<FreeCamera>;
  93934. /**
  93935. * Gets the left camera target of a rig setup in case of Rigged Camera
  93936. * @returns the target position
  93937. */
  93938. getLeftTarget(): Nullable<Vector3>;
  93939. /**
  93940. * Gets the right camera target of a rig setup in case of Rigged Camera
  93941. * @returns the target position
  93942. */
  93943. getRightTarget(): Nullable<Vector3>;
  93944. /**
  93945. * @hidden
  93946. */
  93947. setCameraRigMode(mode: number, rigParams: any): void;
  93948. /** @hidden */
  93949. static _setStereoscopicRigMode(camera: Camera): void;
  93950. /** @hidden */
  93951. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  93952. /** @hidden */
  93953. static _setVRRigMode(camera: Camera, rigParams: any): void;
  93954. /** @hidden */
  93955. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  93956. /** @hidden */
  93957. _getVRProjectionMatrix(): Matrix;
  93958. protected _updateCameraRotationMatrix(): void;
  93959. protected _updateWebVRCameraRotationMatrix(): void;
  93960. /**
  93961. * This function MUST be overwritten by the different WebVR cameras available.
  93962. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93963. * @hidden
  93964. */
  93965. _getWebVRProjectionMatrix(): Matrix;
  93966. /**
  93967. * This function MUST be overwritten by the different WebVR cameras available.
  93968. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93969. * @hidden
  93970. */
  93971. _getWebVRViewMatrix(): Matrix;
  93972. /** @hidden */
  93973. setCameraRigParameter(name: string, value: any): void;
  93974. /**
  93975. * needs to be overridden by children so sub has required properties to be copied
  93976. * @hidden
  93977. */
  93978. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  93979. /**
  93980. * May need to be overridden by children
  93981. * @hidden
  93982. */
  93983. _updateRigCameras(): void;
  93984. /** @hidden */
  93985. _setupInputs(): void;
  93986. /**
  93987. * Serialiaze the camera setup to a json represention
  93988. * @returns the JSON representation
  93989. */
  93990. serialize(): any;
  93991. /**
  93992. * Clones the current camera.
  93993. * @param name The cloned camera name
  93994. * @returns the cloned camera
  93995. */
  93996. clone(name: string): Camera;
  93997. /**
  93998. * Gets the direction of the camera relative to a given local axis.
  93999. * @param localAxis Defines the reference axis to provide a relative direction.
  94000. * @return the direction
  94001. */
  94002. getDirection(localAxis: Vector3): Vector3;
  94003. /**
  94004. * Returns the current camera absolute rotation
  94005. */
  94006. readonly absoluteRotation: Quaternion;
  94007. /**
  94008. * Gets the direction of the camera relative to a given local axis into a passed vector.
  94009. * @param localAxis Defines the reference axis to provide a relative direction.
  94010. * @param result Defines the vector to store the result in
  94011. */
  94012. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  94013. /**
  94014. * Gets a camera constructor for a given camera type
  94015. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  94016. * @param name The name of the camera the result will be able to instantiate
  94017. * @param scene The scene the result will construct the camera in
  94018. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  94019. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  94020. * @returns a factory method to construc the camera
  94021. */
  94022. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  94023. /**
  94024. * Compute the world matrix of the camera.
  94025. * @returns the camera world matrix
  94026. */
  94027. computeWorldMatrix(): Matrix;
  94028. /**
  94029. * Parse a JSON and creates the camera from the parsed information
  94030. * @param parsedCamera The JSON to parse
  94031. * @param scene The scene to instantiate the camera in
  94032. * @returns the newly constructed camera
  94033. */
  94034. static Parse(parsedCamera: any, scene: Scene): Camera;
  94035. }
  94036. }
  94037. declare module BABYLON {
  94038. /**
  94039. * Class containing static functions to help procedurally build meshes
  94040. */
  94041. export class DiscBuilder {
  94042. /**
  94043. * Creates a plane polygonal mesh. By default, this is a disc
  94044. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  94045. * * 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
  94046. * * 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
  94047. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  94048. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  94049. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  94050. * @param name defines the name of the mesh
  94051. * @param options defines the options used to create the mesh
  94052. * @param scene defines the hosting scene
  94053. * @returns the plane polygonal mesh
  94054. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  94055. */
  94056. static CreateDisc(name: string, options: {
  94057. radius?: number;
  94058. tessellation?: number;
  94059. arc?: number;
  94060. updatable?: boolean;
  94061. sideOrientation?: number;
  94062. frontUVs?: Vector4;
  94063. backUVs?: Vector4;
  94064. }, scene?: Nullable<Scene>): Mesh;
  94065. }
  94066. }
  94067. declare module BABYLON {
  94068. /**
  94069. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  94070. *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.
  94071. * The SPS is also a particle system. It provides some methods to manage the particles.
  94072. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  94073. *
  94074. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  94075. */
  94076. export class SolidParticleSystem implements IDisposable {
  94077. /**
  94078. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  94079. * Example : var p = SPS.particles[i];
  94080. */
  94081. particles: SolidParticle[];
  94082. /**
  94083. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  94084. */
  94085. nbParticles: number;
  94086. /**
  94087. * If the particles must ever face the camera (default false). Useful for planar particles.
  94088. */
  94089. billboard: boolean;
  94090. /**
  94091. * Recompute normals when adding a shape
  94092. */
  94093. recomputeNormals: boolean;
  94094. /**
  94095. * This a counter ofr your own usage. It's not set by any SPS functions.
  94096. */
  94097. counter: number;
  94098. /**
  94099. * The SPS name. This name is also given to the underlying mesh.
  94100. */
  94101. name: string;
  94102. /**
  94103. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  94104. */
  94105. mesh: Mesh;
  94106. /**
  94107. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  94108. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  94109. */
  94110. vars: any;
  94111. /**
  94112. * This array is populated when the SPS is set as 'pickable'.
  94113. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  94114. * Each element of this array is an object `{idx: int, faceId: int}`.
  94115. * `idx` is the picked particle index in the `SPS.particles` array
  94116. * `faceId` is the picked face index counted within this particle.
  94117. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  94118. */
  94119. pickedParticles: {
  94120. idx: number;
  94121. faceId: number;
  94122. }[];
  94123. /**
  94124. * This array is populated when `enableDepthSort` is set to true.
  94125. * Each element of this array is an instance of the class DepthSortedParticle.
  94126. */
  94127. depthSortedParticles: DepthSortedParticle[];
  94128. /**
  94129. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  94130. * @hidden
  94131. */
  94132. _bSphereOnly: boolean;
  94133. /**
  94134. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  94135. * @hidden
  94136. */
  94137. _bSphereRadiusFactor: number;
  94138. private _scene;
  94139. private _positions;
  94140. private _indices;
  94141. private _normals;
  94142. private _colors;
  94143. private _uvs;
  94144. private _indices32;
  94145. private _positions32;
  94146. private _normals32;
  94147. private _fixedNormal32;
  94148. private _colors32;
  94149. private _uvs32;
  94150. private _index;
  94151. private _updatable;
  94152. private _pickable;
  94153. private _isVisibilityBoxLocked;
  94154. private _alwaysVisible;
  94155. private _depthSort;
  94156. private _expandable;
  94157. private _shapeCounter;
  94158. private _copy;
  94159. private _color;
  94160. private _computeParticleColor;
  94161. private _computeParticleTexture;
  94162. private _computeParticleRotation;
  94163. private _computeParticleVertex;
  94164. private _computeBoundingBox;
  94165. private _depthSortParticles;
  94166. private _camera;
  94167. private _mustUnrotateFixedNormals;
  94168. private _particlesIntersect;
  94169. private _needs32Bits;
  94170. private _isNotBuilt;
  94171. private _lastParticleId;
  94172. private _idxOfId;
  94173. private _multimaterialEnabled;
  94174. private _indicesByMaterial;
  94175. private _materialIndexes;
  94176. private _depthSortFunction;
  94177. private _materialSortFunction;
  94178. /**
  94179. * Creates a SPS (Solid Particle System) object.
  94180. * @param name (String) is the SPS name, this will be the underlying mesh name.
  94181. * @param scene (Scene) is the scene in which the SPS is added.
  94182. * @param options defines the options of the sps e.g.
  94183. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  94184. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  94185. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  94186. * * enableMultiMaterial (optional boolean, default false) : if the solid particles can be given different materials.
  94187. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  94188. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  94189. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  94190. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  94191. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  94192. */
  94193. constructor(name: string, scene: Scene, options?: {
  94194. updatable?: boolean;
  94195. isPickable?: boolean;
  94196. enableDepthSort?: boolean;
  94197. particleIntersection?: boolean;
  94198. boundingSphereOnly?: boolean;
  94199. bSphereRadiusFactor?: number;
  94200. expandable?: boolean;
  94201. enableMultiMaterial?: boolean;
  94202. });
  94203. /**
  94204. * Builds the SPS underlying mesh. Returns a standard Mesh.
  94205. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  94206. * @returns the created mesh
  94207. */
  94208. buildMesh(): Mesh;
  94209. /**
  94210. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  94211. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  94212. * Thus the particles generated from `digest()` have their property `position` set yet.
  94213. * @param mesh ( Mesh ) is the mesh to be digested
  94214. * @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
  94215. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  94216. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  94217. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  94218. * @returns the current SPS
  94219. */
  94220. digest(mesh: Mesh, options?: {
  94221. facetNb?: number;
  94222. number?: number;
  94223. delta?: number;
  94224. storage?: [];
  94225. }): SolidParticleSystem;
  94226. /**
  94227. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  94228. * @hidden
  94229. */
  94230. private _unrotateFixedNormals;
  94231. /**
  94232. * Resets the temporary working copy particle
  94233. * @hidden
  94234. */
  94235. private _resetCopy;
  94236. /**
  94237. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  94238. * @param p the current index in the positions array to be updated
  94239. * @param shape a Vector3 array, the shape geometry
  94240. * @param positions the positions array to be updated
  94241. * @param meshInd the shape indices array
  94242. * @param indices the indices array to be updated
  94243. * @param meshUV the shape uv array
  94244. * @param uvs the uv array to be updated
  94245. * @param meshCol the shape color array
  94246. * @param colors the color array to be updated
  94247. * @param meshNor the shape normals array
  94248. * @param normals the normals array to be updated
  94249. * @param idx the particle index
  94250. * @param idxInShape the particle index in its shape
  94251. * @param options the addShape() method passed options
  94252. * @hidden
  94253. */
  94254. private _meshBuilder;
  94255. /**
  94256. * Returns a shape Vector3 array from positions float array
  94257. * @param positions float array
  94258. * @returns a vector3 array
  94259. * @hidden
  94260. */
  94261. private _posToShape;
  94262. /**
  94263. * Returns a shapeUV array from a float uvs (array deep copy)
  94264. * @param uvs as a float array
  94265. * @returns a shapeUV array
  94266. * @hidden
  94267. */
  94268. private _uvsToShapeUV;
  94269. /**
  94270. * Adds a new particle object in the particles array
  94271. * @param idx particle index in particles array
  94272. * @param id particle id
  94273. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  94274. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  94275. * @param model particle ModelShape object
  94276. * @param shapeId model shape identifier
  94277. * @param idxInShape index of the particle in the current model
  94278. * @param bInfo model bounding info object
  94279. * @param storage target storage array, if any
  94280. * @hidden
  94281. */
  94282. private _addParticle;
  94283. /**
  94284. * Adds some particles to the SPS from the model shape. Returns the shape id.
  94285. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  94286. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  94287. * @param nb (positive integer) the number of particles to be created from this model
  94288. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  94289. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  94290. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  94291. * @returns the number of shapes in the system
  94292. */
  94293. addShape(mesh: Mesh, nb: number, options?: {
  94294. positionFunction?: any;
  94295. vertexFunction?: any;
  94296. storage?: [];
  94297. }): number;
  94298. /**
  94299. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  94300. * @hidden
  94301. */
  94302. private _rebuildParticle;
  94303. /**
  94304. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  94305. * @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.
  94306. * @returns the SPS.
  94307. */
  94308. rebuildMesh(reset?: boolean): SolidParticleSystem;
  94309. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  94310. * Returns an array with the removed particles.
  94311. * 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.
  94312. * The SPS can't be empty so at least one particle needs to remain in place.
  94313. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  94314. * @param start index of the first particle to remove
  94315. * @param end index of the last particle to remove (included)
  94316. * @returns an array populated with the removed particles
  94317. */
  94318. removeParticles(start: number, end: number): SolidParticle[];
  94319. /**
  94320. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  94321. * @param solidParticleArray an array populated with Solid Particles objects
  94322. * @returns the SPS
  94323. */
  94324. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  94325. /**
  94326. * Creates a new particle and modifies the SPS mesh geometry :
  94327. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  94328. * - calls _addParticle() to populate the particle array
  94329. * factorized code from addShape() and insertParticlesFromArray()
  94330. * @param idx particle index in the particles array
  94331. * @param i particle index in its shape
  94332. * @param modelShape particle ModelShape object
  94333. * @param shape shape vertex array
  94334. * @param meshInd shape indices array
  94335. * @param meshUV shape uv array
  94336. * @param meshCol shape color array
  94337. * @param meshNor shape normals array
  94338. * @param bbInfo shape bounding info
  94339. * @param storage target particle storage
  94340. * @options addShape() passed options
  94341. * @hidden
  94342. */
  94343. private _insertNewParticle;
  94344. /**
  94345. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  94346. * This method calls `updateParticle()` for each particle of the SPS.
  94347. * For an animated SPS, it is usually called within the render loop.
  94348. * 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.
  94349. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  94350. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  94351. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  94352. * @returns the SPS.
  94353. */
  94354. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  94355. /**
  94356. * Disposes the SPS.
  94357. */
  94358. dispose(): void;
  94359. /**
  94360. * Returns a SolidParticle object from its identifier : particle.id
  94361. * @param id (integer) the particle Id
  94362. * @returns the searched particle or null if not found in the SPS.
  94363. */
  94364. getParticleById(id: number): Nullable<SolidParticle>;
  94365. /**
  94366. * Returns a new array populated with the particles having the passed shapeId.
  94367. * @param shapeId (integer) the shape identifier
  94368. * @returns a new solid particle array
  94369. */
  94370. getParticlesByShapeId(shapeId: number): SolidParticle[];
  94371. /**
  94372. * Populates the passed array "ref" with the particles having the passed shapeId.
  94373. * @param shapeId the shape identifier
  94374. * @returns the SPS
  94375. * @param ref
  94376. */
  94377. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  94378. /**
  94379. * Computes the required SubMeshes according the materials assigned to the particles.
  94380. * @returns the solid particle system.
  94381. * Does nothing if called before the SPS mesh is built.
  94382. */
  94383. computeSubMeshes(): SolidParticleSystem;
  94384. /**
  94385. * Sorts the solid particles by material when MultiMaterial is enabled.
  94386. * Updates the indices32 array.
  94387. * Updates the indicesByMaterial array.
  94388. * Updates the mesh indices array.
  94389. * @returns the SPS
  94390. * @hidden
  94391. */
  94392. private _sortParticlesByMaterial;
  94393. /**
  94394. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  94395. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94396. * @returns the SPS.
  94397. */
  94398. refreshVisibleSize(): SolidParticleSystem;
  94399. /**
  94400. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  94401. * @param size the size (float) of the visibility box
  94402. * note : this doesn't lock the SPS mesh bounding box.
  94403. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94404. */
  94405. setVisibilityBox(size: number): void;
  94406. /**
  94407. * Gets whether the SPS as always visible or not
  94408. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94409. */
  94410. /**
  94411. * Sets the SPS as always visible or not
  94412. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94413. */
  94414. isAlwaysVisible: boolean;
  94415. /**
  94416. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94417. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94418. */
  94419. /**
  94420. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94421. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94422. */
  94423. isVisibilityBoxLocked: boolean;
  94424. /**
  94425. * Tells to `setParticles()` to compute the particle rotations or not.
  94426. * Default value : true. The SPS is faster when it's set to false.
  94427. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94428. */
  94429. /**
  94430. * Gets if `setParticles()` computes the particle rotations or not.
  94431. * Default value : true. The SPS is faster when it's set to false.
  94432. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94433. */
  94434. computeParticleRotation: boolean;
  94435. /**
  94436. * Tells to `setParticles()` to compute the particle colors or not.
  94437. * Default value : true. The SPS is faster when it's set to false.
  94438. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94439. */
  94440. /**
  94441. * Gets if `setParticles()` computes the particle colors or not.
  94442. * Default value : true. The SPS is faster when it's set to false.
  94443. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94444. */
  94445. computeParticleColor: boolean;
  94446. /**
  94447. * Gets if `setParticles()` computes the particle textures or not.
  94448. * Default value : true. The SPS is faster when it's set to false.
  94449. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  94450. */
  94451. computeParticleTexture: boolean;
  94452. /**
  94453. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  94454. * Default value : false. The SPS is faster when it's set to false.
  94455. * Note : the particle custom vertex positions aren't stored values.
  94456. */
  94457. /**
  94458. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  94459. * Default value : false. The SPS is faster when it's set to false.
  94460. * Note : the particle custom vertex positions aren't stored values.
  94461. */
  94462. computeParticleVertex: boolean;
  94463. /**
  94464. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  94465. */
  94466. /**
  94467. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  94468. */
  94469. computeBoundingBox: boolean;
  94470. /**
  94471. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  94472. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94473. * Default : `true`
  94474. */
  94475. /**
  94476. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  94477. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94478. * Default : `true`
  94479. */
  94480. depthSortParticles: boolean;
  94481. /**
  94482. * Gets if the SPS is created as expandable at construction time.
  94483. * Default : `false`
  94484. */
  94485. readonly expandable: boolean;
  94486. /**
  94487. * Gets if the SPS supports the Multi Materials
  94488. */
  94489. readonly multimaterialEnabled: boolean;
  94490. /**
  94491. * This function does nothing. It may be overwritten to set all the particle first values.
  94492. * The SPS doesn't call this function, you may have to call it by your own.
  94493. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94494. */
  94495. initParticles(): void;
  94496. /**
  94497. * This function does nothing. It may be overwritten to recycle a particle.
  94498. * The SPS doesn't call this function, you may have to call it by your own.
  94499. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94500. * @param particle The particle to recycle
  94501. * @returns the recycled particle
  94502. */
  94503. recycleParticle(particle: SolidParticle): SolidParticle;
  94504. /**
  94505. * Updates a particle : this function should be overwritten by the user.
  94506. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  94507. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94508. * @example : just set a particle position or velocity and recycle conditions
  94509. * @param particle The particle to update
  94510. * @returns the updated particle
  94511. */
  94512. updateParticle(particle: SolidParticle): SolidParticle;
  94513. /**
  94514. * Updates a vertex of a particle : it can be overwritten by the user.
  94515. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  94516. * @param particle the current particle
  94517. * @param vertex the current index of the current particle
  94518. * @param pt the index of the current vertex in the particle shape
  94519. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  94520. * @example : just set a vertex particle position
  94521. * @returns the updated vertex
  94522. */
  94523. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  94524. /**
  94525. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  94526. * This does nothing and may be overwritten by the user.
  94527. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94528. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94529. * @param update the boolean update value actually passed to setParticles()
  94530. */
  94531. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94532. /**
  94533. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  94534. * This will be passed three parameters.
  94535. * This does nothing and may be overwritten by the user.
  94536. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94537. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94538. * @param update the boolean update value actually passed to setParticles()
  94539. */
  94540. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94541. }
  94542. }
  94543. declare module BABYLON {
  94544. /**
  94545. * Represents one particle of a solid particle system.
  94546. */
  94547. export class SolidParticle {
  94548. /**
  94549. * particle global index
  94550. */
  94551. idx: number;
  94552. /**
  94553. * particle identifier
  94554. */
  94555. id: number;
  94556. /**
  94557. * The color of the particle
  94558. */
  94559. color: Nullable<Color4>;
  94560. /**
  94561. * The world space position of the particle.
  94562. */
  94563. position: Vector3;
  94564. /**
  94565. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  94566. */
  94567. rotation: Vector3;
  94568. /**
  94569. * The world space rotation quaternion of the particle.
  94570. */
  94571. rotationQuaternion: Nullable<Quaternion>;
  94572. /**
  94573. * The scaling of the particle.
  94574. */
  94575. scaling: Vector3;
  94576. /**
  94577. * The uvs of the particle.
  94578. */
  94579. uvs: Vector4;
  94580. /**
  94581. * The current speed of the particle.
  94582. */
  94583. velocity: Vector3;
  94584. /**
  94585. * The pivot point in the particle local space.
  94586. */
  94587. pivot: Vector3;
  94588. /**
  94589. * Must the particle be translated from its pivot point in its local space ?
  94590. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  94591. * Default : false
  94592. */
  94593. translateFromPivot: boolean;
  94594. /**
  94595. * Is the particle active or not ?
  94596. */
  94597. alive: boolean;
  94598. /**
  94599. * Is the particle visible or not ?
  94600. */
  94601. isVisible: boolean;
  94602. /**
  94603. * Index of this particle in the global "positions" array (Internal use)
  94604. * @hidden
  94605. */
  94606. _pos: number;
  94607. /**
  94608. * @hidden Index of this particle in the global "indices" array (Internal use)
  94609. */
  94610. _ind: number;
  94611. /**
  94612. * @hidden ModelShape of this particle (Internal use)
  94613. */
  94614. _model: ModelShape;
  94615. /**
  94616. * ModelShape id of this particle
  94617. */
  94618. shapeId: number;
  94619. /**
  94620. * Index of the particle in its shape id
  94621. */
  94622. idxInShape: number;
  94623. /**
  94624. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  94625. */
  94626. _modelBoundingInfo: BoundingInfo;
  94627. /**
  94628. * @hidden Particle BoundingInfo object (Internal use)
  94629. */
  94630. _boundingInfo: BoundingInfo;
  94631. /**
  94632. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  94633. */
  94634. _sps: SolidParticleSystem;
  94635. /**
  94636. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  94637. */
  94638. _stillInvisible: boolean;
  94639. /**
  94640. * @hidden Last computed particle rotation matrix
  94641. */
  94642. _rotationMatrix: number[];
  94643. /**
  94644. * Parent particle Id, if any.
  94645. * Default null.
  94646. */
  94647. parentId: Nullable<number>;
  94648. /**
  94649. * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.
  94650. */
  94651. materialIndex: Nullable<number>;
  94652. /**
  94653. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  94654. * The possible values are :
  94655. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94656. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94657. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94658. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94659. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94660. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  94661. * */
  94662. cullingStrategy: number;
  94663. /**
  94664. * @hidden Internal global position in the SPS.
  94665. */
  94666. _globalPosition: Vector3;
  94667. /**
  94668. * Creates a Solid Particle object.
  94669. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  94670. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  94671. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  94672. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  94673. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  94674. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  94675. * @param shapeId (integer) is the model shape identifier in the SPS.
  94676. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  94677. * @param sps defines the sps it is associated to
  94678. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  94679. * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.
  94680. */
  94681. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>, materialIndex?: Nullable<number>);
  94682. /**
  94683. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  94684. * @param target the particle target
  94685. * @returns the current particle
  94686. */
  94687. copyToRef(target: SolidParticle): SolidParticle;
  94688. /**
  94689. * Legacy support, changed scale to scaling
  94690. */
  94691. /**
  94692. * Legacy support, changed scale to scaling
  94693. */
  94694. scale: Vector3;
  94695. /**
  94696. * Legacy support, changed quaternion to rotationQuaternion
  94697. */
  94698. /**
  94699. * Legacy support, changed quaternion to rotationQuaternion
  94700. */
  94701. quaternion: Nullable<Quaternion>;
  94702. /**
  94703. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  94704. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  94705. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  94706. * @returns true if it intersects
  94707. */
  94708. intersectsMesh(target: Mesh | SolidParticle): boolean;
  94709. /**
  94710. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  94711. * A particle is in the frustum if its bounding box intersects the frustum
  94712. * @param frustumPlanes defines the frustum to test
  94713. * @returns true if the particle is in the frustum planes
  94714. */
  94715. isInFrustum(frustumPlanes: Plane[]): boolean;
  94716. /**
  94717. * get the rotation matrix of the particle
  94718. * @hidden
  94719. */
  94720. getRotationMatrix(m: Matrix): void;
  94721. }
  94722. /**
  94723. * Represents the shape of the model used by one particle of a solid particle system.
  94724. * SPS internal tool, don't use it manually.
  94725. */
  94726. export class ModelShape {
  94727. /**
  94728. * The shape id
  94729. * @hidden
  94730. */
  94731. shapeID: number;
  94732. /**
  94733. * flat array of model positions (internal use)
  94734. * @hidden
  94735. */
  94736. _shape: Vector3[];
  94737. /**
  94738. * flat array of model UVs (internal use)
  94739. * @hidden
  94740. */
  94741. _shapeUV: number[];
  94742. /**
  94743. * color array of the model
  94744. * @hidden
  94745. */
  94746. _shapeColors: number[];
  94747. /**
  94748. * indices array of the model
  94749. * @hidden
  94750. */
  94751. _indices: number[];
  94752. /**
  94753. * normals array of the model
  94754. * @hidden
  94755. */
  94756. _normals: number[];
  94757. /**
  94758. * length of the shape in the model indices array (internal use)
  94759. * @hidden
  94760. */
  94761. _indicesLength: number;
  94762. /**
  94763. * Custom position function (internal use)
  94764. * @hidden
  94765. */
  94766. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  94767. /**
  94768. * Custom vertex function (internal use)
  94769. * @hidden
  94770. */
  94771. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  94772. /**
  94773. * 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.
  94774. * SPS internal tool, don't use it manually.
  94775. * @hidden
  94776. */
  94777. 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>);
  94778. }
  94779. /**
  94780. * Represents a Depth Sorted Particle in the solid particle system.
  94781. * @hidden
  94782. */
  94783. export class DepthSortedParticle {
  94784. /**
  94785. * Index of the particle in the "indices" array
  94786. */
  94787. ind: number;
  94788. /**
  94789. * Length of the particle shape in the "indices" array
  94790. */
  94791. indicesLength: number;
  94792. /**
  94793. * Squared distance from the particle to the camera
  94794. */
  94795. sqDistance: number;
  94796. /**
  94797. * Material index when used with MultiMaterials
  94798. */
  94799. materialIndex: number;
  94800. /**
  94801. * Creates a new sorted particle
  94802. * @param materialIndex
  94803. */
  94804. constructor(materialIndex: number);
  94805. }
  94806. }
  94807. declare module BABYLON {
  94808. /**
  94809. * @hidden
  94810. */
  94811. export class _MeshCollisionData {
  94812. _checkCollisions: boolean;
  94813. _collisionMask: number;
  94814. _collisionGroup: number;
  94815. _collider: Nullable<Collider>;
  94816. _oldPositionForCollisions: Vector3;
  94817. _diffPositionForCollisions: Vector3;
  94818. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  94819. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  94820. }
  94821. }
  94822. declare module BABYLON {
  94823. /** @hidden */
  94824. class _FacetDataStorage {
  94825. facetPositions: Vector3[];
  94826. facetNormals: Vector3[];
  94827. facetPartitioning: number[][];
  94828. facetNb: number;
  94829. partitioningSubdivisions: number;
  94830. partitioningBBoxRatio: number;
  94831. facetDataEnabled: boolean;
  94832. facetParameters: any;
  94833. bbSize: Vector3;
  94834. subDiv: {
  94835. max: number;
  94836. X: number;
  94837. Y: number;
  94838. Z: number;
  94839. };
  94840. facetDepthSort: boolean;
  94841. facetDepthSortEnabled: boolean;
  94842. depthSortedIndices: IndicesArray;
  94843. depthSortedFacets: {
  94844. ind: number;
  94845. sqDistance: number;
  94846. }[];
  94847. facetDepthSortFunction: (f1: {
  94848. ind: number;
  94849. sqDistance: number;
  94850. }, f2: {
  94851. ind: number;
  94852. sqDistance: number;
  94853. }) => number;
  94854. facetDepthSortFrom: Vector3;
  94855. facetDepthSortOrigin: Vector3;
  94856. invertedMatrix: Matrix;
  94857. }
  94858. /**
  94859. * @hidden
  94860. **/
  94861. class _InternalAbstractMeshDataInfo {
  94862. _hasVertexAlpha: boolean;
  94863. _useVertexColors: boolean;
  94864. _numBoneInfluencers: number;
  94865. _applyFog: boolean;
  94866. _receiveShadows: boolean;
  94867. _facetData: _FacetDataStorage;
  94868. _visibility: number;
  94869. _skeleton: Nullable<Skeleton>;
  94870. _layerMask: number;
  94871. _computeBonesUsingShaders: boolean;
  94872. _isActive: boolean;
  94873. _onlyForInstances: boolean;
  94874. _isActiveIntermediate: boolean;
  94875. _onlyForInstancesIntermediate: boolean;
  94876. _actAsRegularMesh: boolean;
  94877. }
  94878. /**
  94879. * Class used to store all common mesh properties
  94880. */
  94881. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  94882. /** No occlusion */
  94883. static OCCLUSION_TYPE_NONE: number;
  94884. /** Occlusion set to optimisitic */
  94885. static OCCLUSION_TYPE_OPTIMISTIC: number;
  94886. /** Occlusion set to strict */
  94887. static OCCLUSION_TYPE_STRICT: number;
  94888. /** Use an accurante occlusion algorithm */
  94889. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  94890. /** Use a conservative occlusion algorithm */
  94891. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  94892. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  94893. * Test order :
  94894. * Is the bounding sphere outside the frustum ?
  94895. * If not, are the bounding box vertices outside the frustum ?
  94896. * It not, then the cullable object is in the frustum.
  94897. */
  94898. static readonly CULLINGSTRATEGY_STANDARD: number;
  94899. /** Culling strategy : Bounding Sphere Only.
  94900. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  94901. * It's also less accurate than the standard because some not visible objects can still be selected.
  94902. * Test : is the bounding sphere outside the frustum ?
  94903. * If not, then the cullable object is in the frustum.
  94904. */
  94905. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  94906. /** Culling strategy : Optimistic Inclusion.
  94907. * This in an inclusion test first, then the standard exclusion test.
  94908. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  94909. * 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.
  94910. * Anyway, it's as accurate as the standard strategy.
  94911. * Test :
  94912. * Is the cullable object bounding sphere center in the frustum ?
  94913. * If not, apply the default culling strategy.
  94914. */
  94915. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  94916. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  94917. * This in an inclusion test first, then the bounding sphere only exclusion test.
  94918. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  94919. * 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.
  94920. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  94921. * Test :
  94922. * Is the cullable object bounding sphere center in the frustum ?
  94923. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  94924. */
  94925. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  94926. /**
  94927. * No billboard
  94928. */
  94929. static readonly BILLBOARDMODE_NONE: number;
  94930. /** Billboard on X axis */
  94931. static readonly BILLBOARDMODE_X: number;
  94932. /** Billboard on Y axis */
  94933. static readonly BILLBOARDMODE_Y: number;
  94934. /** Billboard on Z axis */
  94935. static readonly BILLBOARDMODE_Z: number;
  94936. /** Billboard on all axes */
  94937. static readonly BILLBOARDMODE_ALL: number;
  94938. /** Billboard on using position instead of orientation */
  94939. static readonly BILLBOARDMODE_USE_POSITION: number;
  94940. /** @hidden */
  94941. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  94942. /**
  94943. * The culling strategy to use to check whether the mesh must be rendered or not.
  94944. * This value can be changed at any time and will be used on the next render mesh selection.
  94945. * The possible values are :
  94946. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94947. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94948. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94949. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94950. * Please read each static variable documentation to get details about the culling process.
  94951. * */
  94952. cullingStrategy: number;
  94953. /**
  94954. * Gets the number of facets in the mesh
  94955. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94956. */
  94957. readonly facetNb: number;
  94958. /**
  94959. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  94960. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94961. */
  94962. partitioningSubdivisions: number;
  94963. /**
  94964. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  94965. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  94966. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94967. */
  94968. partitioningBBoxRatio: number;
  94969. /**
  94970. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  94971. * Works only for updatable meshes.
  94972. * Doesn't work with multi-materials
  94973. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94974. */
  94975. mustDepthSortFacets: boolean;
  94976. /**
  94977. * The location (Vector3) where the facet depth sort must be computed from.
  94978. * By default, the active camera position.
  94979. * Used only when facet depth sort is enabled
  94980. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94981. */
  94982. facetDepthSortFrom: Vector3;
  94983. /**
  94984. * gets a boolean indicating if facetData is enabled
  94985. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94986. */
  94987. readonly isFacetDataEnabled: boolean;
  94988. /** @hidden */
  94989. _updateNonUniformScalingState(value: boolean): boolean;
  94990. /**
  94991. * An event triggered when this mesh collides with another one
  94992. */
  94993. onCollideObservable: Observable<AbstractMesh>;
  94994. /** Set a function to call when this mesh collides with another one */
  94995. onCollide: () => void;
  94996. /**
  94997. * An event triggered when the collision's position changes
  94998. */
  94999. onCollisionPositionChangeObservable: Observable<Vector3>;
  95000. /** Set a function to call when the collision's position changes */
  95001. onCollisionPositionChange: () => void;
  95002. /**
  95003. * An event triggered when material is changed
  95004. */
  95005. onMaterialChangedObservable: Observable<AbstractMesh>;
  95006. /**
  95007. * Gets or sets the orientation for POV movement & rotation
  95008. */
  95009. definedFacingForward: boolean;
  95010. /** @hidden */
  95011. _occlusionQuery: Nullable<WebGLQuery>;
  95012. /** @hidden */
  95013. _renderingGroup: Nullable<RenderingGroup>;
  95014. /**
  95015. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  95016. */
  95017. /**
  95018. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  95019. */
  95020. visibility: number;
  95021. /** Gets or sets the alpha index used to sort transparent meshes
  95022. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  95023. */
  95024. alphaIndex: number;
  95025. /**
  95026. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  95027. */
  95028. isVisible: boolean;
  95029. /**
  95030. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  95031. */
  95032. isPickable: boolean;
  95033. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  95034. showSubMeshesBoundingBox: boolean;
  95035. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  95036. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95037. */
  95038. isBlocker: boolean;
  95039. /**
  95040. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  95041. */
  95042. enablePointerMoveEvents: boolean;
  95043. /**
  95044. * Specifies the rendering group id for this mesh (0 by default)
  95045. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  95046. */
  95047. renderingGroupId: number;
  95048. private _material;
  95049. /** Gets or sets current material */
  95050. material: Nullable<Material>;
  95051. /**
  95052. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  95053. * @see http://doc.babylonjs.com/babylon101/shadows
  95054. */
  95055. receiveShadows: boolean;
  95056. /** Defines color to use when rendering outline */
  95057. outlineColor: Color3;
  95058. /** Define width to use when rendering outline */
  95059. outlineWidth: number;
  95060. /** Defines color to use when rendering overlay */
  95061. overlayColor: Color3;
  95062. /** Defines alpha to use when rendering overlay */
  95063. overlayAlpha: number;
  95064. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  95065. hasVertexAlpha: boolean;
  95066. /** 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) */
  95067. useVertexColors: boolean;
  95068. /**
  95069. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  95070. */
  95071. computeBonesUsingShaders: boolean;
  95072. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  95073. numBoneInfluencers: number;
  95074. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  95075. applyFog: boolean;
  95076. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  95077. useOctreeForRenderingSelection: boolean;
  95078. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  95079. useOctreeForPicking: boolean;
  95080. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  95081. useOctreeForCollisions: boolean;
  95082. /**
  95083. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  95084. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  95085. */
  95086. layerMask: number;
  95087. /**
  95088. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  95089. */
  95090. alwaysSelectAsActiveMesh: boolean;
  95091. /**
  95092. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  95093. */
  95094. doNotSyncBoundingInfo: boolean;
  95095. /**
  95096. * Gets or sets the current action manager
  95097. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  95098. */
  95099. actionManager: Nullable<AbstractActionManager>;
  95100. private _meshCollisionData;
  95101. /**
  95102. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  95103. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95104. */
  95105. ellipsoid: Vector3;
  95106. /**
  95107. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  95108. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95109. */
  95110. ellipsoidOffset: Vector3;
  95111. /**
  95112. * Gets or sets a collision mask used to mask collisions (default is -1).
  95113. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  95114. */
  95115. collisionMask: number;
  95116. /**
  95117. * Gets or sets the current collision group mask (-1 by default).
  95118. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  95119. */
  95120. collisionGroup: number;
  95121. /**
  95122. * Defines edge width used when edgesRenderer is enabled
  95123. * @see https://www.babylonjs-playground.com/#10OJSG#13
  95124. */
  95125. edgesWidth: number;
  95126. /**
  95127. * Defines edge color used when edgesRenderer is enabled
  95128. * @see https://www.babylonjs-playground.com/#10OJSG#13
  95129. */
  95130. edgesColor: Color4;
  95131. /** @hidden */
  95132. _edgesRenderer: Nullable<IEdgesRenderer>;
  95133. /** @hidden */
  95134. _masterMesh: Nullable<AbstractMesh>;
  95135. /** @hidden */
  95136. _boundingInfo: Nullable<BoundingInfo>;
  95137. /** @hidden */
  95138. _renderId: number;
  95139. /**
  95140. * Gets or sets the list of subMeshes
  95141. * @see http://doc.babylonjs.com/how_to/multi_materials
  95142. */
  95143. subMeshes: SubMesh[];
  95144. /** @hidden */
  95145. _intersectionsInProgress: AbstractMesh[];
  95146. /** @hidden */
  95147. _unIndexed: boolean;
  95148. /** @hidden */
  95149. _lightSources: Light[];
  95150. /** Gets the list of lights affecting that mesh */
  95151. readonly lightSources: Light[];
  95152. /** @hidden */
  95153. readonly _positions: Nullable<Vector3[]>;
  95154. /** @hidden */
  95155. _waitingData: {
  95156. lods: Nullable<any>;
  95157. actions: Nullable<any>;
  95158. freezeWorldMatrix: Nullable<boolean>;
  95159. };
  95160. /** @hidden */
  95161. _bonesTransformMatrices: Nullable<Float32Array>;
  95162. /** @hidden */
  95163. _transformMatrixTexture: Nullable<RawTexture>;
  95164. /**
  95165. * Gets or sets a skeleton to apply skining transformations
  95166. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  95167. */
  95168. skeleton: Nullable<Skeleton>;
  95169. /**
  95170. * An event triggered when the mesh is rebuilt.
  95171. */
  95172. onRebuildObservable: Observable<AbstractMesh>;
  95173. /**
  95174. * Creates a new AbstractMesh
  95175. * @param name defines the name of the mesh
  95176. * @param scene defines the hosting scene
  95177. */
  95178. constructor(name: string, scene?: Nullable<Scene>);
  95179. /**
  95180. * Returns the string "AbstractMesh"
  95181. * @returns "AbstractMesh"
  95182. */
  95183. getClassName(): string;
  95184. /**
  95185. * Gets a string representation of the current mesh
  95186. * @param fullDetails defines a boolean indicating if full details must be included
  95187. * @returns a string representation of the current mesh
  95188. */
  95189. toString(fullDetails?: boolean): string;
  95190. /**
  95191. * @hidden
  95192. */
  95193. protected _getEffectiveParent(): Nullable<Node>;
  95194. /** @hidden */
  95195. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  95196. /** @hidden */
  95197. _rebuild(): void;
  95198. /** @hidden */
  95199. _resyncLightSources(): void;
  95200. /** @hidden */
  95201. _resyncLighSource(light: Light): void;
  95202. /** @hidden */
  95203. _unBindEffect(): void;
  95204. /** @hidden */
  95205. _removeLightSource(light: Light, dispose: boolean): void;
  95206. private _markSubMeshesAsDirty;
  95207. /** @hidden */
  95208. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  95209. /** @hidden */
  95210. _markSubMeshesAsAttributesDirty(): void;
  95211. /** @hidden */
  95212. _markSubMeshesAsMiscDirty(): void;
  95213. /**
  95214. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  95215. */
  95216. scaling: Vector3;
  95217. /**
  95218. * Returns true if the mesh is blocked. Implemented by child classes
  95219. */
  95220. readonly isBlocked: boolean;
  95221. /**
  95222. * Returns the mesh itself by default. Implemented by child classes
  95223. * @param camera defines the camera to use to pick the right LOD level
  95224. * @returns the currentAbstractMesh
  95225. */
  95226. getLOD(camera: Camera): Nullable<AbstractMesh>;
  95227. /**
  95228. * Returns 0 by default. Implemented by child classes
  95229. * @returns an integer
  95230. */
  95231. getTotalVertices(): number;
  95232. /**
  95233. * Returns a positive integer : the total number of indices in this mesh geometry.
  95234. * @returns the numner of indices or zero if the mesh has no geometry.
  95235. */
  95236. getTotalIndices(): number;
  95237. /**
  95238. * Returns null by default. Implemented by child classes
  95239. * @returns null
  95240. */
  95241. getIndices(): Nullable<IndicesArray>;
  95242. /**
  95243. * Returns the array of the requested vertex data kind. Implemented by child classes
  95244. * @param kind defines the vertex data kind to use
  95245. * @returns null
  95246. */
  95247. getVerticesData(kind: string): Nullable<FloatArray>;
  95248. /**
  95249. * Sets the vertex data of the mesh geometry for the requested `kind`.
  95250. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  95251. * Note that a new underlying VertexBuffer object is created each call.
  95252. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  95253. * @param kind defines vertex data kind:
  95254. * * VertexBuffer.PositionKind
  95255. * * VertexBuffer.UVKind
  95256. * * VertexBuffer.UV2Kind
  95257. * * VertexBuffer.UV3Kind
  95258. * * VertexBuffer.UV4Kind
  95259. * * VertexBuffer.UV5Kind
  95260. * * VertexBuffer.UV6Kind
  95261. * * VertexBuffer.ColorKind
  95262. * * VertexBuffer.MatricesIndicesKind
  95263. * * VertexBuffer.MatricesIndicesExtraKind
  95264. * * VertexBuffer.MatricesWeightsKind
  95265. * * VertexBuffer.MatricesWeightsExtraKind
  95266. * @param data defines the data source
  95267. * @param updatable defines if the data must be flagged as updatable (or static)
  95268. * @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
  95269. * @returns the current mesh
  95270. */
  95271. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  95272. /**
  95273. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  95274. * If the mesh has no geometry, it is simply returned as it is.
  95275. * @param kind defines vertex data kind:
  95276. * * VertexBuffer.PositionKind
  95277. * * VertexBuffer.UVKind
  95278. * * VertexBuffer.UV2Kind
  95279. * * VertexBuffer.UV3Kind
  95280. * * VertexBuffer.UV4Kind
  95281. * * VertexBuffer.UV5Kind
  95282. * * VertexBuffer.UV6Kind
  95283. * * VertexBuffer.ColorKind
  95284. * * VertexBuffer.MatricesIndicesKind
  95285. * * VertexBuffer.MatricesIndicesExtraKind
  95286. * * VertexBuffer.MatricesWeightsKind
  95287. * * VertexBuffer.MatricesWeightsExtraKind
  95288. * @param data defines the data source
  95289. * @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
  95290. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  95291. * @returns the current mesh
  95292. */
  95293. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  95294. /**
  95295. * Sets the mesh indices,
  95296. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  95297. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  95298. * @param totalVertices Defines the total number of vertices
  95299. * @returns the current mesh
  95300. */
  95301. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  95302. /**
  95303. * Gets a boolean indicating if specific vertex data is present
  95304. * @param kind defines the vertex data kind to use
  95305. * @returns true is data kind is present
  95306. */
  95307. isVerticesDataPresent(kind: string): boolean;
  95308. /**
  95309. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  95310. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  95311. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  95312. * @returns a BoundingInfo
  95313. */
  95314. getBoundingInfo(): BoundingInfo;
  95315. /**
  95316. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  95317. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  95318. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  95319. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  95320. * @returns the current mesh
  95321. */
  95322. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  95323. /**
  95324. * Overwrite the current bounding info
  95325. * @param boundingInfo defines the new bounding info
  95326. * @returns the current mesh
  95327. */
  95328. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  95329. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  95330. readonly useBones: boolean;
  95331. /** @hidden */
  95332. _preActivate(): void;
  95333. /** @hidden */
  95334. _preActivateForIntermediateRendering(renderId: number): void;
  95335. /** @hidden */
  95336. _activate(renderId: number, intermediateRendering: boolean): boolean;
  95337. /** @hidden */
  95338. _postActivate(): void;
  95339. /** @hidden */
  95340. _freeze(): void;
  95341. /** @hidden */
  95342. _unFreeze(): void;
  95343. /**
  95344. * Gets the current world matrix
  95345. * @returns a Matrix
  95346. */
  95347. getWorldMatrix(): Matrix;
  95348. /** @hidden */
  95349. _getWorldMatrixDeterminant(): number;
  95350. /**
  95351. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  95352. */
  95353. readonly isAnInstance: boolean;
  95354. /**
  95355. * Gets a boolean indicating if this mesh has instances
  95356. */
  95357. readonly hasInstances: boolean;
  95358. /**
  95359. * Perform relative position change from the point of view of behind the front of the mesh.
  95360. * This is performed taking into account the meshes current rotation, so you do not have to care.
  95361. * Supports definition of mesh facing forward or backward
  95362. * @param amountRight defines the distance on the right axis
  95363. * @param amountUp defines the distance on the up axis
  95364. * @param amountForward defines the distance on the forward axis
  95365. * @returns the current mesh
  95366. */
  95367. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  95368. /**
  95369. * Calculate relative position change from the point of view of behind the front of the mesh.
  95370. * This is performed taking into account the meshes current rotation, so you do not have to care.
  95371. * Supports definition of mesh facing forward or backward
  95372. * @param amountRight defines the distance on the right axis
  95373. * @param amountUp defines the distance on the up axis
  95374. * @param amountForward defines the distance on the forward axis
  95375. * @returns the new displacement vector
  95376. */
  95377. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  95378. /**
  95379. * Perform relative rotation change from the point of view of behind the front of the mesh.
  95380. * Supports definition of mesh facing forward or backward
  95381. * @param flipBack defines the flip
  95382. * @param twirlClockwise defines the twirl
  95383. * @param tiltRight defines the tilt
  95384. * @returns the current mesh
  95385. */
  95386. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  95387. /**
  95388. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  95389. * Supports definition of mesh facing forward or backward.
  95390. * @param flipBack defines the flip
  95391. * @param twirlClockwise defines the twirl
  95392. * @param tiltRight defines the tilt
  95393. * @returns the new rotation vector
  95394. */
  95395. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  95396. /**
  95397. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  95398. * This means the mesh underlying bounding box and sphere are recomputed.
  95399. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  95400. * @returns the current mesh
  95401. */
  95402. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  95403. /** @hidden */
  95404. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  95405. /** @hidden */
  95406. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  95407. /** @hidden */
  95408. _updateBoundingInfo(): AbstractMesh;
  95409. /** @hidden */
  95410. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  95411. /** @hidden */
  95412. protected _afterComputeWorldMatrix(): void;
  95413. /** @hidden */
  95414. readonly _effectiveMesh: AbstractMesh;
  95415. /**
  95416. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  95417. * A mesh is in the frustum if its bounding box intersects the frustum
  95418. * @param frustumPlanes defines the frustum to test
  95419. * @returns true if the mesh is in the frustum planes
  95420. */
  95421. isInFrustum(frustumPlanes: Plane[]): boolean;
  95422. /**
  95423. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  95424. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  95425. * @param frustumPlanes defines the frustum to test
  95426. * @returns true if the mesh is completely in the frustum planes
  95427. */
  95428. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  95429. /**
  95430. * True if the mesh intersects another mesh or a SolidParticle object
  95431. * @param mesh defines a target mesh or SolidParticle to test
  95432. * @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)
  95433. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  95434. * @returns true if there is an intersection
  95435. */
  95436. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  95437. /**
  95438. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  95439. * @param point defines the point to test
  95440. * @returns true if there is an intersection
  95441. */
  95442. intersectsPoint(point: Vector3): boolean;
  95443. /**
  95444. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  95445. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95446. */
  95447. checkCollisions: boolean;
  95448. /**
  95449. * Gets Collider object used to compute collisions (not physics)
  95450. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95451. */
  95452. readonly collider: Nullable<Collider>;
  95453. /**
  95454. * Move the mesh using collision engine
  95455. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95456. * @param displacement defines the requested displacement vector
  95457. * @returns the current mesh
  95458. */
  95459. moveWithCollisions(displacement: Vector3): AbstractMesh;
  95460. private _onCollisionPositionChange;
  95461. /** @hidden */
  95462. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  95463. /** @hidden */
  95464. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  95465. /** @hidden */
  95466. _checkCollision(collider: Collider): AbstractMesh;
  95467. /** @hidden */
  95468. _generatePointsArray(): boolean;
  95469. /**
  95470. * Checks if the passed Ray intersects with the mesh
  95471. * @param ray defines the ray to use
  95472. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  95473. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  95474. * @returns the picking info
  95475. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  95476. */
  95477. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  95478. /**
  95479. * Clones the current mesh
  95480. * @param name defines the mesh name
  95481. * @param newParent defines the new mesh parent
  95482. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  95483. * @returns the new mesh
  95484. */
  95485. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  95486. /**
  95487. * Disposes all the submeshes of the current meshnp
  95488. * @returns the current mesh
  95489. */
  95490. releaseSubMeshes(): AbstractMesh;
  95491. /**
  95492. * Releases resources associated with this abstract mesh.
  95493. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95494. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95495. */
  95496. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95497. /**
  95498. * Adds the passed mesh as a child to the current mesh
  95499. * @param mesh defines the child mesh
  95500. * @returns the current mesh
  95501. */
  95502. addChild(mesh: AbstractMesh): AbstractMesh;
  95503. /**
  95504. * Removes the passed mesh from the current mesh children list
  95505. * @param mesh defines the child mesh
  95506. * @returns the current mesh
  95507. */
  95508. removeChild(mesh: AbstractMesh): AbstractMesh;
  95509. /** @hidden */
  95510. private _initFacetData;
  95511. /**
  95512. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  95513. * This method can be called within the render loop.
  95514. * 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
  95515. * @returns the current mesh
  95516. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95517. */
  95518. updateFacetData(): AbstractMesh;
  95519. /**
  95520. * Returns the facetLocalNormals array.
  95521. * The normals are expressed in the mesh local spac
  95522. * @returns an array of Vector3
  95523. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95524. */
  95525. getFacetLocalNormals(): Vector3[];
  95526. /**
  95527. * Returns the facetLocalPositions array.
  95528. * The facet positions are expressed in the mesh local space
  95529. * @returns an array of Vector3
  95530. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95531. */
  95532. getFacetLocalPositions(): Vector3[];
  95533. /**
  95534. * Returns the facetLocalPartioning array
  95535. * @returns an array of array of numbers
  95536. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95537. */
  95538. getFacetLocalPartitioning(): number[][];
  95539. /**
  95540. * Returns the i-th facet position in the world system.
  95541. * This method allocates a new Vector3 per call
  95542. * @param i defines the facet index
  95543. * @returns a new Vector3
  95544. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95545. */
  95546. getFacetPosition(i: number): Vector3;
  95547. /**
  95548. * Sets the reference Vector3 with the i-th facet position in the world system
  95549. * @param i defines the facet index
  95550. * @param ref defines the target vector
  95551. * @returns the current mesh
  95552. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95553. */
  95554. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  95555. /**
  95556. * Returns the i-th facet normal in the world system.
  95557. * This method allocates a new Vector3 per call
  95558. * @param i defines the facet index
  95559. * @returns a new Vector3
  95560. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95561. */
  95562. getFacetNormal(i: number): Vector3;
  95563. /**
  95564. * Sets the reference Vector3 with the i-th facet normal in the world system
  95565. * @param i defines the facet index
  95566. * @param ref defines the target vector
  95567. * @returns the current mesh
  95568. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95569. */
  95570. getFacetNormalToRef(i: number, ref: Vector3): this;
  95571. /**
  95572. * 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)
  95573. * @param x defines x coordinate
  95574. * @param y defines y coordinate
  95575. * @param z defines z coordinate
  95576. * @returns the array of facet indexes
  95577. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95578. */
  95579. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  95580. /**
  95581. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  95582. * @param projected sets as the (x,y,z) world projection on the facet
  95583. * @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
  95584. * @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
  95585. * @param x defines x coordinate
  95586. * @param y defines y coordinate
  95587. * @param z defines z coordinate
  95588. * @returns the face index if found (or null instead)
  95589. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95590. */
  95591. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95592. /**
  95593. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  95594. * @param projected sets as the (x,y,z) local projection on the facet
  95595. * @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
  95596. * @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
  95597. * @param x defines x coordinate
  95598. * @param y defines y coordinate
  95599. * @param z defines z coordinate
  95600. * @returns the face index if found (or null instead)
  95601. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95602. */
  95603. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95604. /**
  95605. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  95606. * @returns the parameters
  95607. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95608. */
  95609. getFacetDataParameters(): any;
  95610. /**
  95611. * Disables the feature FacetData and frees the related memory
  95612. * @returns the current mesh
  95613. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95614. */
  95615. disableFacetData(): AbstractMesh;
  95616. /**
  95617. * Updates the AbstractMesh indices array
  95618. * @param indices defines the data source
  95619. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  95620. * @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)
  95621. * @returns the current mesh
  95622. */
  95623. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  95624. /**
  95625. * Creates new normals data for the mesh
  95626. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  95627. * @returns the current mesh
  95628. */
  95629. createNormals(updatable: boolean): AbstractMesh;
  95630. /**
  95631. * Align the mesh with a normal
  95632. * @param normal defines the normal to use
  95633. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  95634. * @returns the current mesh
  95635. */
  95636. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  95637. /** @hidden */
  95638. _checkOcclusionQuery(): boolean;
  95639. /**
  95640. * Disables the mesh edge rendering mode
  95641. * @returns the currentAbstractMesh
  95642. */
  95643. disableEdgesRendering(): AbstractMesh;
  95644. /**
  95645. * Enables the edge rendering mode on the mesh.
  95646. * This mode makes the mesh edges visible
  95647. * @param epsilon defines the maximal distance between two angles to detect a face
  95648. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  95649. * @returns the currentAbstractMesh
  95650. * @see https://www.babylonjs-playground.com/#19O9TU#0
  95651. */
  95652. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  95653. }
  95654. }
  95655. declare module BABYLON {
  95656. /**
  95657. * Interface used to define ActionEvent
  95658. */
  95659. export interface IActionEvent {
  95660. /** The mesh or sprite that triggered the action */
  95661. source: any;
  95662. /** The X mouse cursor position at the time of the event */
  95663. pointerX: number;
  95664. /** The Y mouse cursor position at the time of the event */
  95665. pointerY: number;
  95666. /** The mesh that is currently pointed at (can be null) */
  95667. meshUnderPointer: Nullable<AbstractMesh>;
  95668. /** the original (browser) event that triggered the ActionEvent */
  95669. sourceEvent?: any;
  95670. /** additional data for the event */
  95671. additionalData?: any;
  95672. }
  95673. /**
  95674. * ActionEvent is the event being sent when an action is triggered.
  95675. */
  95676. export class ActionEvent implements IActionEvent {
  95677. /** The mesh or sprite that triggered the action */
  95678. source: any;
  95679. /** The X mouse cursor position at the time of the event */
  95680. pointerX: number;
  95681. /** The Y mouse cursor position at the time of the event */
  95682. pointerY: number;
  95683. /** The mesh that is currently pointed at (can be null) */
  95684. meshUnderPointer: Nullable<AbstractMesh>;
  95685. /** the original (browser) event that triggered the ActionEvent */
  95686. sourceEvent?: any;
  95687. /** additional data for the event */
  95688. additionalData?: any;
  95689. /**
  95690. * Creates a new ActionEvent
  95691. * @param source The mesh or sprite that triggered the action
  95692. * @param pointerX The X mouse cursor position at the time of the event
  95693. * @param pointerY The Y mouse cursor position at the time of the event
  95694. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  95695. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  95696. * @param additionalData additional data for the event
  95697. */
  95698. constructor(
  95699. /** The mesh or sprite that triggered the action */
  95700. source: any,
  95701. /** The X mouse cursor position at the time of the event */
  95702. pointerX: number,
  95703. /** The Y mouse cursor position at the time of the event */
  95704. pointerY: number,
  95705. /** The mesh that is currently pointed at (can be null) */
  95706. meshUnderPointer: Nullable<AbstractMesh>,
  95707. /** the original (browser) event that triggered the ActionEvent */
  95708. sourceEvent?: any,
  95709. /** additional data for the event */
  95710. additionalData?: any);
  95711. /**
  95712. * Helper function to auto-create an ActionEvent from a source mesh.
  95713. * @param source The source mesh that triggered the event
  95714. * @param evt The original (browser) event
  95715. * @param additionalData additional data for the event
  95716. * @returns the new ActionEvent
  95717. */
  95718. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  95719. /**
  95720. * Helper function to auto-create an ActionEvent from a source sprite
  95721. * @param source The source sprite that triggered the event
  95722. * @param scene Scene associated with the sprite
  95723. * @param evt The original (browser) event
  95724. * @param additionalData additional data for the event
  95725. * @returns the new ActionEvent
  95726. */
  95727. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  95728. /**
  95729. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  95730. * @param scene the scene where the event occurred
  95731. * @param evt The original (browser) event
  95732. * @returns the new ActionEvent
  95733. */
  95734. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  95735. /**
  95736. * Helper function to auto-create an ActionEvent from a primitive
  95737. * @param prim defines the target primitive
  95738. * @param pointerPos defines the pointer position
  95739. * @param evt The original (browser) event
  95740. * @param additionalData additional data for the event
  95741. * @returns the new ActionEvent
  95742. */
  95743. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  95744. }
  95745. }
  95746. declare module BABYLON {
  95747. /**
  95748. * Abstract class used to decouple action Manager from scene and meshes.
  95749. * Do not instantiate.
  95750. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  95751. */
  95752. export abstract class AbstractActionManager implements IDisposable {
  95753. /** Gets the list of active triggers */
  95754. static Triggers: {
  95755. [key: string]: number;
  95756. };
  95757. /** Gets the cursor to use when hovering items */
  95758. hoverCursor: string;
  95759. /** Gets the list of actions */
  95760. actions: IAction[];
  95761. /**
  95762. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  95763. */
  95764. isRecursive: boolean;
  95765. /**
  95766. * Releases all associated resources
  95767. */
  95768. abstract dispose(): void;
  95769. /**
  95770. * Does this action manager has pointer triggers
  95771. */
  95772. abstract readonly hasPointerTriggers: boolean;
  95773. /**
  95774. * Does this action manager has pick triggers
  95775. */
  95776. abstract readonly hasPickTriggers: boolean;
  95777. /**
  95778. * Process a specific trigger
  95779. * @param trigger defines the trigger to process
  95780. * @param evt defines the event details to be processed
  95781. */
  95782. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  95783. /**
  95784. * Does this action manager handles actions of any of the given triggers
  95785. * @param triggers defines the triggers to be tested
  95786. * @return a boolean indicating whether one (or more) of the triggers is handled
  95787. */
  95788. abstract hasSpecificTriggers(triggers: number[]): boolean;
  95789. /**
  95790. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  95791. * speed.
  95792. * @param triggerA defines the trigger to be tested
  95793. * @param triggerB defines the trigger to be tested
  95794. * @return a boolean indicating whether one (or more) of the triggers is handled
  95795. */
  95796. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  95797. /**
  95798. * Does this action manager handles actions of a given trigger
  95799. * @param trigger defines the trigger to be tested
  95800. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  95801. * @return whether the trigger is handled
  95802. */
  95803. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  95804. /**
  95805. * Serialize this manager to a JSON object
  95806. * @param name defines the property name to store this manager
  95807. * @returns a JSON representation of this manager
  95808. */
  95809. abstract serialize(name: string): any;
  95810. /**
  95811. * Registers an action to this action manager
  95812. * @param action defines the action to be registered
  95813. * @return the action amended (prepared) after registration
  95814. */
  95815. abstract registerAction(action: IAction): Nullable<IAction>;
  95816. /**
  95817. * Unregisters an action to this action manager
  95818. * @param action defines the action to be unregistered
  95819. * @return a boolean indicating whether the action has been unregistered
  95820. */
  95821. abstract unregisterAction(action: IAction): Boolean;
  95822. /**
  95823. * Does exist one action manager with at least one trigger
  95824. **/
  95825. static readonly HasTriggers: boolean;
  95826. /**
  95827. * Does exist one action manager with at least one pick trigger
  95828. **/
  95829. static readonly HasPickTriggers: boolean;
  95830. /**
  95831. * Does exist one action manager that handles actions of a given trigger
  95832. * @param trigger defines the trigger to be tested
  95833. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  95834. **/
  95835. static HasSpecificTrigger(trigger: number): boolean;
  95836. }
  95837. }
  95838. declare module BABYLON {
  95839. /**
  95840. * Defines how a node can be built from a string name.
  95841. */
  95842. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  95843. /**
  95844. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  95845. */
  95846. export class Node implements IBehaviorAware<Node> {
  95847. /** @hidden */
  95848. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  95849. private static _NodeConstructors;
  95850. /**
  95851. * Add a new node constructor
  95852. * @param type defines the type name of the node to construct
  95853. * @param constructorFunc defines the constructor function
  95854. */
  95855. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  95856. /**
  95857. * Returns a node constructor based on type name
  95858. * @param type defines the type name
  95859. * @param name defines the new node name
  95860. * @param scene defines the hosting scene
  95861. * @param options defines optional options to transmit to constructors
  95862. * @returns the new constructor or null
  95863. */
  95864. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  95865. /**
  95866. * Gets or sets the name of the node
  95867. */
  95868. name: string;
  95869. /**
  95870. * Gets or sets the id of the node
  95871. */
  95872. id: string;
  95873. /**
  95874. * Gets or sets the unique id of the node
  95875. */
  95876. uniqueId: number;
  95877. /**
  95878. * Gets or sets a string used to store user defined state for the node
  95879. */
  95880. state: string;
  95881. /**
  95882. * Gets or sets an object used to store user defined information for the node
  95883. */
  95884. metadata: any;
  95885. /**
  95886. * For internal use only. Please do not use.
  95887. */
  95888. reservedDataStore: any;
  95889. /**
  95890. * List of inspectable custom properties (used by the Inspector)
  95891. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  95892. */
  95893. inspectableCustomProperties: IInspectable[];
  95894. private _doNotSerialize;
  95895. /**
  95896. * Gets or sets a boolean used to define if the node must be serialized
  95897. */
  95898. doNotSerialize: boolean;
  95899. /** @hidden */
  95900. _isDisposed: boolean;
  95901. /**
  95902. * Gets a list of Animations associated with the node
  95903. */
  95904. animations: Animation[];
  95905. protected _ranges: {
  95906. [name: string]: Nullable<AnimationRange>;
  95907. };
  95908. /**
  95909. * Callback raised when the node is ready to be used
  95910. */
  95911. onReady: Nullable<(node: Node) => void>;
  95912. private _isEnabled;
  95913. private _isParentEnabled;
  95914. private _isReady;
  95915. /** @hidden */
  95916. _currentRenderId: number;
  95917. private _parentUpdateId;
  95918. /** @hidden */
  95919. _childUpdateId: number;
  95920. /** @hidden */
  95921. _waitingParentId: Nullable<string>;
  95922. /** @hidden */
  95923. _scene: Scene;
  95924. /** @hidden */
  95925. _cache: any;
  95926. private _parentNode;
  95927. private _children;
  95928. /** @hidden */
  95929. _worldMatrix: Matrix;
  95930. /** @hidden */
  95931. _worldMatrixDeterminant: number;
  95932. /** @hidden */
  95933. _worldMatrixDeterminantIsDirty: boolean;
  95934. /** @hidden */
  95935. private _sceneRootNodesIndex;
  95936. /**
  95937. * Gets a boolean indicating if the node has been disposed
  95938. * @returns true if the node was disposed
  95939. */
  95940. isDisposed(): boolean;
  95941. /**
  95942. * Gets or sets the parent of the node (without keeping the current position in the scene)
  95943. * @see https://doc.babylonjs.com/how_to/parenting
  95944. */
  95945. parent: Nullable<Node>;
  95946. /** @hidden */
  95947. _addToSceneRootNodes(): void;
  95948. /** @hidden */
  95949. _removeFromSceneRootNodes(): void;
  95950. private _animationPropertiesOverride;
  95951. /**
  95952. * Gets or sets the animation properties override
  95953. */
  95954. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  95955. /**
  95956. * Gets a string idenfifying the name of the class
  95957. * @returns "Node" string
  95958. */
  95959. getClassName(): string;
  95960. /** @hidden */
  95961. readonly _isNode: boolean;
  95962. /**
  95963. * An event triggered when the mesh is disposed
  95964. */
  95965. onDisposeObservable: Observable<Node>;
  95966. private _onDisposeObserver;
  95967. /**
  95968. * Sets a callback that will be raised when the node will be disposed
  95969. */
  95970. onDispose: () => void;
  95971. /**
  95972. * Creates a new Node
  95973. * @param name the name and id to be given to this node
  95974. * @param scene the scene this node will be added to
  95975. */
  95976. constructor(name: string, scene?: Nullable<Scene>);
  95977. /**
  95978. * Gets the scene of the node
  95979. * @returns a scene
  95980. */
  95981. getScene(): Scene;
  95982. /**
  95983. * Gets the engine of the node
  95984. * @returns a Engine
  95985. */
  95986. getEngine(): Engine;
  95987. private _behaviors;
  95988. /**
  95989. * Attach a behavior to the node
  95990. * @see http://doc.babylonjs.com/features/behaviour
  95991. * @param behavior defines the behavior to attach
  95992. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  95993. * @returns the current Node
  95994. */
  95995. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  95996. /**
  95997. * Remove an attached behavior
  95998. * @see http://doc.babylonjs.com/features/behaviour
  95999. * @param behavior defines the behavior to attach
  96000. * @returns the current Node
  96001. */
  96002. removeBehavior(behavior: Behavior<Node>): Node;
  96003. /**
  96004. * Gets the list of attached behaviors
  96005. * @see http://doc.babylonjs.com/features/behaviour
  96006. */
  96007. readonly behaviors: Behavior<Node>[];
  96008. /**
  96009. * Gets an attached behavior by name
  96010. * @param name defines the name of the behavior to look for
  96011. * @see http://doc.babylonjs.com/features/behaviour
  96012. * @returns null if behavior was not found else the requested behavior
  96013. */
  96014. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  96015. /**
  96016. * Returns the latest update of the World matrix
  96017. * @returns a Matrix
  96018. */
  96019. getWorldMatrix(): Matrix;
  96020. /** @hidden */
  96021. _getWorldMatrixDeterminant(): number;
  96022. /**
  96023. * Returns directly the latest state of the mesh World matrix.
  96024. * A Matrix is returned.
  96025. */
  96026. readonly worldMatrixFromCache: Matrix;
  96027. /** @hidden */
  96028. _initCache(): void;
  96029. /** @hidden */
  96030. updateCache(force?: boolean): void;
  96031. /** @hidden */
  96032. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  96033. /** @hidden */
  96034. _updateCache(ignoreParentClass?: boolean): void;
  96035. /** @hidden */
  96036. _isSynchronized(): boolean;
  96037. /** @hidden */
  96038. _markSyncedWithParent(): void;
  96039. /** @hidden */
  96040. isSynchronizedWithParent(): boolean;
  96041. /** @hidden */
  96042. isSynchronized(): boolean;
  96043. /**
  96044. * Is this node ready to be used/rendered
  96045. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  96046. * @return true if the node is ready
  96047. */
  96048. isReady(completeCheck?: boolean): boolean;
  96049. /**
  96050. * Is this node enabled?
  96051. * 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
  96052. * @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
  96053. * @return whether this node (and its parent) is enabled
  96054. */
  96055. isEnabled(checkAncestors?: boolean): boolean;
  96056. /** @hidden */
  96057. protected _syncParentEnabledState(): void;
  96058. /**
  96059. * Set the enabled state of this node
  96060. * @param value defines the new enabled state
  96061. */
  96062. setEnabled(value: boolean): void;
  96063. /**
  96064. * Is this node a descendant of the given node?
  96065. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  96066. * @param ancestor defines the parent node to inspect
  96067. * @returns a boolean indicating if this node is a descendant of the given node
  96068. */
  96069. isDescendantOf(ancestor: Node): boolean;
  96070. /** @hidden */
  96071. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  96072. /**
  96073. * Will return all nodes that have this node as ascendant
  96074. * @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
  96075. * @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
  96076. * @return all children nodes of all types
  96077. */
  96078. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  96079. /**
  96080. * Get all child-meshes of this node
  96081. * @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)
  96082. * @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
  96083. * @returns an array of AbstractMesh
  96084. */
  96085. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  96086. /**
  96087. * Get all direct children of this node
  96088. * @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
  96089. * @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)
  96090. * @returns an array of Node
  96091. */
  96092. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  96093. /** @hidden */
  96094. _setReady(state: boolean): void;
  96095. /**
  96096. * Get an animation by name
  96097. * @param name defines the name of the animation to look for
  96098. * @returns null if not found else the requested animation
  96099. */
  96100. getAnimationByName(name: string): Nullable<Animation>;
  96101. /**
  96102. * Creates an animation range for this node
  96103. * @param name defines the name of the range
  96104. * @param from defines the starting key
  96105. * @param to defines the end key
  96106. */
  96107. createAnimationRange(name: string, from: number, to: number): void;
  96108. /**
  96109. * Delete a specific animation range
  96110. * @param name defines the name of the range to delete
  96111. * @param deleteFrames defines if animation frames from the range must be deleted as well
  96112. */
  96113. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  96114. /**
  96115. * Get an animation range by name
  96116. * @param name defines the name of the animation range to look for
  96117. * @returns null if not found else the requested animation range
  96118. */
  96119. getAnimationRange(name: string): Nullable<AnimationRange>;
  96120. /**
  96121. * Gets the list of all animation ranges defined on this node
  96122. * @returns an array
  96123. */
  96124. getAnimationRanges(): Nullable<AnimationRange>[];
  96125. /**
  96126. * Will start the animation sequence
  96127. * @param name defines the range frames for animation sequence
  96128. * @param loop defines if the animation should loop (false by default)
  96129. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  96130. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  96131. * @returns the object created for this animation. If range does not exist, it will return null
  96132. */
  96133. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  96134. /**
  96135. * Serialize animation ranges into a JSON compatible object
  96136. * @returns serialization object
  96137. */
  96138. serializeAnimationRanges(): any;
  96139. /**
  96140. * Computes the world matrix of the node
  96141. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  96142. * @returns the world matrix
  96143. */
  96144. computeWorldMatrix(force?: boolean): Matrix;
  96145. /**
  96146. * Releases resources associated with this node.
  96147. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  96148. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  96149. */
  96150. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  96151. /**
  96152. * Parse animation range data from a serialization object and store them into a given node
  96153. * @param node defines where to store the animation ranges
  96154. * @param parsedNode defines the serialization object to read data from
  96155. * @param scene defines the hosting scene
  96156. */
  96157. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  96158. /**
  96159. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  96160. * @param includeDescendants Include bounding info from descendants as well (true by default)
  96161. * @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
  96162. * @returns the new bounding vectors
  96163. */
  96164. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  96165. min: Vector3;
  96166. max: Vector3;
  96167. };
  96168. }
  96169. }
  96170. declare module BABYLON {
  96171. /**
  96172. * @hidden
  96173. */
  96174. export class _IAnimationState {
  96175. key: number;
  96176. repeatCount: number;
  96177. workValue?: any;
  96178. loopMode?: number;
  96179. offsetValue?: any;
  96180. highLimitValue?: any;
  96181. }
  96182. /**
  96183. * Class used to store any kind of animation
  96184. */
  96185. export class Animation {
  96186. /**Name of the animation */
  96187. name: string;
  96188. /**Property to animate */
  96189. targetProperty: string;
  96190. /**The frames per second of the animation */
  96191. framePerSecond: number;
  96192. /**The data type of the animation */
  96193. dataType: number;
  96194. /**The loop mode of the animation */
  96195. loopMode?: number | undefined;
  96196. /**Specifies if blending should be enabled */
  96197. enableBlending?: boolean | undefined;
  96198. /**
  96199. * Use matrix interpolation instead of using direct key value when animating matrices
  96200. */
  96201. static AllowMatricesInterpolation: boolean;
  96202. /**
  96203. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  96204. */
  96205. static AllowMatrixDecomposeForInterpolation: boolean;
  96206. /**
  96207. * Stores the key frames of the animation
  96208. */
  96209. private _keys;
  96210. /**
  96211. * Stores the easing function of the animation
  96212. */
  96213. private _easingFunction;
  96214. /**
  96215. * @hidden Internal use only
  96216. */
  96217. _runtimeAnimations: RuntimeAnimation[];
  96218. /**
  96219. * The set of event that will be linked to this animation
  96220. */
  96221. private _events;
  96222. /**
  96223. * Stores an array of target property paths
  96224. */
  96225. targetPropertyPath: string[];
  96226. /**
  96227. * Stores the blending speed of the animation
  96228. */
  96229. blendingSpeed: number;
  96230. /**
  96231. * Stores the animation ranges for the animation
  96232. */
  96233. private _ranges;
  96234. /**
  96235. * @hidden Internal use
  96236. */
  96237. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  96238. /**
  96239. * Sets up an animation
  96240. * @param property The property to animate
  96241. * @param animationType The animation type to apply
  96242. * @param framePerSecond The frames per second of the animation
  96243. * @param easingFunction The easing function used in the animation
  96244. * @returns The created animation
  96245. */
  96246. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  96247. /**
  96248. * Create and start an animation on a node
  96249. * @param name defines the name of the global animation that will be run on all nodes
  96250. * @param node defines the root node where the animation will take place
  96251. * @param targetProperty defines property to animate
  96252. * @param framePerSecond defines the number of frame per second yo use
  96253. * @param totalFrame defines the number of frames in total
  96254. * @param from defines the initial value
  96255. * @param to defines the final value
  96256. * @param loopMode defines which loop mode you want to use (off by default)
  96257. * @param easingFunction defines the easing function to use (linear by default)
  96258. * @param onAnimationEnd defines the callback to call when animation end
  96259. * @returns the animatable created for this animation
  96260. */
  96261. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  96262. /**
  96263. * Create and start an animation on a node and its descendants
  96264. * @param name defines the name of the global animation that will be run on all nodes
  96265. * @param node defines the root node where the animation will take place
  96266. * @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
  96267. * @param targetProperty defines property to animate
  96268. * @param framePerSecond defines the number of frame per second to use
  96269. * @param totalFrame defines the number of frames in total
  96270. * @param from defines the initial value
  96271. * @param to defines the final value
  96272. * @param loopMode defines which loop mode you want to use (off by default)
  96273. * @param easingFunction defines the easing function to use (linear by default)
  96274. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  96275. * @returns the list of animatables created for all nodes
  96276. * @example https://www.babylonjs-playground.com/#MH0VLI
  96277. */
  96278. 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[]>;
  96279. /**
  96280. * Creates a new animation, merges it with the existing animations and starts it
  96281. * @param name Name of the animation
  96282. * @param node Node which contains the scene that begins the animations
  96283. * @param targetProperty Specifies which property to animate
  96284. * @param framePerSecond The frames per second of the animation
  96285. * @param totalFrame The total number of frames
  96286. * @param from The frame at the beginning of the animation
  96287. * @param to The frame at the end of the animation
  96288. * @param loopMode Specifies the loop mode of the animation
  96289. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  96290. * @param onAnimationEnd Callback to run once the animation is complete
  96291. * @returns Nullable animation
  96292. */
  96293. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  96294. /**
  96295. * Transition property of an host to the target Value
  96296. * @param property The property to transition
  96297. * @param targetValue The target Value of the property
  96298. * @param host The object where the property to animate belongs
  96299. * @param scene Scene used to run the animation
  96300. * @param frameRate Framerate (in frame/s) to use
  96301. * @param transition The transition type we want to use
  96302. * @param duration The duration of the animation, in milliseconds
  96303. * @param onAnimationEnd Callback trigger at the end of the animation
  96304. * @returns Nullable animation
  96305. */
  96306. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  96307. /**
  96308. * Return the array of runtime animations currently using this animation
  96309. */
  96310. readonly runtimeAnimations: RuntimeAnimation[];
  96311. /**
  96312. * Specifies if any of the runtime animations are currently running
  96313. */
  96314. readonly hasRunningRuntimeAnimations: boolean;
  96315. /**
  96316. * Initializes the animation
  96317. * @param name Name of the animation
  96318. * @param targetProperty Property to animate
  96319. * @param framePerSecond The frames per second of the animation
  96320. * @param dataType The data type of the animation
  96321. * @param loopMode The loop mode of the animation
  96322. * @param enableBlending Specifies if blending should be enabled
  96323. */
  96324. constructor(
  96325. /**Name of the animation */
  96326. name: string,
  96327. /**Property to animate */
  96328. targetProperty: string,
  96329. /**The frames per second of the animation */
  96330. framePerSecond: number,
  96331. /**The data type of the animation */
  96332. dataType: number,
  96333. /**The loop mode of the animation */
  96334. loopMode?: number | undefined,
  96335. /**Specifies if blending should be enabled */
  96336. enableBlending?: boolean | undefined);
  96337. /**
  96338. * Converts the animation to a string
  96339. * @param fullDetails support for multiple levels of logging within scene loading
  96340. * @returns String form of the animation
  96341. */
  96342. toString(fullDetails?: boolean): string;
  96343. /**
  96344. * Add an event to this animation
  96345. * @param event Event to add
  96346. */
  96347. addEvent(event: AnimationEvent): void;
  96348. /**
  96349. * Remove all events found at the given frame
  96350. * @param frame The frame to remove events from
  96351. */
  96352. removeEvents(frame: number): void;
  96353. /**
  96354. * Retrieves all the events from the animation
  96355. * @returns Events from the animation
  96356. */
  96357. getEvents(): AnimationEvent[];
  96358. /**
  96359. * Creates an animation range
  96360. * @param name Name of the animation range
  96361. * @param from Starting frame of the animation range
  96362. * @param to Ending frame of the animation
  96363. */
  96364. createRange(name: string, from: number, to: number): void;
  96365. /**
  96366. * Deletes an animation range by name
  96367. * @param name Name of the animation range to delete
  96368. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  96369. */
  96370. deleteRange(name: string, deleteFrames?: boolean): void;
  96371. /**
  96372. * Gets the animation range by name, or null if not defined
  96373. * @param name Name of the animation range
  96374. * @returns Nullable animation range
  96375. */
  96376. getRange(name: string): Nullable<AnimationRange>;
  96377. /**
  96378. * Gets the key frames from the animation
  96379. * @returns The key frames of the animation
  96380. */
  96381. getKeys(): Array<IAnimationKey>;
  96382. /**
  96383. * Gets the highest frame rate of the animation
  96384. * @returns Highest frame rate of the animation
  96385. */
  96386. getHighestFrame(): number;
  96387. /**
  96388. * Gets the easing function of the animation
  96389. * @returns Easing function of the animation
  96390. */
  96391. getEasingFunction(): IEasingFunction;
  96392. /**
  96393. * Sets the easing function of the animation
  96394. * @param easingFunction A custom mathematical formula for animation
  96395. */
  96396. setEasingFunction(easingFunction: EasingFunction): void;
  96397. /**
  96398. * Interpolates a scalar linearly
  96399. * @param startValue Start value of the animation curve
  96400. * @param endValue End value of the animation curve
  96401. * @param gradient Scalar amount to interpolate
  96402. * @returns Interpolated scalar value
  96403. */
  96404. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  96405. /**
  96406. * Interpolates a scalar cubically
  96407. * @param startValue Start value of the animation curve
  96408. * @param outTangent End tangent of the animation
  96409. * @param endValue End value of the animation curve
  96410. * @param inTangent Start tangent of the animation curve
  96411. * @param gradient Scalar amount to interpolate
  96412. * @returns Interpolated scalar value
  96413. */
  96414. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  96415. /**
  96416. * Interpolates a quaternion using a spherical linear interpolation
  96417. * @param startValue Start value of the animation curve
  96418. * @param endValue End value of the animation curve
  96419. * @param gradient Scalar amount to interpolate
  96420. * @returns Interpolated quaternion value
  96421. */
  96422. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  96423. /**
  96424. * Interpolates a quaternion cubically
  96425. * @param startValue Start value of the animation curve
  96426. * @param outTangent End tangent of the animation curve
  96427. * @param endValue End value of the animation curve
  96428. * @param inTangent Start tangent of the animation curve
  96429. * @param gradient Scalar amount to interpolate
  96430. * @returns Interpolated quaternion value
  96431. */
  96432. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  96433. /**
  96434. * Interpolates a Vector3 linearl
  96435. * @param startValue Start value of the animation curve
  96436. * @param endValue End value of the animation curve
  96437. * @param gradient Scalar amount to interpolate
  96438. * @returns Interpolated scalar value
  96439. */
  96440. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  96441. /**
  96442. * Interpolates a Vector3 cubically
  96443. * @param startValue Start value of the animation curve
  96444. * @param outTangent End tangent of the animation
  96445. * @param endValue End value of the animation curve
  96446. * @param inTangent Start tangent of the animation curve
  96447. * @param gradient Scalar amount to interpolate
  96448. * @returns InterpolatedVector3 value
  96449. */
  96450. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  96451. /**
  96452. * Interpolates a Vector2 linearly
  96453. * @param startValue Start value of the animation curve
  96454. * @param endValue End value of the animation curve
  96455. * @param gradient Scalar amount to interpolate
  96456. * @returns Interpolated Vector2 value
  96457. */
  96458. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  96459. /**
  96460. * Interpolates a Vector2 cubically
  96461. * @param startValue Start value of the animation curve
  96462. * @param outTangent End tangent of the animation
  96463. * @param endValue End value of the animation curve
  96464. * @param inTangent Start tangent of the animation curve
  96465. * @param gradient Scalar amount to interpolate
  96466. * @returns Interpolated Vector2 value
  96467. */
  96468. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  96469. /**
  96470. * Interpolates a size linearly
  96471. * @param startValue Start value of the animation curve
  96472. * @param endValue End value of the animation curve
  96473. * @param gradient Scalar amount to interpolate
  96474. * @returns Interpolated Size value
  96475. */
  96476. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  96477. /**
  96478. * Interpolates a Color3 linearly
  96479. * @param startValue Start value of the animation curve
  96480. * @param endValue End value of the animation curve
  96481. * @param gradient Scalar amount to interpolate
  96482. * @returns Interpolated Color3 value
  96483. */
  96484. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  96485. /**
  96486. * Interpolates a Color4 linearly
  96487. * @param startValue Start value of the animation curve
  96488. * @param endValue End value of the animation curve
  96489. * @param gradient Scalar amount to interpolate
  96490. * @returns Interpolated Color3 value
  96491. */
  96492. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  96493. /**
  96494. * @hidden Internal use only
  96495. */
  96496. _getKeyValue(value: any): any;
  96497. /**
  96498. * @hidden Internal use only
  96499. */
  96500. _interpolate(currentFrame: number, state: _IAnimationState): any;
  96501. /**
  96502. * Defines the function to use to interpolate matrices
  96503. * @param startValue defines the start matrix
  96504. * @param endValue defines the end matrix
  96505. * @param gradient defines the gradient between both matrices
  96506. * @param result defines an optional target matrix where to store the interpolation
  96507. * @returns the interpolated matrix
  96508. */
  96509. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  96510. /**
  96511. * Makes a copy of the animation
  96512. * @returns Cloned animation
  96513. */
  96514. clone(): Animation;
  96515. /**
  96516. * Sets the key frames of the animation
  96517. * @param values The animation key frames to set
  96518. */
  96519. setKeys(values: Array<IAnimationKey>): void;
  96520. /**
  96521. * Serializes the animation to an object
  96522. * @returns Serialized object
  96523. */
  96524. serialize(): any;
  96525. /**
  96526. * Float animation type
  96527. */
  96528. static readonly ANIMATIONTYPE_FLOAT: number;
  96529. /**
  96530. * Vector3 animation type
  96531. */
  96532. static readonly ANIMATIONTYPE_VECTOR3: number;
  96533. /**
  96534. * Quaternion animation type
  96535. */
  96536. static readonly ANIMATIONTYPE_QUATERNION: number;
  96537. /**
  96538. * Matrix animation type
  96539. */
  96540. static readonly ANIMATIONTYPE_MATRIX: number;
  96541. /**
  96542. * Color3 animation type
  96543. */
  96544. static readonly ANIMATIONTYPE_COLOR3: number;
  96545. /**
  96546. * Color3 animation type
  96547. */
  96548. static readonly ANIMATIONTYPE_COLOR4: number;
  96549. /**
  96550. * Vector2 animation type
  96551. */
  96552. static readonly ANIMATIONTYPE_VECTOR2: number;
  96553. /**
  96554. * Size animation type
  96555. */
  96556. static readonly ANIMATIONTYPE_SIZE: number;
  96557. /**
  96558. * Relative Loop Mode
  96559. */
  96560. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  96561. /**
  96562. * Cycle Loop Mode
  96563. */
  96564. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  96565. /**
  96566. * Constant Loop Mode
  96567. */
  96568. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  96569. /** @hidden */
  96570. static _UniversalLerp(left: any, right: any, amount: number): any;
  96571. /**
  96572. * Parses an animation object and creates an animation
  96573. * @param parsedAnimation Parsed animation object
  96574. * @returns Animation object
  96575. */
  96576. static Parse(parsedAnimation: any): Animation;
  96577. /**
  96578. * Appends the serialized animations from the source animations
  96579. * @param source Source containing the animations
  96580. * @param destination Target to store the animations
  96581. */
  96582. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96583. }
  96584. }
  96585. declare module BABYLON {
  96586. /**
  96587. * Interface containing an array of animations
  96588. */
  96589. export interface IAnimatable {
  96590. /**
  96591. * Array of animations
  96592. */
  96593. animations: Nullable<Array<Animation>>;
  96594. }
  96595. }
  96596. declare module BABYLON {
  96597. /**
  96598. * This represents all the required information to add a fresnel effect on a material:
  96599. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  96600. */
  96601. export class FresnelParameters {
  96602. private _isEnabled;
  96603. /**
  96604. * Define if the fresnel effect is enable or not.
  96605. */
  96606. isEnabled: boolean;
  96607. /**
  96608. * Define the color used on edges (grazing angle)
  96609. */
  96610. leftColor: Color3;
  96611. /**
  96612. * Define the color used on center
  96613. */
  96614. rightColor: Color3;
  96615. /**
  96616. * Define bias applied to computed fresnel term
  96617. */
  96618. bias: number;
  96619. /**
  96620. * Defined the power exponent applied to fresnel term
  96621. */
  96622. power: number;
  96623. /**
  96624. * Clones the current fresnel and its valuues
  96625. * @returns a clone fresnel configuration
  96626. */
  96627. clone(): FresnelParameters;
  96628. /**
  96629. * Serializes the current fresnel parameters to a JSON representation.
  96630. * @return the JSON serialization
  96631. */
  96632. serialize(): any;
  96633. /**
  96634. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  96635. * @param parsedFresnelParameters Define the JSON representation
  96636. * @returns the parsed parameters
  96637. */
  96638. static Parse(parsedFresnelParameters: any): FresnelParameters;
  96639. }
  96640. }
  96641. declare module BABYLON {
  96642. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  96643. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96644. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96645. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96646. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96647. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96648. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96649. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96650. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96651. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96652. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96653. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96654. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96655. /**
  96656. * Decorator used to define property that can be serialized as reference to a camera
  96657. * @param sourceName defines the name of the property to decorate
  96658. */
  96659. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96660. /**
  96661. * Class used to help serialization objects
  96662. */
  96663. export class SerializationHelper {
  96664. /** @hidden */
  96665. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  96666. /** @hidden */
  96667. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  96668. /** @hidden */
  96669. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  96670. /** @hidden */
  96671. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  96672. /**
  96673. * Appends the serialized animations from the source animations
  96674. * @param source Source containing the animations
  96675. * @param destination Target to store the animations
  96676. */
  96677. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96678. /**
  96679. * Static function used to serialized a specific entity
  96680. * @param entity defines the entity to serialize
  96681. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  96682. * @returns a JSON compatible object representing the serialization of the entity
  96683. */
  96684. static Serialize<T>(entity: T, serializationObject?: any): any;
  96685. /**
  96686. * Creates a new entity from a serialization data object
  96687. * @param creationFunction defines a function used to instanciated the new entity
  96688. * @param source defines the source serialization data
  96689. * @param scene defines the hosting scene
  96690. * @param rootUrl defines the root url for resources
  96691. * @returns a new entity
  96692. */
  96693. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  96694. /**
  96695. * Clones an object
  96696. * @param creationFunction defines the function used to instanciate the new object
  96697. * @param source defines the source object
  96698. * @returns the cloned object
  96699. */
  96700. static Clone<T>(creationFunction: () => T, source: T): T;
  96701. /**
  96702. * Instanciates a new object based on a source one (some data will be shared between both object)
  96703. * @param creationFunction defines the function used to instanciate the new object
  96704. * @param source defines the source object
  96705. * @returns the new object
  96706. */
  96707. static Instanciate<T>(creationFunction: () => T, source: T): T;
  96708. }
  96709. }
  96710. declare module BABYLON {
  96711. /**
  96712. * Class used to manipulate GUIDs
  96713. */
  96714. export class GUID {
  96715. /**
  96716. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96717. * Be aware Math.random() could cause collisions, but:
  96718. * "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"
  96719. * @returns a pseudo random id
  96720. */
  96721. static RandomId(): string;
  96722. }
  96723. }
  96724. declare module BABYLON {
  96725. /**
  96726. * Base class of all the textures in babylon.
  96727. * It groups all the common properties the materials, post process, lights... might need
  96728. * in order to make a correct use of the texture.
  96729. */
  96730. export class BaseTexture implements IAnimatable {
  96731. /**
  96732. * Default anisotropic filtering level for the application.
  96733. * It is set to 4 as a good tradeoff between perf and quality.
  96734. */
  96735. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  96736. /**
  96737. * Gets or sets the unique id of the texture
  96738. */
  96739. uniqueId: number;
  96740. /**
  96741. * Define the name of the texture.
  96742. */
  96743. name: string;
  96744. /**
  96745. * Gets or sets an object used to store user defined information.
  96746. */
  96747. metadata: any;
  96748. /**
  96749. * For internal use only. Please do not use.
  96750. */
  96751. reservedDataStore: any;
  96752. private _hasAlpha;
  96753. /**
  96754. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  96755. */
  96756. hasAlpha: boolean;
  96757. /**
  96758. * Defines if the alpha value should be determined via the rgb values.
  96759. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  96760. */
  96761. getAlphaFromRGB: boolean;
  96762. /**
  96763. * Intensity or strength of the texture.
  96764. * It is commonly used by materials to fine tune the intensity of the texture
  96765. */
  96766. level: number;
  96767. /**
  96768. * Define the UV chanel to use starting from 0 and defaulting to 0.
  96769. * This is part of the texture as textures usually maps to one uv set.
  96770. */
  96771. coordinatesIndex: number;
  96772. private _coordinatesMode;
  96773. /**
  96774. * How a texture is mapped.
  96775. *
  96776. * | Value | Type | Description |
  96777. * | ----- | ----------------------------------- | ----------- |
  96778. * | 0 | EXPLICIT_MODE | |
  96779. * | 1 | SPHERICAL_MODE | |
  96780. * | 2 | PLANAR_MODE | |
  96781. * | 3 | CUBIC_MODE | |
  96782. * | 4 | PROJECTION_MODE | |
  96783. * | 5 | SKYBOX_MODE | |
  96784. * | 6 | INVCUBIC_MODE | |
  96785. * | 7 | EQUIRECTANGULAR_MODE | |
  96786. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  96787. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  96788. */
  96789. coordinatesMode: number;
  96790. /**
  96791. * | Value | Type | Description |
  96792. * | ----- | ------------------ | ----------- |
  96793. * | 0 | CLAMP_ADDRESSMODE | |
  96794. * | 1 | WRAP_ADDRESSMODE | |
  96795. * | 2 | MIRROR_ADDRESSMODE | |
  96796. */
  96797. wrapU: number;
  96798. /**
  96799. * | Value | Type | Description |
  96800. * | ----- | ------------------ | ----------- |
  96801. * | 0 | CLAMP_ADDRESSMODE | |
  96802. * | 1 | WRAP_ADDRESSMODE | |
  96803. * | 2 | MIRROR_ADDRESSMODE | |
  96804. */
  96805. wrapV: number;
  96806. /**
  96807. * | Value | Type | Description |
  96808. * | ----- | ------------------ | ----------- |
  96809. * | 0 | CLAMP_ADDRESSMODE | |
  96810. * | 1 | WRAP_ADDRESSMODE | |
  96811. * | 2 | MIRROR_ADDRESSMODE | |
  96812. */
  96813. wrapR: number;
  96814. /**
  96815. * With compliant hardware and browser (supporting anisotropic filtering)
  96816. * this defines the level of anisotropic filtering in the texture.
  96817. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  96818. */
  96819. anisotropicFilteringLevel: number;
  96820. /**
  96821. * Define if the texture is a cube texture or if false a 2d texture.
  96822. */
  96823. isCube: boolean;
  96824. /**
  96825. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  96826. */
  96827. is3D: boolean;
  96828. /**
  96829. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  96830. */
  96831. is2DArray: boolean;
  96832. /**
  96833. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  96834. * HDR texture are usually stored in linear space.
  96835. * This only impacts the PBR and Background materials
  96836. */
  96837. gammaSpace: boolean;
  96838. /**
  96839. * Gets or sets whether or not the texture contains RGBD data.
  96840. */
  96841. isRGBD: boolean;
  96842. /**
  96843. * Is Z inverted in the texture (useful in a cube texture).
  96844. */
  96845. invertZ: boolean;
  96846. /**
  96847. * Are mip maps generated for this texture or not.
  96848. */
  96849. readonly noMipmap: boolean;
  96850. /**
  96851. * @hidden
  96852. */
  96853. lodLevelInAlpha: boolean;
  96854. /**
  96855. * With prefiltered texture, defined the offset used during the prefiltering steps.
  96856. */
  96857. lodGenerationOffset: number;
  96858. /**
  96859. * With prefiltered texture, defined the scale used during the prefiltering steps.
  96860. */
  96861. lodGenerationScale: number;
  96862. /**
  96863. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  96864. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  96865. * average roughness values.
  96866. */
  96867. linearSpecularLOD: boolean;
  96868. /**
  96869. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  96870. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  96871. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  96872. */
  96873. irradianceTexture: Nullable<BaseTexture>;
  96874. /**
  96875. * Define if the texture is a render target.
  96876. */
  96877. isRenderTarget: boolean;
  96878. /**
  96879. * Define the unique id of the texture in the scene.
  96880. */
  96881. readonly uid: string;
  96882. /**
  96883. * Return a string representation of the texture.
  96884. * @returns the texture as a string
  96885. */
  96886. toString(): string;
  96887. /**
  96888. * Get the class name of the texture.
  96889. * @returns "BaseTexture"
  96890. */
  96891. getClassName(): string;
  96892. /**
  96893. * Define the list of animation attached to the texture.
  96894. */
  96895. animations: Animation[];
  96896. /**
  96897. * An event triggered when the texture is disposed.
  96898. */
  96899. onDisposeObservable: Observable<BaseTexture>;
  96900. private _onDisposeObserver;
  96901. /**
  96902. * Callback triggered when the texture has been disposed.
  96903. * Kept for back compatibility, you can use the onDisposeObservable instead.
  96904. */
  96905. onDispose: () => void;
  96906. /**
  96907. * Define the current state of the loading sequence when in delayed load mode.
  96908. */
  96909. delayLoadState: number;
  96910. private _scene;
  96911. /** @hidden */
  96912. _texture: Nullable<InternalTexture>;
  96913. private _uid;
  96914. /**
  96915. * Define if the texture is preventinga material to render or not.
  96916. * If not and the texture is not ready, the engine will use a default black texture instead.
  96917. */
  96918. readonly isBlocking: boolean;
  96919. /**
  96920. * Instantiates a new BaseTexture.
  96921. * Base class of all the textures in babylon.
  96922. * It groups all the common properties the materials, post process, lights... might need
  96923. * in order to make a correct use of the texture.
  96924. * @param scene Define the scene the texture blongs to
  96925. */
  96926. constructor(scene: Nullable<Scene>);
  96927. /**
  96928. * Get the scene the texture belongs to.
  96929. * @returns the scene or null if undefined
  96930. */
  96931. getScene(): Nullable<Scene>;
  96932. /**
  96933. * Get the texture transform matrix used to offset tile the texture for istance.
  96934. * @returns the transformation matrix
  96935. */
  96936. getTextureMatrix(): Matrix;
  96937. /**
  96938. * Get the texture reflection matrix used to rotate/transform the reflection.
  96939. * @returns the reflection matrix
  96940. */
  96941. getReflectionTextureMatrix(): Matrix;
  96942. /**
  96943. * Get the underlying lower level texture from Babylon.
  96944. * @returns the insternal texture
  96945. */
  96946. getInternalTexture(): Nullable<InternalTexture>;
  96947. /**
  96948. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  96949. * @returns true if ready or not blocking
  96950. */
  96951. isReadyOrNotBlocking(): boolean;
  96952. /**
  96953. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  96954. * @returns true if fully ready
  96955. */
  96956. isReady(): boolean;
  96957. private _cachedSize;
  96958. /**
  96959. * Get the size of the texture.
  96960. * @returns the texture size.
  96961. */
  96962. getSize(): ISize;
  96963. /**
  96964. * Get the base size of the texture.
  96965. * It can be different from the size if the texture has been resized for POT for instance
  96966. * @returns the base size
  96967. */
  96968. getBaseSize(): ISize;
  96969. /**
  96970. * Update the sampling mode of the texture.
  96971. * Default is Trilinear mode.
  96972. *
  96973. * | Value | Type | Description |
  96974. * | ----- | ------------------ | ----------- |
  96975. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  96976. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  96977. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  96978. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  96979. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  96980. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  96981. * | 7 | NEAREST_LINEAR | |
  96982. * | 8 | NEAREST_NEAREST | |
  96983. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  96984. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  96985. * | 11 | LINEAR_LINEAR | |
  96986. * | 12 | LINEAR_NEAREST | |
  96987. *
  96988. * > _mag_: magnification filter (close to the viewer)
  96989. * > _min_: minification filter (far from the viewer)
  96990. * > _mip_: filter used between mip map levels
  96991. *@param samplingMode Define the new sampling mode of the texture
  96992. */
  96993. updateSamplingMode(samplingMode: number): void;
  96994. /**
  96995. * Scales the texture if is `canRescale()`
  96996. * @param ratio the resize factor we want to use to rescale
  96997. */
  96998. scale(ratio: number): void;
  96999. /**
  97000. * Get if the texture can rescale.
  97001. */
  97002. readonly canRescale: boolean;
  97003. /** @hidden */
  97004. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  97005. /** @hidden */
  97006. _rebuild(): void;
  97007. /**
  97008. * Triggers the load sequence in delayed load mode.
  97009. */
  97010. delayLoad(): void;
  97011. /**
  97012. * Clones the texture.
  97013. * @returns the cloned texture
  97014. */
  97015. clone(): Nullable<BaseTexture>;
  97016. /**
  97017. * Get the texture underlying type (INT, FLOAT...)
  97018. */
  97019. readonly textureType: number;
  97020. /**
  97021. * Get the texture underlying format (RGB, RGBA...)
  97022. */
  97023. readonly textureFormat: number;
  97024. /**
  97025. * Indicates that textures need to be re-calculated for all materials
  97026. */
  97027. protected _markAllSubMeshesAsTexturesDirty(): void;
  97028. /**
  97029. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  97030. * This will returns an RGBA array buffer containing either in values (0-255) or
  97031. * float values (0-1) depending of the underlying buffer type.
  97032. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  97033. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  97034. * @param buffer defines a user defined buffer to fill with data (can be null)
  97035. * @returns The Array buffer containing the pixels data.
  97036. */
  97037. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  97038. /**
  97039. * Release and destroy the underlying lower level texture aka internalTexture.
  97040. */
  97041. releaseInternalTexture(): void;
  97042. /** @hidden */
  97043. readonly _lodTextureHigh: Nullable<BaseTexture>;
  97044. /** @hidden */
  97045. readonly _lodTextureMid: Nullable<BaseTexture>;
  97046. /** @hidden */
  97047. readonly _lodTextureLow: Nullable<BaseTexture>;
  97048. /**
  97049. * Dispose the texture and release its associated resources.
  97050. */
  97051. dispose(): void;
  97052. /**
  97053. * Serialize the texture into a JSON representation that can be parsed later on.
  97054. * @returns the JSON representation of the texture
  97055. */
  97056. serialize(): any;
  97057. /**
  97058. * Helper function to be called back once a list of texture contains only ready textures.
  97059. * @param textures Define the list of textures to wait for
  97060. * @param callback Define the callback triggered once the entire list will be ready
  97061. */
  97062. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  97063. }
  97064. }
  97065. declare module BABYLON {
  97066. /**
  97067. * Options to be used when creating an effect.
  97068. */
  97069. export interface IEffectCreationOptions {
  97070. /**
  97071. * Atrributes that will be used in the shader.
  97072. */
  97073. attributes: string[];
  97074. /**
  97075. * Uniform varible names that will be set in the shader.
  97076. */
  97077. uniformsNames: string[];
  97078. /**
  97079. * Uniform buffer variable names that will be set in the shader.
  97080. */
  97081. uniformBuffersNames: string[];
  97082. /**
  97083. * Sampler texture variable names that will be set in the shader.
  97084. */
  97085. samplers: string[];
  97086. /**
  97087. * Define statements that will be set in the shader.
  97088. */
  97089. defines: any;
  97090. /**
  97091. * Possible fallbacks for this effect to improve performance when needed.
  97092. */
  97093. fallbacks: Nullable<IEffectFallbacks>;
  97094. /**
  97095. * Callback that will be called when the shader is compiled.
  97096. */
  97097. onCompiled: Nullable<(effect: Effect) => void>;
  97098. /**
  97099. * Callback that will be called if an error occurs during shader compilation.
  97100. */
  97101. onError: Nullable<(effect: Effect, errors: string) => void>;
  97102. /**
  97103. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  97104. */
  97105. indexParameters?: any;
  97106. /**
  97107. * Max number of lights that can be used in the shader.
  97108. */
  97109. maxSimultaneousLights?: number;
  97110. /**
  97111. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  97112. */
  97113. transformFeedbackVaryings?: Nullable<string[]>;
  97114. }
  97115. /**
  97116. * Effect containing vertex and fragment shader that can be executed on an object.
  97117. */
  97118. export class Effect implements IDisposable {
  97119. /**
  97120. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  97121. */
  97122. static ShadersRepository: string;
  97123. /**
  97124. * Name of the effect.
  97125. */
  97126. name: any;
  97127. /**
  97128. * String container all the define statements that should be set on the shader.
  97129. */
  97130. defines: string;
  97131. /**
  97132. * Callback that will be called when the shader is compiled.
  97133. */
  97134. onCompiled: Nullable<(effect: Effect) => void>;
  97135. /**
  97136. * Callback that will be called if an error occurs during shader compilation.
  97137. */
  97138. onError: Nullable<(effect: Effect, errors: string) => void>;
  97139. /**
  97140. * Callback that will be called when effect is bound.
  97141. */
  97142. onBind: Nullable<(effect: Effect) => void>;
  97143. /**
  97144. * Unique ID of the effect.
  97145. */
  97146. uniqueId: number;
  97147. /**
  97148. * Observable that will be called when the shader is compiled.
  97149. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  97150. */
  97151. onCompileObservable: Observable<Effect>;
  97152. /**
  97153. * Observable that will be called if an error occurs during shader compilation.
  97154. */
  97155. onErrorObservable: Observable<Effect>;
  97156. /** @hidden */
  97157. _onBindObservable: Nullable<Observable<Effect>>;
  97158. /**
  97159. * Observable that will be called when effect is bound.
  97160. */
  97161. readonly onBindObservable: Observable<Effect>;
  97162. /** @hidden */
  97163. _bonesComputationForcedToCPU: boolean;
  97164. private static _uniqueIdSeed;
  97165. private _engine;
  97166. private _uniformBuffersNames;
  97167. private _uniformsNames;
  97168. private _samplerList;
  97169. private _samplers;
  97170. private _isReady;
  97171. private _compilationError;
  97172. private _allFallbacksProcessed;
  97173. private _attributesNames;
  97174. private _attributes;
  97175. private _uniforms;
  97176. /**
  97177. * Key for the effect.
  97178. * @hidden
  97179. */
  97180. _key: string;
  97181. private _indexParameters;
  97182. private _fallbacks;
  97183. private _vertexSourceCode;
  97184. private _fragmentSourceCode;
  97185. private _vertexSourceCodeOverride;
  97186. private _fragmentSourceCodeOverride;
  97187. private _transformFeedbackVaryings;
  97188. /**
  97189. * Compiled shader to webGL program.
  97190. * @hidden
  97191. */
  97192. _pipelineContext: Nullable<IPipelineContext>;
  97193. private _valueCache;
  97194. private static _baseCache;
  97195. /**
  97196. * Instantiates an effect.
  97197. * An effect can be used to create/manage/execute vertex and fragment shaders.
  97198. * @param baseName Name of the effect.
  97199. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  97200. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  97201. * @param samplers List of sampler variables that will be passed to the shader.
  97202. * @param engine Engine to be used to render the effect
  97203. * @param defines Define statements to be added to the shader.
  97204. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  97205. * @param onCompiled Callback that will be called when the shader is compiled.
  97206. * @param onError Callback that will be called if an error occurs during shader compilation.
  97207. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  97208. */
  97209. 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);
  97210. private _useFinalCode;
  97211. /**
  97212. * Unique key for this effect
  97213. */
  97214. readonly key: string;
  97215. /**
  97216. * If the effect has been compiled and prepared.
  97217. * @returns if the effect is compiled and prepared.
  97218. */
  97219. isReady(): boolean;
  97220. private _isReadyInternal;
  97221. /**
  97222. * The engine the effect was initialized with.
  97223. * @returns the engine.
  97224. */
  97225. getEngine(): Engine;
  97226. /**
  97227. * The pipeline context for this effect
  97228. * @returns the associated pipeline context
  97229. */
  97230. getPipelineContext(): Nullable<IPipelineContext>;
  97231. /**
  97232. * The set of names of attribute variables for the shader.
  97233. * @returns An array of attribute names.
  97234. */
  97235. getAttributesNames(): string[];
  97236. /**
  97237. * Returns the attribute at the given index.
  97238. * @param index The index of the attribute.
  97239. * @returns The location of the attribute.
  97240. */
  97241. getAttributeLocation(index: number): number;
  97242. /**
  97243. * Returns the attribute based on the name of the variable.
  97244. * @param name of the attribute to look up.
  97245. * @returns the attribute location.
  97246. */
  97247. getAttributeLocationByName(name: string): number;
  97248. /**
  97249. * The number of attributes.
  97250. * @returns the numnber of attributes.
  97251. */
  97252. getAttributesCount(): number;
  97253. /**
  97254. * Gets the index of a uniform variable.
  97255. * @param uniformName of the uniform to look up.
  97256. * @returns the index.
  97257. */
  97258. getUniformIndex(uniformName: string): number;
  97259. /**
  97260. * Returns the attribute based on the name of the variable.
  97261. * @param uniformName of the uniform to look up.
  97262. * @returns the location of the uniform.
  97263. */
  97264. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  97265. /**
  97266. * Returns an array of sampler variable names
  97267. * @returns The array of sampler variable neames.
  97268. */
  97269. getSamplers(): string[];
  97270. /**
  97271. * The error from the last compilation.
  97272. * @returns the error string.
  97273. */
  97274. getCompilationError(): string;
  97275. /**
  97276. * Gets a boolean indicating that all fallbacks were used during compilation
  97277. * @returns true if all fallbacks were used
  97278. */
  97279. allFallbacksProcessed(): boolean;
  97280. /**
  97281. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  97282. * @param func The callback to be used.
  97283. */
  97284. executeWhenCompiled(func: (effect: Effect) => void): void;
  97285. private _checkIsReady;
  97286. private _loadShader;
  97287. /**
  97288. * Recompiles the webGL program
  97289. * @param vertexSourceCode The source code for the vertex shader.
  97290. * @param fragmentSourceCode The source code for the fragment shader.
  97291. * @param onCompiled Callback called when completed.
  97292. * @param onError Callback called on error.
  97293. * @hidden
  97294. */
  97295. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  97296. /**
  97297. * Prepares the effect
  97298. * @hidden
  97299. */
  97300. _prepareEffect(): void;
  97301. private _processCompilationErrors;
  97302. /**
  97303. * Checks if the effect is supported. (Must be called after compilation)
  97304. */
  97305. readonly isSupported: boolean;
  97306. /**
  97307. * Binds a texture to the engine to be used as output of the shader.
  97308. * @param channel Name of the output variable.
  97309. * @param texture Texture to bind.
  97310. * @hidden
  97311. */
  97312. _bindTexture(channel: string, texture: InternalTexture): void;
  97313. /**
  97314. * Sets a texture on the engine to be used in the shader.
  97315. * @param channel Name of the sampler variable.
  97316. * @param texture Texture to set.
  97317. */
  97318. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  97319. /**
  97320. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  97321. * @param channel Name of the sampler variable.
  97322. * @param texture Texture to set.
  97323. */
  97324. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  97325. /**
  97326. * Sets an array of textures on the engine to be used in the shader.
  97327. * @param channel Name of the variable.
  97328. * @param textures Textures to set.
  97329. */
  97330. setTextureArray(channel: string, textures: BaseTexture[]): void;
  97331. /**
  97332. * 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)
  97333. * @param channel Name of the sampler variable.
  97334. * @param postProcess Post process to get the input texture from.
  97335. */
  97336. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  97337. /**
  97338. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  97339. * 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)
  97340. * @param channel Name of the sampler variable.
  97341. * @param postProcess Post process to get the output texture from.
  97342. */
  97343. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  97344. /** @hidden */
  97345. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  97346. /** @hidden */
  97347. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  97348. /** @hidden */
  97349. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  97350. /** @hidden */
  97351. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  97352. /**
  97353. * Binds a buffer to a uniform.
  97354. * @param buffer Buffer to bind.
  97355. * @param name Name of the uniform variable to bind to.
  97356. */
  97357. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  97358. /**
  97359. * Binds block to a uniform.
  97360. * @param blockName Name of the block to bind.
  97361. * @param index Index to bind.
  97362. */
  97363. bindUniformBlock(blockName: string, index: number): void;
  97364. /**
  97365. * Sets an interger value on a uniform variable.
  97366. * @param uniformName Name of the variable.
  97367. * @param value Value to be set.
  97368. * @returns this effect.
  97369. */
  97370. setInt(uniformName: string, value: number): Effect;
  97371. /**
  97372. * Sets an int array on a uniform variable.
  97373. * @param uniformName Name of the variable.
  97374. * @param array array to be set.
  97375. * @returns this effect.
  97376. */
  97377. setIntArray(uniformName: string, array: Int32Array): Effect;
  97378. /**
  97379. * 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)
  97380. * @param uniformName Name of the variable.
  97381. * @param array array to be set.
  97382. * @returns this effect.
  97383. */
  97384. setIntArray2(uniformName: string, array: Int32Array): Effect;
  97385. /**
  97386. * 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)
  97387. * @param uniformName Name of the variable.
  97388. * @param array array to be set.
  97389. * @returns this effect.
  97390. */
  97391. setIntArray3(uniformName: string, array: Int32Array): Effect;
  97392. /**
  97393. * 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)
  97394. * @param uniformName Name of the variable.
  97395. * @param array array to be set.
  97396. * @returns this effect.
  97397. */
  97398. setIntArray4(uniformName: string, array: Int32Array): Effect;
  97399. /**
  97400. * Sets an float array on a uniform variable.
  97401. * @param uniformName Name of the variable.
  97402. * @param array array to be set.
  97403. * @returns this effect.
  97404. */
  97405. setFloatArray(uniformName: string, array: Float32Array): Effect;
  97406. /**
  97407. * 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)
  97408. * @param uniformName Name of the variable.
  97409. * @param array array to be set.
  97410. * @returns this effect.
  97411. */
  97412. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  97413. /**
  97414. * 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)
  97415. * @param uniformName Name of the variable.
  97416. * @param array array to be set.
  97417. * @returns this effect.
  97418. */
  97419. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  97420. /**
  97421. * 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)
  97422. * @param uniformName Name of the variable.
  97423. * @param array array to be set.
  97424. * @returns this effect.
  97425. */
  97426. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  97427. /**
  97428. * Sets an array on a uniform variable.
  97429. * @param uniformName Name of the variable.
  97430. * @param array array to be set.
  97431. * @returns this effect.
  97432. */
  97433. setArray(uniformName: string, array: number[]): Effect;
  97434. /**
  97435. * 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)
  97436. * @param uniformName Name of the variable.
  97437. * @param array array to be set.
  97438. * @returns this effect.
  97439. */
  97440. setArray2(uniformName: string, array: number[]): Effect;
  97441. /**
  97442. * 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)
  97443. * @param uniformName Name of the variable.
  97444. * @param array array to be set.
  97445. * @returns this effect.
  97446. */
  97447. setArray3(uniformName: string, array: number[]): Effect;
  97448. /**
  97449. * 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)
  97450. * @param uniformName Name of the variable.
  97451. * @param array array to be set.
  97452. * @returns this effect.
  97453. */
  97454. setArray4(uniformName: string, array: number[]): Effect;
  97455. /**
  97456. * Sets matrices on a uniform variable.
  97457. * @param uniformName Name of the variable.
  97458. * @param matrices matrices to be set.
  97459. * @returns this effect.
  97460. */
  97461. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  97462. /**
  97463. * Sets matrix on a uniform variable.
  97464. * @param uniformName Name of the variable.
  97465. * @param matrix matrix to be set.
  97466. * @returns this effect.
  97467. */
  97468. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  97469. /**
  97470. * 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)
  97471. * @param uniformName Name of the variable.
  97472. * @param matrix matrix to be set.
  97473. * @returns this effect.
  97474. */
  97475. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  97476. /**
  97477. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  97478. * @param uniformName Name of the variable.
  97479. * @param matrix matrix to be set.
  97480. * @returns this effect.
  97481. */
  97482. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  97483. /**
  97484. * Sets a float on a uniform variable.
  97485. * @param uniformName Name of the variable.
  97486. * @param value value to be set.
  97487. * @returns this effect.
  97488. */
  97489. setFloat(uniformName: string, value: number): Effect;
  97490. /**
  97491. * Sets a boolean on a uniform variable.
  97492. * @param uniformName Name of the variable.
  97493. * @param bool value to be set.
  97494. * @returns this effect.
  97495. */
  97496. setBool(uniformName: string, bool: boolean): Effect;
  97497. /**
  97498. * Sets a Vector2 on a uniform variable.
  97499. * @param uniformName Name of the variable.
  97500. * @param vector2 vector2 to be set.
  97501. * @returns this effect.
  97502. */
  97503. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  97504. /**
  97505. * Sets a float2 on a uniform variable.
  97506. * @param uniformName Name of the variable.
  97507. * @param x First float in float2.
  97508. * @param y Second float in float2.
  97509. * @returns this effect.
  97510. */
  97511. setFloat2(uniformName: string, x: number, y: number): Effect;
  97512. /**
  97513. * Sets a Vector3 on a uniform variable.
  97514. * @param uniformName Name of the variable.
  97515. * @param vector3 Value to be set.
  97516. * @returns this effect.
  97517. */
  97518. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  97519. /**
  97520. * Sets a float3 on a uniform variable.
  97521. * @param uniformName Name of the variable.
  97522. * @param x First float in float3.
  97523. * @param y Second float in float3.
  97524. * @param z Third float in float3.
  97525. * @returns this effect.
  97526. */
  97527. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  97528. /**
  97529. * Sets a Vector4 on a uniform variable.
  97530. * @param uniformName Name of the variable.
  97531. * @param vector4 Value to be set.
  97532. * @returns this effect.
  97533. */
  97534. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  97535. /**
  97536. * Sets a float4 on a uniform variable.
  97537. * @param uniformName Name of the variable.
  97538. * @param x First float in float4.
  97539. * @param y Second float in float4.
  97540. * @param z Third float in float4.
  97541. * @param w Fourth float in float4.
  97542. * @returns this effect.
  97543. */
  97544. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  97545. /**
  97546. * Sets a Color3 on a uniform variable.
  97547. * @param uniformName Name of the variable.
  97548. * @param color3 Value to be set.
  97549. * @returns this effect.
  97550. */
  97551. setColor3(uniformName: string, color3: IColor3Like): Effect;
  97552. /**
  97553. * Sets a Color4 on a uniform variable.
  97554. * @param uniformName Name of the variable.
  97555. * @param color3 Value to be set.
  97556. * @param alpha Alpha value to be set.
  97557. * @returns this effect.
  97558. */
  97559. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  97560. /**
  97561. * Sets a Color4 on a uniform variable
  97562. * @param uniformName defines the name of the variable
  97563. * @param color4 defines the value to be set
  97564. * @returns this effect.
  97565. */
  97566. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  97567. /** Release all associated resources */
  97568. dispose(): void;
  97569. /**
  97570. * This function will add a new shader to the shader store
  97571. * @param name the name of the shader
  97572. * @param pixelShader optional pixel shader content
  97573. * @param vertexShader optional vertex shader content
  97574. */
  97575. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  97576. /**
  97577. * Store of each shader (The can be looked up using effect.key)
  97578. */
  97579. static ShadersStore: {
  97580. [key: string]: string;
  97581. };
  97582. /**
  97583. * Store of each included file for a shader (The can be looked up using effect.key)
  97584. */
  97585. static IncludesShadersStore: {
  97586. [key: string]: string;
  97587. };
  97588. /**
  97589. * Resets the cache of effects.
  97590. */
  97591. static ResetCache(): void;
  97592. }
  97593. }
  97594. declare module BABYLON {
  97595. /**
  97596. * Interface used to describe the capabilities of the engine relatively to the current browser
  97597. */
  97598. export interface EngineCapabilities {
  97599. /** Maximum textures units per fragment shader */
  97600. maxTexturesImageUnits: number;
  97601. /** Maximum texture units per vertex shader */
  97602. maxVertexTextureImageUnits: number;
  97603. /** Maximum textures units in the entire pipeline */
  97604. maxCombinedTexturesImageUnits: number;
  97605. /** Maximum texture size */
  97606. maxTextureSize: number;
  97607. /** Maximum texture samples */
  97608. maxSamples?: number;
  97609. /** Maximum cube texture size */
  97610. maxCubemapTextureSize: number;
  97611. /** Maximum render texture size */
  97612. maxRenderTextureSize: number;
  97613. /** Maximum number of vertex attributes */
  97614. maxVertexAttribs: number;
  97615. /** Maximum number of varyings */
  97616. maxVaryingVectors: number;
  97617. /** Maximum number of uniforms per vertex shader */
  97618. maxVertexUniformVectors: number;
  97619. /** Maximum number of uniforms per fragment shader */
  97620. maxFragmentUniformVectors: number;
  97621. /** Defines if standard derivates (dx/dy) are supported */
  97622. standardDerivatives: boolean;
  97623. /** Defines if s3tc texture compression is supported */
  97624. s3tc?: WEBGL_compressed_texture_s3tc;
  97625. /** Defines if pvrtc texture compression is supported */
  97626. pvrtc: any;
  97627. /** Defines if etc1 texture compression is supported */
  97628. etc1: any;
  97629. /** Defines if etc2 texture compression is supported */
  97630. etc2: any;
  97631. /** Defines if astc texture compression is supported */
  97632. astc: any;
  97633. /** Defines if float textures are supported */
  97634. textureFloat: boolean;
  97635. /** Defines if vertex array objects are supported */
  97636. vertexArrayObject: boolean;
  97637. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  97638. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  97639. /** Gets the maximum level of anisotropy supported */
  97640. maxAnisotropy: number;
  97641. /** Defines if instancing is supported */
  97642. instancedArrays: boolean;
  97643. /** Defines if 32 bits indices are supported */
  97644. uintIndices: boolean;
  97645. /** Defines if high precision shaders are supported */
  97646. highPrecisionShaderSupported: boolean;
  97647. /** Defines if depth reading in the fragment shader is supported */
  97648. fragmentDepthSupported: boolean;
  97649. /** Defines if float texture linear filtering is supported*/
  97650. textureFloatLinearFiltering: boolean;
  97651. /** Defines if rendering to float textures is supported */
  97652. textureFloatRender: boolean;
  97653. /** Defines if half float textures are supported*/
  97654. textureHalfFloat: boolean;
  97655. /** Defines if half float texture linear filtering is supported*/
  97656. textureHalfFloatLinearFiltering: boolean;
  97657. /** Defines if rendering to half float textures is supported */
  97658. textureHalfFloatRender: boolean;
  97659. /** Defines if textureLOD shader command is supported */
  97660. textureLOD: boolean;
  97661. /** Defines if draw buffers extension is supported */
  97662. drawBuffersExtension: boolean;
  97663. /** Defines if depth textures are supported */
  97664. depthTextureExtension: boolean;
  97665. /** Defines if float color buffer are supported */
  97666. colorBufferFloat: boolean;
  97667. /** Gets disjoint timer query extension (null if not supported) */
  97668. timerQuery?: EXT_disjoint_timer_query;
  97669. /** Defines if timestamp can be used with timer query */
  97670. canUseTimestampForTimerQuery: boolean;
  97671. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  97672. multiview?: any;
  97673. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  97674. oculusMultiview?: any;
  97675. /** Function used to let the system compiles shaders in background */
  97676. parallelShaderCompile?: {
  97677. COMPLETION_STATUS_KHR: number;
  97678. };
  97679. /** Max number of texture samples for MSAA */
  97680. maxMSAASamples: number;
  97681. /** Defines if the blend min max extension is supported */
  97682. blendMinMax: boolean;
  97683. }
  97684. }
  97685. declare module BABYLON {
  97686. /**
  97687. * @hidden
  97688. **/
  97689. export class DepthCullingState {
  97690. private _isDepthTestDirty;
  97691. private _isDepthMaskDirty;
  97692. private _isDepthFuncDirty;
  97693. private _isCullFaceDirty;
  97694. private _isCullDirty;
  97695. private _isZOffsetDirty;
  97696. private _isFrontFaceDirty;
  97697. private _depthTest;
  97698. private _depthMask;
  97699. private _depthFunc;
  97700. private _cull;
  97701. private _cullFace;
  97702. private _zOffset;
  97703. private _frontFace;
  97704. /**
  97705. * Initializes the state.
  97706. */
  97707. constructor();
  97708. readonly isDirty: boolean;
  97709. zOffset: number;
  97710. cullFace: Nullable<number>;
  97711. cull: Nullable<boolean>;
  97712. depthFunc: Nullable<number>;
  97713. depthMask: boolean;
  97714. depthTest: boolean;
  97715. frontFace: Nullable<number>;
  97716. reset(): void;
  97717. apply(gl: WebGLRenderingContext): void;
  97718. }
  97719. }
  97720. declare module BABYLON {
  97721. /**
  97722. * @hidden
  97723. **/
  97724. export class StencilState {
  97725. /** 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 */
  97726. static readonly ALWAYS: number;
  97727. /** Passed to stencilOperation to specify that stencil value must be kept */
  97728. static readonly KEEP: number;
  97729. /** Passed to stencilOperation to specify that stencil value must be replaced */
  97730. static readonly REPLACE: number;
  97731. private _isStencilTestDirty;
  97732. private _isStencilMaskDirty;
  97733. private _isStencilFuncDirty;
  97734. private _isStencilOpDirty;
  97735. private _stencilTest;
  97736. private _stencilMask;
  97737. private _stencilFunc;
  97738. private _stencilFuncRef;
  97739. private _stencilFuncMask;
  97740. private _stencilOpStencilFail;
  97741. private _stencilOpDepthFail;
  97742. private _stencilOpStencilDepthPass;
  97743. readonly isDirty: boolean;
  97744. stencilFunc: number;
  97745. stencilFuncRef: number;
  97746. stencilFuncMask: number;
  97747. stencilOpStencilFail: number;
  97748. stencilOpDepthFail: number;
  97749. stencilOpStencilDepthPass: number;
  97750. stencilMask: number;
  97751. stencilTest: boolean;
  97752. constructor();
  97753. reset(): void;
  97754. apply(gl: WebGLRenderingContext): void;
  97755. }
  97756. }
  97757. declare module BABYLON {
  97758. /**
  97759. * @hidden
  97760. **/
  97761. export class AlphaState {
  97762. private _isAlphaBlendDirty;
  97763. private _isBlendFunctionParametersDirty;
  97764. private _isBlendEquationParametersDirty;
  97765. private _isBlendConstantsDirty;
  97766. private _alphaBlend;
  97767. private _blendFunctionParameters;
  97768. private _blendEquationParameters;
  97769. private _blendConstants;
  97770. /**
  97771. * Initializes the state.
  97772. */
  97773. constructor();
  97774. readonly isDirty: boolean;
  97775. alphaBlend: boolean;
  97776. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  97777. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  97778. setAlphaEquationParameters(rgb: number, alpha: number): void;
  97779. reset(): void;
  97780. apply(gl: WebGLRenderingContext): void;
  97781. }
  97782. }
  97783. declare module BABYLON {
  97784. /** @hidden */
  97785. export class WebGL2ShaderProcessor implements IShaderProcessor {
  97786. attributeProcessor(attribute: string): string;
  97787. varyingProcessor(varying: string, isFragment: boolean): string;
  97788. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  97789. }
  97790. }
  97791. declare module BABYLON {
  97792. /**
  97793. * Interface for attribute information associated with buffer instanciation
  97794. */
  97795. export interface InstancingAttributeInfo {
  97796. /**
  97797. * Index/offset of the attribute in the vertex shader
  97798. */
  97799. index: number;
  97800. /**
  97801. * size of the attribute, 1, 2, 3 or 4
  97802. */
  97803. attributeSize: number;
  97804. /**
  97805. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  97806. * default is FLOAT
  97807. */
  97808. attributeType: number;
  97809. /**
  97810. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  97811. */
  97812. normalized: boolean;
  97813. /**
  97814. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  97815. */
  97816. offset: number;
  97817. /**
  97818. * Name of the GLSL attribute, for debugging purpose only
  97819. */
  97820. attributeName: string;
  97821. }
  97822. }
  97823. declare module BABYLON {
  97824. interface ThinEngine {
  97825. /**
  97826. * Update a video texture
  97827. * @param texture defines the texture to update
  97828. * @param video defines the video element to use
  97829. * @param invertY defines if data must be stored with Y axis inverted
  97830. */
  97831. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  97832. }
  97833. }
  97834. declare module BABYLON {
  97835. /**
  97836. * Settings for finer control over video usage
  97837. */
  97838. export interface VideoTextureSettings {
  97839. /**
  97840. * Applies `autoplay` to video, if specified
  97841. */
  97842. autoPlay?: boolean;
  97843. /**
  97844. * Applies `loop` to video, if specified
  97845. */
  97846. loop?: boolean;
  97847. /**
  97848. * Automatically updates internal texture from video at every frame in the render loop
  97849. */
  97850. autoUpdateTexture: boolean;
  97851. /**
  97852. * Image src displayed during the video loading or until the user interacts with the video.
  97853. */
  97854. poster?: string;
  97855. }
  97856. /**
  97857. * If you want to display a video in your scene, this is the special texture for that.
  97858. * This special texture works similar to other textures, with the exception of a few parameters.
  97859. * @see https://doc.babylonjs.com/how_to/video_texture
  97860. */
  97861. export class VideoTexture extends Texture {
  97862. /**
  97863. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  97864. */
  97865. readonly autoUpdateTexture: boolean;
  97866. /**
  97867. * The video instance used by the texture internally
  97868. */
  97869. readonly video: HTMLVideoElement;
  97870. private _onUserActionRequestedObservable;
  97871. /**
  97872. * Event triggerd when a dom action is required by the user to play the video.
  97873. * This happens due to recent changes in browser policies preventing video to auto start.
  97874. */
  97875. readonly onUserActionRequestedObservable: Observable<Texture>;
  97876. private _generateMipMaps;
  97877. private _engine;
  97878. private _stillImageCaptured;
  97879. private _displayingPosterTexture;
  97880. private _settings;
  97881. private _createInternalTextureOnEvent;
  97882. private _frameId;
  97883. /**
  97884. * Creates a video texture.
  97885. * If you want to display a video in your scene, this is the special texture for that.
  97886. * This special texture works similar to other textures, with the exception of a few parameters.
  97887. * @see https://doc.babylonjs.com/how_to/video_texture
  97888. * @param name optional name, will detect from video source, if not defined
  97889. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  97890. * @param scene is obviously the current scene.
  97891. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  97892. * @param invertY is false by default but can be used to invert video on Y axis
  97893. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  97894. * @param settings allows finer control over video usage
  97895. */
  97896. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  97897. private _getName;
  97898. private _getVideo;
  97899. private _createInternalTexture;
  97900. private reset;
  97901. /**
  97902. * @hidden Internal method to initiate `update`.
  97903. */
  97904. _rebuild(): void;
  97905. /**
  97906. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  97907. */
  97908. update(): void;
  97909. /**
  97910. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  97911. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  97912. */
  97913. updateTexture(isVisible: boolean): void;
  97914. protected _updateInternalTexture: () => void;
  97915. /**
  97916. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  97917. * @param url New url.
  97918. */
  97919. updateURL(url: string): void;
  97920. /**
  97921. * Dispose the texture and release its associated resources.
  97922. */
  97923. dispose(): void;
  97924. /**
  97925. * Creates a video texture straight from a stream.
  97926. * @param scene Define the scene the texture should be created in
  97927. * @param stream Define the stream the texture should be created from
  97928. * @returns The created video texture as a promise
  97929. */
  97930. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  97931. /**
  97932. * Creates a video texture straight from your WebCam video feed.
  97933. * @param scene Define the scene the texture should be created in
  97934. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97935. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97936. * @returns The created video texture as a promise
  97937. */
  97938. static CreateFromWebCamAsync(scene: Scene, constraints: {
  97939. minWidth: number;
  97940. maxWidth: number;
  97941. minHeight: number;
  97942. maxHeight: number;
  97943. deviceId: string;
  97944. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  97945. /**
  97946. * Creates a video texture straight from your WebCam video feed.
  97947. * @param scene Define the scene the texture should be created in
  97948. * @param onReady Define a callback to triggered once the texture will be ready
  97949. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97950. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97951. */
  97952. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  97953. minWidth: number;
  97954. maxWidth: number;
  97955. minHeight: number;
  97956. maxHeight: number;
  97957. deviceId: string;
  97958. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  97959. }
  97960. }
  97961. declare module BABYLON {
  97962. /**
  97963. * Defines the interface used by objects working like Scene
  97964. * @hidden
  97965. */
  97966. interface ISceneLike {
  97967. _addPendingData(data: any): void;
  97968. _removePendingData(data: any): void;
  97969. offlineProvider: IOfflineProvider;
  97970. }
  97971. /** Interface defining initialization parameters for Engine class */
  97972. export interface EngineOptions extends WebGLContextAttributes {
  97973. /**
  97974. * Defines if the engine should no exceed a specified device ratio
  97975. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  97976. */
  97977. limitDeviceRatio?: number;
  97978. /**
  97979. * Defines if webvr should be enabled automatically
  97980. * @see http://doc.babylonjs.com/how_to/webvr_camera
  97981. */
  97982. autoEnableWebVR?: boolean;
  97983. /**
  97984. * Defines if webgl2 should be turned off even if supported
  97985. * @see http://doc.babylonjs.com/features/webgl2
  97986. */
  97987. disableWebGL2Support?: boolean;
  97988. /**
  97989. * Defines if webaudio should be initialized as well
  97990. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  97991. */
  97992. audioEngine?: boolean;
  97993. /**
  97994. * Defines if animations should run using a deterministic lock step
  97995. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97996. */
  97997. deterministicLockstep?: boolean;
  97998. /** Defines the maximum steps to use with deterministic lock step mode */
  97999. lockstepMaxSteps?: number;
  98000. /** Defines the seconds between each deterministic lock step */
  98001. timeStep?: number;
  98002. /**
  98003. * Defines that engine should ignore context lost events
  98004. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  98005. */
  98006. doNotHandleContextLost?: boolean;
  98007. /**
  98008. * Defines that engine should ignore modifying touch action attribute and style
  98009. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  98010. */
  98011. doNotHandleTouchAction?: boolean;
  98012. /**
  98013. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  98014. */
  98015. useHighPrecisionFloats?: boolean;
  98016. }
  98017. /**
  98018. * The base engine class (root of all engines)
  98019. */
  98020. export class ThinEngine {
  98021. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  98022. static ExceptionList: ({
  98023. key: string;
  98024. capture: string;
  98025. captureConstraint: number;
  98026. targets: string[];
  98027. } | {
  98028. key: string;
  98029. capture: null;
  98030. captureConstraint: null;
  98031. targets: string[];
  98032. })[];
  98033. /** @hidden */
  98034. static _TextureLoaders: IInternalTextureLoader[];
  98035. /**
  98036. * Returns the current npm package of the sdk
  98037. */
  98038. static readonly NpmPackage: string;
  98039. /**
  98040. * Returns the current version of the framework
  98041. */
  98042. static readonly Version: string;
  98043. /**
  98044. * Returns a string describing the current engine
  98045. */
  98046. readonly description: string;
  98047. /**
  98048. * Gets or sets the epsilon value used by collision engine
  98049. */
  98050. static CollisionsEpsilon: number;
  98051. /**
  98052. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  98053. */
  98054. static ShadersRepository: string;
  98055. /** @hidden */
  98056. _shaderProcessor: IShaderProcessor;
  98057. /**
  98058. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  98059. */
  98060. forcePOTTextures: boolean;
  98061. /**
  98062. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  98063. */
  98064. isFullscreen: boolean;
  98065. /**
  98066. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  98067. */
  98068. cullBackFaces: boolean;
  98069. /**
  98070. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  98071. */
  98072. renderEvenInBackground: boolean;
  98073. /**
  98074. * Gets or sets a boolean indicating that cache can be kept between frames
  98075. */
  98076. preventCacheWipeBetweenFrames: boolean;
  98077. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  98078. validateShaderPrograms: boolean;
  98079. /**
  98080. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  98081. * This can provide greater z depth for distant objects.
  98082. */
  98083. useReverseDepthBuffer: boolean;
  98084. /**
  98085. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  98086. */
  98087. disableUniformBuffers: boolean;
  98088. /** @hidden */
  98089. _uniformBuffers: UniformBuffer[];
  98090. /**
  98091. * Gets a boolean indicating that the engine supports uniform buffers
  98092. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  98093. */
  98094. readonly supportsUniformBuffers: boolean;
  98095. /** @hidden */
  98096. _gl: WebGLRenderingContext;
  98097. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  98098. protected _windowIsBackground: boolean;
  98099. protected _webGLVersion: number;
  98100. protected _creationOptions: EngineOptions;
  98101. protected _highPrecisionShadersAllowed: boolean;
  98102. /** @hidden */
  98103. readonly _shouldUseHighPrecisionShader: boolean;
  98104. /**
  98105. * Gets a boolean indicating that only power of 2 textures are supported
  98106. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  98107. */
  98108. readonly needPOTTextures: boolean;
  98109. /** @hidden */
  98110. _badOS: boolean;
  98111. /** @hidden */
  98112. _badDesktopOS: boolean;
  98113. private _hardwareScalingLevel;
  98114. /** @hidden */
  98115. _caps: EngineCapabilities;
  98116. private _isStencilEnable;
  98117. protected _colorWrite: boolean;
  98118. private _glVersion;
  98119. private _glRenderer;
  98120. private _glVendor;
  98121. /** @hidden */
  98122. _videoTextureSupported: boolean;
  98123. protected _renderingQueueLaunched: boolean;
  98124. protected _activeRenderLoops: (() => void)[];
  98125. /**
  98126. * Observable signaled when a context lost event is raised
  98127. */
  98128. onContextLostObservable: Observable<ThinEngine>;
  98129. /**
  98130. * Observable signaled when a context restored event is raised
  98131. */
  98132. onContextRestoredObservable: Observable<ThinEngine>;
  98133. private _onContextLost;
  98134. private _onContextRestored;
  98135. protected _contextWasLost: boolean;
  98136. /** @hidden */
  98137. _doNotHandleContextLost: boolean;
  98138. /**
  98139. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  98140. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  98141. */
  98142. doNotHandleContextLost: boolean;
  98143. /**
  98144. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  98145. */
  98146. disableVertexArrayObjects: boolean;
  98147. /** @hidden */
  98148. protected _depthCullingState: DepthCullingState;
  98149. /** @hidden */
  98150. protected _stencilState: StencilState;
  98151. /** @hidden */
  98152. protected _alphaState: AlphaState;
  98153. /** @hidden */
  98154. _internalTexturesCache: InternalTexture[];
  98155. /** @hidden */
  98156. protected _activeChannel: number;
  98157. private _currentTextureChannel;
  98158. /** @hidden */
  98159. protected _boundTexturesCache: {
  98160. [key: string]: Nullable<InternalTexture>;
  98161. };
  98162. /** @hidden */
  98163. protected _currentEffect: Nullable<Effect>;
  98164. /** @hidden */
  98165. protected _currentProgram: Nullable<WebGLProgram>;
  98166. private _compiledEffects;
  98167. private _vertexAttribArraysEnabled;
  98168. /** @hidden */
  98169. protected _cachedViewport: Nullable<IViewportLike>;
  98170. private _cachedVertexArrayObject;
  98171. /** @hidden */
  98172. protected _cachedVertexBuffers: any;
  98173. /** @hidden */
  98174. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  98175. /** @hidden */
  98176. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  98177. /** @hidden */
  98178. _currentRenderTarget: Nullable<InternalTexture>;
  98179. private _uintIndicesCurrentlySet;
  98180. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  98181. /** @hidden */
  98182. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  98183. private _currentBufferPointers;
  98184. private _currentInstanceLocations;
  98185. private _currentInstanceBuffers;
  98186. private _textureUnits;
  98187. /** @hidden */
  98188. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  98189. /** @hidden */
  98190. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  98191. /** @hidden */
  98192. _boundRenderFunction: any;
  98193. private _vaoRecordInProgress;
  98194. private _mustWipeVertexAttributes;
  98195. private _emptyTexture;
  98196. private _emptyCubeTexture;
  98197. private _emptyTexture3D;
  98198. private _emptyTexture2DArray;
  98199. /** @hidden */
  98200. _frameHandler: number;
  98201. private _nextFreeTextureSlots;
  98202. private _maxSimultaneousTextures;
  98203. private _activeRequests;
  98204. protected _texturesSupported: string[];
  98205. /** @hidden */
  98206. _textureFormatInUse: Nullable<string>;
  98207. protected readonly _supportsHardwareTextureRescaling: boolean;
  98208. /**
  98209. * Gets the list of texture formats supported
  98210. */
  98211. readonly texturesSupported: Array<string>;
  98212. /**
  98213. * Gets the list of texture formats in use
  98214. */
  98215. readonly textureFormatInUse: Nullable<string>;
  98216. /**
  98217. * Gets the current viewport
  98218. */
  98219. readonly currentViewport: Nullable<IViewportLike>;
  98220. /**
  98221. * Gets the default empty texture
  98222. */
  98223. readonly emptyTexture: InternalTexture;
  98224. /**
  98225. * Gets the default empty 3D texture
  98226. */
  98227. readonly emptyTexture3D: InternalTexture;
  98228. /**
  98229. * Gets the default empty 2D array texture
  98230. */
  98231. readonly emptyTexture2DArray: InternalTexture;
  98232. /**
  98233. * Gets the default empty cube texture
  98234. */
  98235. readonly emptyCubeTexture: InternalTexture;
  98236. /**
  98237. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  98238. */
  98239. readonly premultipliedAlpha: boolean;
  98240. /**
  98241. * Observable event triggered before each texture is initialized
  98242. */
  98243. onBeforeTextureInitObservable: Observable<Texture>;
  98244. /**
  98245. * Creates a new engine
  98246. * @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
  98247. * @param antialias defines enable antialiasing (default: false)
  98248. * @param options defines further options to be sent to the getContext() function
  98249. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  98250. */
  98251. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  98252. private _rebuildInternalTextures;
  98253. private _rebuildEffects;
  98254. /**
  98255. * Gets a boolean indicating if all created effects are ready
  98256. * @returns true if all effects are ready
  98257. */
  98258. areAllEffectsReady(): boolean;
  98259. protected _rebuildBuffers(): void;
  98260. private _initGLContext;
  98261. /**
  98262. * Gets version of the current webGL context
  98263. */
  98264. readonly webGLVersion: number;
  98265. /**
  98266. * Gets a string idenfifying the name of the class
  98267. * @returns "Engine" string
  98268. */
  98269. getClassName(): string;
  98270. /**
  98271. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  98272. */
  98273. readonly isStencilEnable: boolean;
  98274. /** @hidden */
  98275. _prepareWorkingCanvas(): void;
  98276. /**
  98277. * Reset the texture cache to empty state
  98278. */
  98279. resetTextureCache(): void;
  98280. /**
  98281. * Gets an object containing information about the current webGL context
  98282. * @returns an object containing the vender, the renderer and the version of the current webGL context
  98283. */
  98284. getGlInfo(): {
  98285. vendor: string;
  98286. renderer: string;
  98287. version: string;
  98288. };
  98289. /**
  98290. * Defines the hardware scaling level.
  98291. * By default the hardware scaling level is computed from the window device ratio.
  98292. * 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.
  98293. * @param level defines the level to use
  98294. */
  98295. setHardwareScalingLevel(level: number): void;
  98296. /**
  98297. * Gets the current hardware scaling level.
  98298. * By default the hardware scaling level is computed from the window device ratio.
  98299. * 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.
  98300. * @returns a number indicating the current hardware scaling level
  98301. */
  98302. getHardwareScalingLevel(): number;
  98303. /**
  98304. * Gets the list of loaded textures
  98305. * @returns an array containing all loaded textures
  98306. */
  98307. getLoadedTexturesCache(): InternalTexture[];
  98308. /**
  98309. * Gets the object containing all engine capabilities
  98310. * @returns the EngineCapabilities object
  98311. */
  98312. getCaps(): EngineCapabilities;
  98313. /**
  98314. * stop executing a render loop function and remove it from the execution array
  98315. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  98316. */
  98317. stopRenderLoop(renderFunction?: () => void): void;
  98318. /** @hidden */
  98319. _renderLoop(): void;
  98320. /**
  98321. * Gets the HTML canvas attached with the current webGL context
  98322. * @returns a HTML canvas
  98323. */
  98324. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  98325. /**
  98326. * Gets host window
  98327. * @returns the host window object
  98328. */
  98329. getHostWindow(): Nullable<Window>;
  98330. /**
  98331. * Gets the current render width
  98332. * @param useScreen defines if screen size must be used (or the current render target if any)
  98333. * @returns a number defining the current render width
  98334. */
  98335. getRenderWidth(useScreen?: boolean): number;
  98336. /**
  98337. * Gets the current render height
  98338. * @param useScreen defines if screen size must be used (or the current render target if any)
  98339. * @returns a number defining the current render height
  98340. */
  98341. getRenderHeight(useScreen?: boolean): number;
  98342. /**
  98343. * Can be used to override the current requestAnimationFrame requester.
  98344. * @hidden
  98345. */
  98346. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  98347. /**
  98348. * Register and execute a render loop. The engine can have more than one render function
  98349. * @param renderFunction defines the function to continuously execute
  98350. */
  98351. runRenderLoop(renderFunction: () => void): void;
  98352. /**
  98353. * Clear the current render buffer or the current render target (if any is set up)
  98354. * @param color defines the color to use
  98355. * @param backBuffer defines if the back buffer must be cleared
  98356. * @param depth defines if the depth buffer must be cleared
  98357. * @param stencil defines if the stencil buffer must be cleared
  98358. */
  98359. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  98360. private _viewportCached;
  98361. /** @hidden */
  98362. _viewport(x: number, y: number, width: number, height: number): void;
  98363. /**
  98364. * Set the WebGL's viewport
  98365. * @param viewport defines the viewport element to be used
  98366. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  98367. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  98368. */
  98369. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  98370. /**
  98371. * Begin a new frame
  98372. */
  98373. beginFrame(): void;
  98374. /**
  98375. * Enf the current frame
  98376. */
  98377. endFrame(): void;
  98378. /**
  98379. * Resize the view according to the canvas' size
  98380. */
  98381. resize(): void;
  98382. /**
  98383. * Force a specific size of the canvas
  98384. * @param width defines the new canvas' width
  98385. * @param height defines the new canvas' height
  98386. */
  98387. setSize(width: number, height: number): void;
  98388. /**
  98389. * Binds the frame buffer to the specified texture.
  98390. * @param texture The texture to render to or null for the default canvas
  98391. * @param faceIndex The face of the texture to render to in case of cube texture
  98392. * @param requiredWidth The width of the target to render to
  98393. * @param requiredHeight The height of the target to render to
  98394. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  98395. * @param depthStencilTexture The depth stencil texture to use to render
  98396. * @param lodLevel defines le lod level to bind to the frame buffer
  98397. */
  98398. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  98399. /** @hidden */
  98400. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  98401. /**
  98402. * Unbind the current render target texture from the webGL context
  98403. * @param texture defines the render target texture to unbind
  98404. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  98405. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  98406. */
  98407. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  98408. /**
  98409. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  98410. */
  98411. flushFramebuffer(): void;
  98412. /**
  98413. * Unbind the current render target and bind the default framebuffer
  98414. */
  98415. restoreDefaultFramebuffer(): void;
  98416. /** @hidden */
  98417. protected _resetVertexBufferBinding(): void;
  98418. /**
  98419. * Creates a vertex buffer
  98420. * @param data the data for the vertex buffer
  98421. * @returns the new WebGL static buffer
  98422. */
  98423. createVertexBuffer(data: DataArray): DataBuffer;
  98424. private _createVertexBuffer;
  98425. /**
  98426. * Creates a dynamic vertex buffer
  98427. * @param data the data for the dynamic vertex buffer
  98428. * @returns the new WebGL dynamic buffer
  98429. */
  98430. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  98431. protected _resetIndexBufferBinding(): void;
  98432. /**
  98433. * Creates a new index buffer
  98434. * @param indices defines the content of the index buffer
  98435. * @param updatable defines if the index buffer must be updatable
  98436. * @returns a new webGL buffer
  98437. */
  98438. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  98439. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  98440. /**
  98441. * Bind a webGL buffer to the webGL context
  98442. * @param buffer defines the buffer to bind
  98443. */
  98444. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  98445. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  98446. private bindBuffer;
  98447. /**
  98448. * update the bound buffer with the given data
  98449. * @param data defines the data to update
  98450. */
  98451. updateArrayBuffer(data: Float32Array): void;
  98452. private _vertexAttribPointer;
  98453. private _bindIndexBufferWithCache;
  98454. private _bindVertexBuffersAttributes;
  98455. /**
  98456. * Records a vertex array object
  98457. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98458. * @param vertexBuffers defines the list of vertex buffers to store
  98459. * @param indexBuffer defines the index buffer to store
  98460. * @param effect defines the effect to store
  98461. * @returns the new vertex array object
  98462. */
  98463. recordVertexArrayObject(vertexBuffers: {
  98464. [key: string]: VertexBuffer;
  98465. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  98466. /**
  98467. * Bind a specific vertex array object
  98468. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98469. * @param vertexArrayObject defines the vertex array object to bind
  98470. * @param indexBuffer defines the index buffer to bind
  98471. */
  98472. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  98473. /**
  98474. * Bind webGl buffers directly to the webGL context
  98475. * @param vertexBuffer defines the vertex buffer to bind
  98476. * @param indexBuffer defines the index buffer to bind
  98477. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  98478. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  98479. * @param effect defines the effect associated with the vertex buffer
  98480. */
  98481. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  98482. private _unbindVertexArrayObject;
  98483. /**
  98484. * Bind a list of vertex buffers to the webGL context
  98485. * @param vertexBuffers defines the list of vertex buffers to bind
  98486. * @param indexBuffer defines the index buffer to bind
  98487. * @param effect defines the effect associated with the vertex buffers
  98488. */
  98489. bindBuffers(vertexBuffers: {
  98490. [key: string]: Nullable<VertexBuffer>;
  98491. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  98492. /**
  98493. * Unbind all instance attributes
  98494. */
  98495. unbindInstanceAttributes(): void;
  98496. /**
  98497. * Release and free the memory of a vertex array object
  98498. * @param vao defines the vertex array object to delete
  98499. */
  98500. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  98501. /** @hidden */
  98502. _releaseBuffer(buffer: DataBuffer): boolean;
  98503. protected _deleteBuffer(buffer: DataBuffer): void;
  98504. /**
  98505. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  98506. * @param instancesBuffer defines the webGL buffer to update and bind
  98507. * @param data defines the data to store in the buffer
  98508. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  98509. */
  98510. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  98511. /**
  98512. * Apply all cached states (depth, culling, stencil and alpha)
  98513. */
  98514. applyStates(): void;
  98515. /**
  98516. * Send a draw order
  98517. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98518. * @param indexStart defines the starting index
  98519. * @param indexCount defines the number of index to draw
  98520. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98521. */
  98522. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  98523. /**
  98524. * Draw a list of points
  98525. * @param verticesStart defines the index of first vertex to draw
  98526. * @param verticesCount defines the count of vertices to draw
  98527. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98528. */
  98529. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98530. /**
  98531. * Draw a list of unindexed primitives
  98532. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98533. * @param verticesStart defines the index of first vertex to draw
  98534. * @param verticesCount defines the count of vertices to draw
  98535. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98536. */
  98537. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98538. /**
  98539. * Draw a list of indexed primitives
  98540. * @param fillMode defines the primitive to use
  98541. * @param indexStart defines the starting index
  98542. * @param indexCount defines the number of index to draw
  98543. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98544. */
  98545. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  98546. /**
  98547. * Draw a list of unindexed primitives
  98548. * @param fillMode defines the primitive to use
  98549. * @param verticesStart defines the index of first vertex to draw
  98550. * @param verticesCount defines the count of vertices to draw
  98551. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98552. */
  98553. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98554. private _drawMode;
  98555. /** @hidden */
  98556. protected _reportDrawCall(): void;
  98557. /** @hidden */
  98558. _releaseEffect(effect: Effect): void;
  98559. /** @hidden */
  98560. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  98561. /**
  98562. * Create a new effect (used to store vertex/fragment shaders)
  98563. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  98564. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  98565. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  98566. * @param samplers defines an array of string used to represent textures
  98567. * @param defines defines the string containing the defines to use to compile the shaders
  98568. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  98569. * @param onCompiled defines a function to call when the effect creation is successful
  98570. * @param onError defines a function to call when the effect creation has failed
  98571. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  98572. * @returns the new Effect
  98573. */
  98574. 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;
  98575. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  98576. private _compileShader;
  98577. private _compileRawShader;
  98578. /**
  98579. * Directly creates a webGL program
  98580. * @param pipelineContext defines the pipeline context to attach to
  98581. * @param vertexCode defines the vertex shader code to use
  98582. * @param fragmentCode defines the fragment shader code to use
  98583. * @param context defines the webGL context to use (if not set, the current one will be used)
  98584. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98585. * @returns the new webGL program
  98586. */
  98587. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98588. /**
  98589. * Creates a webGL program
  98590. * @param pipelineContext defines the pipeline context to attach to
  98591. * @param vertexCode defines the vertex shader code to use
  98592. * @param fragmentCode defines the fragment shader code to use
  98593. * @param defines defines the string containing the defines to use to compile the shaders
  98594. * @param context defines the webGL context to use (if not set, the current one will be used)
  98595. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98596. * @returns the new webGL program
  98597. */
  98598. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98599. /**
  98600. * Creates a new pipeline context
  98601. * @returns the new pipeline
  98602. */
  98603. createPipelineContext(): IPipelineContext;
  98604. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98605. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  98606. /** @hidden */
  98607. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  98608. /** @hidden */
  98609. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  98610. /** @hidden */
  98611. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  98612. /**
  98613. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  98614. * @param pipelineContext defines the pipeline context to use
  98615. * @param uniformsNames defines the list of uniform names
  98616. * @returns an array of webGL uniform locations
  98617. */
  98618. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  98619. /**
  98620. * Gets the lsit of active attributes for a given webGL program
  98621. * @param pipelineContext defines the pipeline context to use
  98622. * @param attributesNames defines the list of attribute names to get
  98623. * @returns an array of indices indicating the offset of each attribute
  98624. */
  98625. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  98626. /**
  98627. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  98628. * @param effect defines the effect to activate
  98629. */
  98630. enableEffect(effect: Nullable<Effect>): void;
  98631. /**
  98632. * Set the value of an uniform to a number (int)
  98633. * @param uniform defines the webGL uniform location where to store the value
  98634. * @param value defines the int number to store
  98635. */
  98636. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98637. /**
  98638. * Set the value of an uniform to an array of int32
  98639. * @param uniform defines the webGL uniform location where to store the value
  98640. * @param array defines the array of int32 to store
  98641. */
  98642. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98643. /**
  98644. * Set the value of an uniform to an array of int32 (stored as vec2)
  98645. * @param uniform defines the webGL uniform location where to store the value
  98646. * @param array defines the array of int32 to store
  98647. */
  98648. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98649. /**
  98650. * Set the value of an uniform to an array of int32 (stored as vec3)
  98651. * @param uniform defines the webGL uniform location where to store the value
  98652. * @param array defines the array of int32 to store
  98653. */
  98654. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98655. /**
  98656. * Set the value of an uniform to an array of int32 (stored as vec4)
  98657. * @param uniform defines the webGL uniform location where to store the value
  98658. * @param array defines the array of int32 to store
  98659. */
  98660. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98661. /**
  98662. * Set the value of an uniform to an array of number
  98663. * @param uniform defines the webGL uniform location where to store the value
  98664. * @param array defines the array of number to store
  98665. */
  98666. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98667. /**
  98668. * Set the value of an uniform to an array of number (stored as vec2)
  98669. * @param uniform defines the webGL uniform location where to store the value
  98670. * @param array defines the array of number to store
  98671. */
  98672. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98673. /**
  98674. * Set the value of an uniform to an array of number (stored as vec3)
  98675. * @param uniform defines the webGL uniform location where to store the value
  98676. * @param array defines the array of number to store
  98677. */
  98678. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98679. /**
  98680. * Set the value of an uniform to an array of number (stored as vec4)
  98681. * @param uniform defines the webGL uniform location where to store the value
  98682. * @param array defines the array of number to store
  98683. */
  98684. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98685. /**
  98686. * Set the value of an uniform to an array of float32 (stored as matrices)
  98687. * @param uniform defines the webGL uniform location where to store the value
  98688. * @param matrices defines the array of float32 to store
  98689. */
  98690. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  98691. /**
  98692. * Set the value of an uniform to a matrix (3x3)
  98693. * @param uniform defines the webGL uniform location where to store the value
  98694. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  98695. */
  98696. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98697. /**
  98698. * Set the value of an uniform to a matrix (2x2)
  98699. * @param uniform defines the webGL uniform location where to store the value
  98700. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  98701. */
  98702. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98703. /**
  98704. * Set the value of an uniform to a number (float)
  98705. * @param uniform defines the webGL uniform location where to store the value
  98706. * @param value defines the float number to store
  98707. */
  98708. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98709. /**
  98710. * Set the value of an uniform to a vec2
  98711. * @param uniform defines the webGL uniform location where to store the value
  98712. * @param x defines the 1st component of the value
  98713. * @param y defines the 2nd component of the value
  98714. */
  98715. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  98716. /**
  98717. * Set the value of an uniform to a vec3
  98718. * @param uniform defines the webGL uniform location where to store the value
  98719. * @param x defines the 1st component of the value
  98720. * @param y defines the 2nd component of the value
  98721. * @param z defines the 3rd component of the value
  98722. */
  98723. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  98724. /**
  98725. * Set the value of an uniform to a vec4
  98726. * @param uniform defines the webGL uniform location where to store the value
  98727. * @param x defines the 1st component of the value
  98728. * @param y defines the 2nd component of the value
  98729. * @param z defines the 3rd component of the value
  98730. * @param w defines the 4th component of the value
  98731. */
  98732. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  98733. /**
  98734. * Gets the depth culling state manager
  98735. */
  98736. readonly depthCullingState: DepthCullingState;
  98737. /**
  98738. * Gets the alpha state manager
  98739. */
  98740. readonly alphaState: AlphaState;
  98741. /**
  98742. * Gets the stencil state manager
  98743. */
  98744. readonly stencilState: StencilState;
  98745. /**
  98746. * Clears the list of texture accessible through engine.
  98747. * This can help preventing texture load conflict due to name collision.
  98748. */
  98749. clearInternalTexturesCache(): void;
  98750. /**
  98751. * Force the entire cache to be cleared
  98752. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  98753. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  98754. */
  98755. wipeCaches(bruteForce?: boolean): void;
  98756. /** @hidden */
  98757. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  98758. min: number;
  98759. mag: number;
  98760. };
  98761. /** @hidden */
  98762. _createTexture(): WebGLTexture;
  98763. /**
  98764. * Usually called from Texture.ts.
  98765. * Passed information to create a WebGLTexture
  98766. * @param urlArg defines a value which contains one of the following:
  98767. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  98768. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  98769. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  98770. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  98771. * @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)
  98772. * @param scene needed for loading to the correct scene
  98773. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  98774. * @param onLoad optional callback to be called upon successful completion
  98775. * @param onError optional callback to be called upon failure
  98776. * @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
  98777. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  98778. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  98779. * @param forcedExtension defines the extension to use to pick the right loader
  98780. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  98781. * @param mimeType defines an optional mime type
  98782. * @returns a InternalTexture for assignment back into BABYLON.Texture
  98783. */
  98784. 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;
  98785. /**
  98786. * @hidden
  98787. */
  98788. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  98789. /**
  98790. * Creates a raw texture
  98791. * @param data defines the data to store in the texture
  98792. * @param width defines the width of the texture
  98793. * @param height defines the height of the texture
  98794. * @param format defines the format of the data
  98795. * @param generateMipMaps defines if the engine should generate the mip levels
  98796. * @param invertY defines if data must be stored with Y axis inverted
  98797. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  98798. * @param compression defines the compression used (null by default)
  98799. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  98800. * @returns the raw texture inside an InternalTexture
  98801. */
  98802. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  98803. /**
  98804. * Creates a new raw cube texture
  98805. * @param data defines the array of data to use to create each face
  98806. * @param size defines the size of the textures
  98807. * @param format defines the format of the data
  98808. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  98809. * @param generateMipMaps defines if the engine should generate the mip levels
  98810. * @param invertY defines if data must be stored with Y axis inverted
  98811. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98812. * @param compression defines the compression used (null by default)
  98813. * @returns the cube texture as an InternalTexture
  98814. */
  98815. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  98816. /**
  98817. * Creates a new raw 3D texture
  98818. * @param data defines the data used to create the texture
  98819. * @param width defines the width of the texture
  98820. * @param height defines the height of the texture
  98821. * @param depth defines the depth of the texture
  98822. * @param format defines the format of the texture
  98823. * @param generateMipMaps defines if the engine must generate mip levels
  98824. * @param invertY defines if data must be stored with Y axis inverted
  98825. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98826. * @param compression defines the compressed used (can be null)
  98827. * @param textureType defines the compressed used (can be null)
  98828. * @returns a new raw 3D texture (stored in an InternalTexture)
  98829. */
  98830. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98831. /**
  98832. * Creates a new raw 2D array texture
  98833. * @param data defines the data used to create the texture
  98834. * @param width defines the width of the texture
  98835. * @param height defines the height of the texture
  98836. * @param depth defines the number of layers of the texture
  98837. * @param format defines the format of the texture
  98838. * @param generateMipMaps defines if the engine must generate mip levels
  98839. * @param invertY defines if data must be stored with Y axis inverted
  98840. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98841. * @param compression defines the compressed used (can be null)
  98842. * @param textureType defines the compressed used (can be null)
  98843. * @returns a new raw 2D array texture (stored in an InternalTexture)
  98844. */
  98845. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98846. private _unpackFlipYCached;
  98847. /**
  98848. * In case you are sharing the context with other applications, it might
  98849. * be interested to not cache the unpack flip y state to ensure a consistent
  98850. * value would be set.
  98851. */
  98852. enableUnpackFlipYCached: boolean;
  98853. /** @hidden */
  98854. _unpackFlipY(value: boolean): void;
  98855. /** @hidden */
  98856. _getUnpackAlignement(): number;
  98857. /**
  98858. * Update the sampling mode of a given texture
  98859. * @param samplingMode defines the required sampling mode
  98860. * @param texture defines the texture to update
  98861. */
  98862. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  98863. /** @hidden */
  98864. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  98865. width: number;
  98866. height: number;
  98867. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  98868. /** @hidden */
  98869. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98870. /** @hidden */
  98871. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  98872. /** @hidden */
  98873. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98874. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  98875. private _prepareWebGLTexture;
  98876. /** @hidden */
  98877. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  98878. /** @hidden */
  98879. _releaseFramebufferObjects(texture: InternalTexture): void;
  98880. /** @hidden */
  98881. _releaseTexture(texture: InternalTexture): void;
  98882. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  98883. protected _setProgram(program: WebGLProgram): void;
  98884. protected _boundUniforms: {
  98885. [key: number]: WebGLUniformLocation;
  98886. };
  98887. /**
  98888. * Binds an effect to the webGL context
  98889. * @param effect defines the effect to bind
  98890. */
  98891. bindSamplers(effect: Effect): void;
  98892. private _activateCurrentTexture;
  98893. /** @hidden */
  98894. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  98895. /** @hidden */
  98896. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  98897. /**
  98898. * Unbind all textures from the webGL context
  98899. */
  98900. unbindAllTextures(): void;
  98901. /**
  98902. * Sets a texture to the according uniform.
  98903. * @param channel The texture channel
  98904. * @param uniform The uniform to set
  98905. * @param texture The texture to apply
  98906. */
  98907. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  98908. private _bindSamplerUniformToChannel;
  98909. private _getTextureWrapMode;
  98910. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  98911. /**
  98912. * Sets an array of texture to the webGL context
  98913. * @param channel defines the channel where the texture array must be set
  98914. * @param uniform defines the associated uniform location
  98915. * @param textures defines the array of textures to bind
  98916. */
  98917. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  98918. /** @hidden */
  98919. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  98920. private _setTextureParameterFloat;
  98921. private _setTextureParameterInteger;
  98922. /**
  98923. * Unbind all vertex attributes from the webGL context
  98924. */
  98925. unbindAllAttributes(): void;
  98926. /**
  98927. * 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
  98928. */
  98929. releaseEffects(): void;
  98930. /**
  98931. * Dispose and release all associated resources
  98932. */
  98933. dispose(): void;
  98934. /**
  98935. * Attach a new callback raised when context lost event is fired
  98936. * @param callback defines the callback to call
  98937. */
  98938. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98939. /**
  98940. * Attach a new callback raised when context restored event is fired
  98941. * @param callback defines the callback to call
  98942. */
  98943. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98944. /**
  98945. * Get the current error code of the webGL context
  98946. * @returns the error code
  98947. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  98948. */
  98949. getError(): number;
  98950. private _canRenderToFloatFramebuffer;
  98951. private _canRenderToHalfFloatFramebuffer;
  98952. private _canRenderToFramebuffer;
  98953. /** @hidden */
  98954. _getWebGLTextureType(type: number): number;
  98955. /** @hidden */
  98956. _getInternalFormat(format: number): number;
  98957. /** @hidden */
  98958. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  98959. /** @hidden */
  98960. _getRGBAMultiSampleBufferFormat(type: number): number;
  98961. /** @hidden */
  98962. _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;
  98963. /**
  98964. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  98965. * @returns true if the engine can be created
  98966. * @ignorenaming
  98967. */
  98968. static isSupported(): boolean;
  98969. /**
  98970. * Find the next highest power of two.
  98971. * @param x Number to start search from.
  98972. * @return Next highest power of two.
  98973. */
  98974. static CeilingPOT(x: number): number;
  98975. /**
  98976. * Find the next lowest power of two.
  98977. * @param x Number to start search from.
  98978. * @return Next lowest power of two.
  98979. */
  98980. static FloorPOT(x: number): number;
  98981. /**
  98982. * Find the nearest power of two.
  98983. * @param x Number to start search from.
  98984. * @return Next nearest power of two.
  98985. */
  98986. static NearestPOT(x: number): number;
  98987. /**
  98988. * Get the closest exponent of two
  98989. * @param value defines the value to approximate
  98990. * @param max defines the maximum value to return
  98991. * @param mode defines how to define the closest value
  98992. * @returns closest exponent of two of the given value
  98993. */
  98994. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  98995. /**
  98996. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  98997. * @param func - the function to be called
  98998. * @param requester - the object that will request the next frame. Falls back to window.
  98999. * @returns frame number
  99000. */
  99001. static QueueNewFrame(func: () => void, requester?: any): number;
  99002. /**
  99003. * Gets host document
  99004. * @returns the host document object
  99005. */
  99006. getHostDocument(): Document;
  99007. }
  99008. }
  99009. declare module BABYLON {
  99010. /**
  99011. * Class representing spherical harmonics coefficients to the 3rd degree
  99012. */
  99013. export class SphericalHarmonics {
  99014. /**
  99015. * Defines whether or not the harmonics have been prescaled for rendering.
  99016. */
  99017. preScaled: boolean;
  99018. /**
  99019. * The l0,0 coefficients of the spherical harmonics
  99020. */
  99021. l00: Vector3;
  99022. /**
  99023. * The l1,-1 coefficients of the spherical harmonics
  99024. */
  99025. l1_1: Vector3;
  99026. /**
  99027. * The l1,0 coefficients of the spherical harmonics
  99028. */
  99029. l10: Vector3;
  99030. /**
  99031. * The l1,1 coefficients of the spherical harmonics
  99032. */
  99033. l11: Vector3;
  99034. /**
  99035. * The l2,-2 coefficients of the spherical harmonics
  99036. */
  99037. l2_2: Vector3;
  99038. /**
  99039. * The l2,-1 coefficients of the spherical harmonics
  99040. */
  99041. l2_1: Vector3;
  99042. /**
  99043. * The l2,0 coefficients of the spherical harmonics
  99044. */
  99045. l20: Vector3;
  99046. /**
  99047. * The l2,1 coefficients of the spherical harmonics
  99048. */
  99049. l21: Vector3;
  99050. /**
  99051. * The l2,2 coefficients of the spherical harmonics
  99052. */
  99053. l22: Vector3;
  99054. /**
  99055. * Adds a light to the spherical harmonics
  99056. * @param direction the direction of the light
  99057. * @param color the color of the light
  99058. * @param deltaSolidAngle the delta solid angle of the light
  99059. */
  99060. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  99061. /**
  99062. * Scales the spherical harmonics by the given amount
  99063. * @param scale the amount to scale
  99064. */
  99065. scaleInPlace(scale: number): void;
  99066. /**
  99067. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  99068. *
  99069. * ```
  99070. * E_lm = A_l * L_lm
  99071. * ```
  99072. *
  99073. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  99074. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  99075. * the scaling factors are given in equation 9.
  99076. */
  99077. convertIncidentRadianceToIrradiance(): void;
  99078. /**
  99079. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  99080. *
  99081. * ```
  99082. * L = (1/pi) * E * rho
  99083. * ```
  99084. *
  99085. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  99086. */
  99087. convertIrradianceToLambertianRadiance(): void;
  99088. /**
  99089. * Integrates the reconstruction coefficients directly in to the SH preventing further
  99090. * required operations at run time.
  99091. *
  99092. * This is simply done by scaling back the SH with Ylm constants parameter.
  99093. * The trigonometric part being applied by the shader at run time.
  99094. */
  99095. preScaleForRendering(): void;
  99096. /**
  99097. * Constructs a spherical harmonics from an array.
  99098. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  99099. * @returns the spherical harmonics
  99100. */
  99101. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  99102. /**
  99103. * Gets the spherical harmonics from polynomial
  99104. * @param polynomial the spherical polynomial
  99105. * @returns the spherical harmonics
  99106. */
  99107. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  99108. }
  99109. /**
  99110. * Class representing spherical polynomial coefficients to the 3rd degree
  99111. */
  99112. export class SphericalPolynomial {
  99113. private _harmonics;
  99114. /**
  99115. * The spherical harmonics used to create the polynomials.
  99116. */
  99117. readonly preScaledHarmonics: SphericalHarmonics;
  99118. /**
  99119. * The x coefficients of the spherical polynomial
  99120. */
  99121. x: Vector3;
  99122. /**
  99123. * The y coefficients of the spherical polynomial
  99124. */
  99125. y: Vector3;
  99126. /**
  99127. * The z coefficients of the spherical polynomial
  99128. */
  99129. z: Vector3;
  99130. /**
  99131. * The xx coefficients of the spherical polynomial
  99132. */
  99133. xx: Vector3;
  99134. /**
  99135. * The yy coefficients of the spherical polynomial
  99136. */
  99137. yy: Vector3;
  99138. /**
  99139. * The zz coefficients of the spherical polynomial
  99140. */
  99141. zz: Vector3;
  99142. /**
  99143. * The xy coefficients of the spherical polynomial
  99144. */
  99145. xy: Vector3;
  99146. /**
  99147. * The yz coefficients of the spherical polynomial
  99148. */
  99149. yz: Vector3;
  99150. /**
  99151. * The zx coefficients of the spherical polynomial
  99152. */
  99153. zx: Vector3;
  99154. /**
  99155. * Adds an ambient color to the spherical polynomial
  99156. * @param color the color to add
  99157. */
  99158. addAmbient(color: Color3): void;
  99159. /**
  99160. * Scales the spherical polynomial by the given amount
  99161. * @param scale the amount to scale
  99162. */
  99163. scaleInPlace(scale: number): void;
  99164. /**
  99165. * Gets the spherical polynomial from harmonics
  99166. * @param harmonics the spherical harmonics
  99167. * @returns the spherical polynomial
  99168. */
  99169. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  99170. /**
  99171. * Constructs a spherical polynomial from an array.
  99172. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  99173. * @returns the spherical polynomial
  99174. */
  99175. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  99176. }
  99177. }
  99178. declare module BABYLON {
  99179. /**
  99180. * Defines the source of the internal texture
  99181. */
  99182. export enum InternalTextureSource {
  99183. /**
  99184. * The source of the texture data is unknown
  99185. */
  99186. Unknown = 0,
  99187. /**
  99188. * Texture data comes from an URL
  99189. */
  99190. Url = 1,
  99191. /**
  99192. * Texture data is only used for temporary storage
  99193. */
  99194. Temp = 2,
  99195. /**
  99196. * Texture data comes from raw data (ArrayBuffer)
  99197. */
  99198. Raw = 3,
  99199. /**
  99200. * Texture content is dynamic (video or dynamic texture)
  99201. */
  99202. Dynamic = 4,
  99203. /**
  99204. * Texture content is generated by rendering to it
  99205. */
  99206. RenderTarget = 5,
  99207. /**
  99208. * Texture content is part of a multi render target process
  99209. */
  99210. MultiRenderTarget = 6,
  99211. /**
  99212. * Texture data comes from a cube data file
  99213. */
  99214. Cube = 7,
  99215. /**
  99216. * Texture data comes from a raw cube data
  99217. */
  99218. CubeRaw = 8,
  99219. /**
  99220. * Texture data come from a prefiltered cube data file
  99221. */
  99222. CubePrefiltered = 9,
  99223. /**
  99224. * Texture content is raw 3D data
  99225. */
  99226. Raw3D = 10,
  99227. /**
  99228. * Texture content is raw 2D array data
  99229. */
  99230. Raw2DArray = 11,
  99231. /**
  99232. * Texture content is a depth texture
  99233. */
  99234. Depth = 12,
  99235. /**
  99236. * Texture data comes from a raw cube data encoded with RGBD
  99237. */
  99238. CubeRawRGBD = 13
  99239. }
  99240. /**
  99241. * Class used to store data associated with WebGL texture data for the engine
  99242. * This class should not be used directly
  99243. */
  99244. export class InternalTexture {
  99245. /** @hidden */
  99246. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  99247. /**
  99248. * Defines if the texture is ready
  99249. */
  99250. isReady: boolean;
  99251. /**
  99252. * Defines if the texture is a cube texture
  99253. */
  99254. isCube: boolean;
  99255. /**
  99256. * Defines if the texture contains 3D data
  99257. */
  99258. is3D: boolean;
  99259. /**
  99260. * Defines if the texture contains 2D array data
  99261. */
  99262. is2DArray: boolean;
  99263. /**
  99264. * Defines if the texture contains multiview data
  99265. */
  99266. isMultiview: boolean;
  99267. /**
  99268. * Gets the URL used to load this texture
  99269. */
  99270. url: string;
  99271. /**
  99272. * Gets the sampling mode of the texture
  99273. */
  99274. samplingMode: number;
  99275. /**
  99276. * Gets a boolean indicating if the texture needs mipmaps generation
  99277. */
  99278. generateMipMaps: boolean;
  99279. /**
  99280. * Gets the number of samples used by the texture (WebGL2+ only)
  99281. */
  99282. samples: number;
  99283. /**
  99284. * Gets the type of the texture (int, float...)
  99285. */
  99286. type: number;
  99287. /**
  99288. * Gets the format of the texture (RGB, RGBA...)
  99289. */
  99290. format: number;
  99291. /**
  99292. * Observable called when the texture is loaded
  99293. */
  99294. onLoadedObservable: Observable<InternalTexture>;
  99295. /**
  99296. * Gets the width of the texture
  99297. */
  99298. width: number;
  99299. /**
  99300. * Gets the height of the texture
  99301. */
  99302. height: number;
  99303. /**
  99304. * Gets the depth of the texture
  99305. */
  99306. depth: number;
  99307. /**
  99308. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  99309. */
  99310. baseWidth: number;
  99311. /**
  99312. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  99313. */
  99314. baseHeight: number;
  99315. /**
  99316. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  99317. */
  99318. baseDepth: number;
  99319. /**
  99320. * Gets a boolean indicating if the texture is inverted on Y axis
  99321. */
  99322. invertY: boolean;
  99323. /** @hidden */
  99324. _invertVScale: boolean;
  99325. /** @hidden */
  99326. _associatedChannel: number;
  99327. /** @hidden */
  99328. _source: InternalTextureSource;
  99329. /** @hidden */
  99330. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  99331. /** @hidden */
  99332. _bufferView: Nullable<ArrayBufferView>;
  99333. /** @hidden */
  99334. _bufferViewArray: Nullable<ArrayBufferView[]>;
  99335. /** @hidden */
  99336. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  99337. /** @hidden */
  99338. _size: number;
  99339. /** @hidden */
  99340. _extension: string;
  99341. /** @hidden */
  99342. _files: Nullable<string[]>;
  99343. /** @hidden */
  99344. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  99345. /** @hidden */
  99346. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  99347. /** @hidden */
  99348. _framebuffer: Nullable<WebGLFramebuffer>;
  99349. /** @hidden */
  99350. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  99351. /** @hidden */
  99352. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  99353. /** @hidden */
  99354. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  99355. /** @hidden */
  99356. _attachments: Nullable<number[]>;
  99357. /** @hidden */
  99358. _cachedCoordinatesMode: Nullable<number>;
  99359. /** @hidden */
  99360. _cachedWrapU: Nullable<number>;
  99361. /** @hidden */
  99362. _cachedWrapV: Nullable<number>;
  99363. /** @hidden */
  99364. _cachedWrapR: Nullable<number>;
  99365. /** @hidden */
  99366. _cachedAnisotropicFilteringLevel: Nullable<number>;
  99367. /** @hidden */
  99368. _isDisabled: boolean;
  99369. /** @hidden */
  99370. _compression: Nullable<string>;
  99371. /** @hidden */
  99372. _generateStencilBuffer: boolean;
  99373. /** @hidden */
  99374. _generateDepthBuffer: boolean;
  99375. /** @hidden */
  99376. _comparisonFunction: number;
  99377. /** @hidden */
  99378. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  99379. /** @hidden */
  99380. _lodGenerationScale: number;
  99381. /** @hidden */
  99382. _lodGenerationOffset: number;
  99383. /** @hidden */
  99384. _colorTextureArray: Nullable<WebGLTexture>;
  99385. /** @hidden */
  99386. _depthStencilTextureArray: Nullable<WebGLTexture>;
  99387. /** @hidden */
  99388. _lodTextureHigh: Nullable<BaseTexture>;
  99389. /** @hidden */
  99390. _lodTextureMid: Nullable<BaseTexture>;
  99391. /** @hidden */
  99392. _lodTextureLow: Nullable<BaseTexture>;
  99393. /** @hidden */
  99394. _isRGBD: boolean;
  99395. /** @hidden */
  99396. _linearSpecularLOD: boolean;
  99397. /** @hidden */
  99398. _irradianceTexture: Nullable<BaseTexture>;
  99399. /** @hidden */
  99400. _webGLTexture: Nullable<WebGLTexture>;
  99401. /** @hidden */
  99402. _references: number;
  99403. private _engine;
  99404. /**
  99405. * Gets the Engine the texture belongs to.
  99406. * @returns The babylon engine
  99407. */
  99408. getEngine(): ThinEngine;
  99409. /**
  99410. * Gets the data source type of the texture
  99411. */
  99412. readonly source: InternalTextureSource;
  99413. /**
  99414. * Creates a new InternalTexture
  99415. * @param engine defines the engine to use
  99416. * @param source defines the type of data that will be used
  99417. * @param delayAllocation if the texture allocation should be delayed (default: false)
  99418. */
  99419. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  99420. /**
  99421. * Increments the number of references (ie. the number of Texture that point to it)
  99422. */
  99423. incrementReferences(): void;
  99424. /**
  99425. * Change the size of the texture (not the size of the content)
  99426. * @param width defines the new width
  99427. * @param height defines the new height
  99428. * @param depth defines the new depth (1 by default)
  99429. */
  99430. updateSize(width: int, height: int, depth?: int): void;
  99431. /** @hidden */
  99432. _rebuild(): void;
  99433. /** @hidden */
  99434. _swapAndDie(target: InternalTexture): void;
  99435. /**
  99436. * Dispose the current allocated resources
  99437. */
  99438. dispose(): void;
  99439. }
  99440. }
  99441. declare module BABYLON {
  99442. /**
  99443. * Class used to work with sound analyzer using fast fourier transform (FFT)
  99444. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99445. */
  99446. export class Analyser {
  99447. /**
  99448. * Gets or sets the smoothing
  99449. * @ignorenaming
  99450. */
  99451. SMOOTHING: number;
  99452. /**
  99453. * Gets or sets the FFT table size
  99454. * @ignorenaming
  99455. */
  99456. FFT_SIZE: number;
  99457. /**
  99458. * Gets or sets the bar graph amplitude
  99459. * @ignorenaming
  99460. */
  99461. BARGRAPHAMPLITUDE: number;
  99462. /**
  99463. * Gets or sets the position of the debug canvas
  99464. * @ignorenaming
  99465. */
  99466. DEBUGCANVASPOS: {
  99467. x: number;
  99468. y: number;
  99469. };
  99470. /**
  99471. * Gets or sets the debug canvas size
  99472. * @ignorenaming
  99473. */
  99474. DEBUGCANVASSIZE: {
  99475. width: number;
  99476. height: number;
  99477. };
  99478. private _byteFreqs;
  99479. private _byteTime;
  99480. private _floatFreqs;
  99481. private _webAudioAnalyser;
  99482. private _debugCanvas;
  99483. private _debugCanvasContext;
  99484. private _scene;
  99485. private _registerFunc;
  99486. private _audioEngine;
  99487. /**
  99488. * Creates a new analyser
  99489. * @param scene defines hosting scene
  99490. */
  99491. constructor(scene: Scene);
  99492. /**
  99493. * Get the number of data values you will have to play with for the visualization
  99494. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  99495. * @returns a number
  99496. */
  99497. getFrequencyBinCount(): number;
  99498. /**
  99499. * Gets the current frequency data as a byte array
  99500. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99501. * @returns a Uint8Array
  99502. */
  99503. getByteFrequencyData(): Uint8Array;
  99504. /**
  99505. * Gets the current waveform as a byte array
  99506. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  99507. * @returns a Uint8Array
  99508. */
  99509. getByteTimeDomainData(): Uint8Array;
  99510. /**
  99511. * Gets the current frequency data as a float array
  99512. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99513. * @returns a Float32Array
  99514. */
  99515. getFloatFrequencyData(): Float32Array;
  99516. /**
  99517. * Renders the debug canvas
  99518. */
  99519. drawDebugCanvas(): void;
  99520. /**
  99521. * Stops rendering the debug canvas and removes it
  99522. */
  99523. stopDebugCanvas(): void;
  99524. /**
  99525. * Connects two audio nodes
  99526. * @param inputAudioNode defines first node to connect
  99527. * @param outputAudioNode defines second node to connect
  99528. */
  99529. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  99530. /**
  99531. * Releases all associated resources
  99532. */
  99533. dispose(): void;
  99534. }
  99535. }
  99536. declare module BABYLON {
  99537. /**
  99538. * This represents an audio engine and it is responsible
  99539. * to play, synchronize and analyse sounds throughout the application.
  99540. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99541. */
  99542. export interface IAudioEngine extends IDisposable {
  99543. /**
  99544. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99545. */
  99546. readonly canUseWebAudio: boolean;
  99547. /**
  99548. * Gets the current AudioContext if available.
  99549. */
  99550. readonly audioContext: Nullable<AudioContext>;
  99551. /**
  99552. * The master gain node defines the global audio volume of your audio engine.
  99553. */
  99554. readonly masterGain: GainNode;
  99555. /**
  99556. * Gets whether or not mp3 are supported by your browser.
  99557. */
  99558. readonly isMP3supported: boolean;
  99559. /**
  99560. * Gets whether or not ogg are supported by your browser.
  99561. */
  99562. readonly isOGGsupported: boolean;
  99563. /**
  99564. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99565. * @ignoreNaming
  99566. */
  99567. WarnedWebAudioUnsupported: boolean;
  99568. /**
  99569. * Defines if the audio engine relies on a custom unlocked button.
  99570. * In this case, the embedded button will not be displayed.
  99571. */
  99572. useCustomUnlockedButton: boolean;
  99573. /**
  99574. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  99575. */
  99576. readonly unlocked: boolean;
  99577. /**
  99578. * Event raised when audio has been unlocked on the browser.
  99579. */
  99580. onAudioUnlockedObservable: Observable<AudioEngine>;
  99581. /**
  99582. * Event raised when audio has been locked on the browser.
  99583. */
  99584. onAudioLockedObservable: Observable<AudioEngine>;
  99585. /**
  99586. * Flags the audio engine in Locked state.
  99587. * This happens due to new browser policies preventing audio to autoplay.
  99588. */
  99589. lock(): void;
  99590. /**
  99591. * Unlocks the audio engine once a user action has been done on the dom.
  99592. * This is helpful to resume play once browser policies have been satisfied.
  99593. */
  99594. unlock(): void;
  99595. }
  99596. /**
  99597. * This represents the default audio engine used in babylon.
  99598. * It is responsible to play, synchronize and analyse sounds throughout the application.
  99599. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99600. */
  99601. export class AudioEngine implements IAudioEngine {
  99602. private _audioContext;
  99603. private _audioContextInitialized;
  99604. private _muteButton;
  99605. private _hostElement;
  99606. /**
  99607. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99608. */
  99609. canUseWebAudio: boolean;
  99610. /**
  99611. * The master gain node defines the global audio volume of your audio engine.
  99612. */
  99613. masterGain: GainNode;
  99614. /**
  99615. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99616. * @ignoreNaming
  99617. */
  99618. WarnedWebAudioUnsupported: boolean;
  99619. /**
  99620. * Gets whether or not mp3 are supported by your browser.
  99621. */
  99622. isMP3supported: boolean;
  99623. /**
  99624. * Gets whether or not ogg are supported by your browser.
  99625. */
  99626. isOGGsupported: boolean;
  99627. /**
  99628. * Gets whether audio has been unlocked on the device.
  99629. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  99630. * a user interaction has happened.
  99631. */
  99632. unlocked: boolean;
  99633. /**
  99634. * Defines if the audio engine relies on a custom unlocked button.
  99635. * In this case, the embedded button will not be displayed.
  99636. */
  99637. useCustomUnlockedButton: boolean;
  99638. /**
  99639. * Event raised when audio has been unlocked on the browser.
  99640. */
  99641. onAudioUnlockedObservable: Observable<AudioEngine>;
  99642. /**
  99643. * Event raised when audio has been locked on the browser.
  99644. */
  99645. onAudioLockedObservable: Observable<AudioEngine>;
  99646. /**
  99647. * Gets the current AudioContext if available.
  99648. */
  99649. readonly audioContext: Nullable<AudioContext>;
  99650. private _connectedAnalyser;
  99651. /**
  99652. * Instantiates a new audio engine.
  99653. *
  99654. * There should be only one per page as some browsers restrict the number
  99655. * of audio contexts you can create.
  99656. * @param hostElement defines the host element where to display the mute icon if necessary
  99657. */
  99658. constructor(hostElement?: Nullable<HTMLElement>);
  99659. /**
  99660. * Flags the audio engine in Locked state.
  99661. * This happens due to new browser policies preventing audio to autoplay.
  99662. */
  99663. lock(): void;
  99664. /**
  99665. * Unlocks the audio engine once a user action has been done on the dom.
  99666. * This is helpful to resume play once browser policies have been satisfied.
  99667. */
  99668. unlock(): void;
  99669. private _resumeAudioContext;
  99670. private _initializeAudioContext;
  99671. private _tryToRun;
  99672. private _triggerRunningState;
  99673. private _triggerSuspendedState;
  99674. private _displayMuteButton;
  99675. private _moveButtonToTopLeft;
  99676. private _onResize;
  99677. private _hideMuteButton;
  99678. /**
  99679. * Destroy and release the resources associated with the audio ccontext.
  99680. */
  99681. dispose(): void;
  99682. /**
  99683. * Gets the global volume sets on the master gain.
  99684. * @returns the global volume if set or -1 otherwise
  99685. */
  99686. getGlobalVolume(): number;
  99687. /**
  99688. * Sets the global volume of your experience (sets on the master gain).
  99689. * @param newVolume Defines the new global volume of the application
  99690. */
  99691. setGlobalVolume(newVolume: number): void;
  99692. /**
  99693. * Connect the audio engine to an audio analyser allowing some amazing
  99694. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99695. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99696. * @param analyser The analyser to connect to the engine
  99697. */
  99698. connectToAnalyser(analyser: Analyser): void;
  99699. }
  99700. }
  99701. declare module BABYLON {
  99702. /**
  99703. * Interface used to present a loading screen while loading a scene
  99704. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99705. */
  99706. export interface ILoadingScreen {
  99707. /**
  99708. * Function called to display the loading screen
  99709. */
  99710. displayLoadingUI: () => void;
  99711. /**
  99712. * Function called to hide the loading screen
  99713. */
  99714. hideLoadingUI: () => void;
  99715. /**
  99716. * Gets or sets the color to use for the background
  99717. */
  99718. loadingUIBackgroundColor: string;
  99719. /**
  99720. * Gets or sets the text to display while loading
  99721. */
  99722. loadingUIText: string;
  99723. }
  99724. /**
  99725. * Class used for the default loading screen
  99726. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99727. */
  99728. export class DefaultLoadingScreen implements ILoadingScreen {
  99729. private _renderingCanvas;
  99730. private _loadingText;
  99731. private _loadingDivBackgroundColor;
  99732. private _loadingDiv;
  99733. private _loadingTextDiv;
  99734. /** Gets or sets the logo url to use for the default loading screen */
  99735. static DefaultLogoUrl: string;
  99736. /** Gets or sets the spinner url to use for the default loading screen */
  99737. static DefaultSpinnerUrl: string;
  99738. /**
  99739. * Creates a new default loading screen
  99740. * @param _renderingCanvas defines the canvas used to render the scene
  99741. * @param _loadingText defines the default text to display
  99742. * @param _loadingDivBackgroundColor defines the default background color
  99743. */
  99744. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  99745. /**
  99746. * Function called to display the loading screen
  99747. */
  99748. displayLoadingUI(): void;
  99749. /**
  99750. * Function called to hide the loading screen
  99751. */
  99752. hideLoadingUI(): void;
  99753. /**
  99754. * Gets or sets the text to display while loading
  99755. */
  99756. loadingUIText: string;
  99757. /**
  99758. * Gets or sets the color to use for the background
  99759. */
  99760. loadingUIBackgroundColor: string;
  99761. private _resizeLoadingUI;
  99762. }
  99763. }
  99764. declare module BABYLON {
  99765. /**
  99766. * Interface for any object that can request an animation frame
  99767. */
  99768. export interface ICustomAnimationFrameRequester {
  99769. /**
  99770. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  99771. */
  99772. renderFunction?: Function;
  99773. /**
  99774. * Called to request the next frame to render to
  99775. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  99776. */
  99777. requestAnimationFrame: Function;
  99778. /**
  99779. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  99780. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  99781. */
  99782. requestID?: number;
  99783. }
  99784. }
  99785. declare module BABYLON {
  99786. /**
  99787. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  99788. */
  99789. export class PerformanceMonitor {
  99790. private _enabled;
  99791. private _rollingFrameTime;
  99792. private _lastFrameTimeMs;
  99793. /**
  99794. * constructor
  99795. * @param frameSampleSize The number of samples required to saturate the sliding window
  99796. */
  99797. constructor(frameSampleSize?: number);
  99798. /**
  99799. * Samples current frame
  99800. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  99801. */
  99802. sampleFrame(timeMs?: number): void;
  99803. /**
  99804. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99805. */
  99806. readonly averageFrameTime: number;
  99807. /**
  99808. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99809. */
  99810. readonly averageFrameTimeVariance: number;
  99811. /**
  99812. * Returns the frame time of the most recent frame
  99813. */
  99814. readonly instantaneousFrameTime: number;
  99815. /**
  99816. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  99817. */
  99818. readonly averageFPS: number;
  99819. /**
  99820. * Returns the average framerate in frames per second using the most recent frame time
  99821. */
  99822. readonly instantaneousFPS: number;
  99823. /**
  99824. * Returns true if enough samples have been taken to completely fill the sliding window
  99825. */
  99826. readonly isSaturated: boolean;
  99827. /**
  99828. * Enables contributions to the sliding window sample set
  99829. */
  99830. enable(): void;
  99831. /**
  99832. * Disables contributions to the sliding window sample set
  99833. * Samples will not be interpolated over the disabled period
  99834. */
  99835. disable(): void;
  99836. /**
  99837. * Returns true if sampling is enabled
  99838. */
  99839. readonly isEnabled: boolean;
  99840. /**
  99841. * Resets performance monitor
  99842. */
  99843. reset(): void;
  99844. }
  99845. /**
  99846. * RollingAverage
  99847. *
  99848. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  99849. */
  99850. export class RollingAverage {
  99851. /**
  99852. * Current average
  99853. */
  99854. average: number;
  99855. /**
  99856. * Current variance
  99857. */
  99858. variance: number;
  99859. protected _samples: Array<number>;
  99860. protected _sampleCount: number;
  99861. protected _pos: number;
  99862. protected _m2: number;
  99863. /**
  99864. * constructor
  99865. * @param length The number of samples required to saturate the sliding window
  99866. */
  99867. constructor(length: number);
  99868. /**
  99869. * Adds a sample to the sample set
  99870. * @param v The sample value
  99871. */
  99872. add(v: number): void;
  99873. /**
  99874. * Returns previously added values or null if outside of history or outside the sliding window domain
  99875. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  99876. * @return Value previously recorded with add() or null if outside of range
  99877. */
  99878. history(i: number): number;
  99879. /**
  99880. * Returns true if enough samples have been taken to completely fill the sliding window
  99881. * @return true if sample-set saturated
  99882. */
  99883. isSaturated(): boolean;
  99884. /**
  99885. * Resets the rolling average (equivalent to 0 samples taken so far)
  99886. */
  99887. reset(): void;
  99888. /**
  99889. * Wraps a value around the sample range boundaries
  99890. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  99891. * @return Wrapped position in sample range
  99892. */
  99893. protected _wrapPosition(i: number): number;
  99894. }
  99895. }
  99896. declare module BABYLON {
  99897. /**
  99898. * This class is used to track a performance counter which is number based.
  99899. * The user has access to many properties which give statistics of different nature.
  99900. *
  99901. * The implementer can track two kinds of Performance Counter: time and count.
  99902. * 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.
  99903. * 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.
  99904. */
  99905. export class PerfCounter {
  99906. /**
  99907. * Gets or sets a global boolean to turn on and off all the counters
  99908. */
  99909. static Enabled: boolean;
  99910. /**
  99911. * Returns the smallest value ever
  99912. */
  99913. readonly min: number;
  99914. /**
  99915. * Returns the biggest value ever
  99916. */
  99917. readonly max: number;
  99918. /**
  99919. * Returns the average value since the performance counter is running
  99920. */
  99921. readonly average: number;
  99922. /**
  99923. * Returns the average value of the last second the counter was monitored
  99924. */
  99925. readonly lastSecAverage: number;
  99926. /**
  99927. * Returns the current value
  99928. */
  99929. readonly current: number;
  99930. /**
  99931. * Gets the accumulated total
  99932. */
  99933. readonly total: number;
  99934. /**
  99935. * Gets the total value count
  99936. */
  99937. readonly count: number;
  99938. /**
  99939. * Creates a new counter
  99940. */
  99941. constructor();
  99942. /**
  99943. * Call this method to start monitoring a new frame.
  99944. * 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.
  99945. */
  99946. fetchNewFrame(): void;
  99947. /**
  99948. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  99949. * @param newCount the count value to add to the monitored count
  99950. * @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.
  99951. */
  99952. addCount(newCount: number, fetchResult: boolean): void;
  99953. /**
  99954. * Start monitoring this performance counter
  99955. */
  99956. beginMonitoring(): void;
  99957. /**
  99958. * Compute the time lapsed since the previous beginMonitoring() call.
  99959. * @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
  99960. */
  99961. endMonitoring(newFrame?: boolean): void;
  99962. private _fetchResult;
  99963. private _startMonitoringTime;
  99964. private _min;
  99965. private _max;
  99966. private _average;
  99967. private _current;
  99968. private _totalValueCount;
  99969. private _totalAccumulated;
  99970. private _lastSecAverage;
  99971. private _lastSecAccumulated;
  99972. private _lastSecTime;
  99973. private _lastSecValueCount;
  99974. }
  99975. }
  99976. declare module BABYLON {
  99977. /**
  99978. * Defines the interface used by display changed events
  99979. */
  99980. export interface IDisplayChangedEventArgs {
  99981. /** Gets the vrDisplay object (if any) */
  99982. vrDisplay: Nullable<any>;
  99983. /** Gets a boolean indicating if webVR is supported */
  99984. vrSupported: boolean;
  99985. }
  99986. /**
  99987. * Defines the interface used by objects containing a viewport (like a camera)
  99988. */
  99989. interface IViewportOwnerLike {
  99990. /**
  99991. * Gets or sets the viewport
  99992. */
  99993. viewport: IViewportLike;
  99994. }
  99995. /**
  99996. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  99997. */
  99998. export class Engine extends ThinEngine {
  99999. /** Defines that alpha blending is disabled */
  100000. static readonly ALPHA_DISABLE: number;
  100001. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  100002. static readonly ALPHA_ADD: number;
  100003. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  100004. static readonly ALPHA_COMBINE: number;
  100005. /** Defines that alpha blending to DEST - SRC * DEST */
  100006. static readonly ALPHA_SUBTRACT: number;
  100007. /** Defines that alpha blending to SRC * DEST */
  100008. static readonly ALPHA_MULTIPLY: number;
  100009. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  100010. static readonly ALPHA_MAXIMIZED: number;
  100011. /** Defines that alpha blending to SRC + DEST */
  100012. static readonly ALPHA_ONEONE: number;
  100013. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  100014. static readonly ALPHA_PREMULTIPLIED: number;
  100015. /**
  100016. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  100017. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  100018. */
  100019. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  100020. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  100021. static readonly ALPHA_INTERPOLATE: number;
  100022. /**
  100023. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  100024. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  100025. */
  100026. static readonly ALPHA_SCREENMODE: number;
  100027. /** Defines that the ressource is not delayed*/
  100028. static readonly DELAYLOADSTATE_NONE: number;
  100029. /** Defines that the ressource was successfully delay loaded */
  100030. static readonly DELAYLOADSTATE_LOADED: number;
  100031. /** Defines that the ressource is currently delay loading */
  100032. static readonly DELAYLOADSTATE_LOADING: number;
  100033. /** Defines that the ressource is delayed and has not started loading */
  100034. static readonly DELAYLOADSTATE_NOTLOADED: number;
  100035. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  100036. static readonly NEVER: number;
  100037. /** 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 */
  100038. static readonly ALWAYS: number;
  100039. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  100040. static readonly LESS: number;
  100041. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  100042. static readonly EQUAL: number;
  100043. /** 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 */
  100044. static readonly LEQUAL: number;
  100045. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  100046. static readonly GREATER: number;
  100047. /** 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 */
  100048. static readonly GEQUAL: number;
  100049. /** 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 */
  100050. static readonly NOTEQUAL: number;
  100051. /** Passed to stencilOperation to specify that stencil value must be kept */
  100052. static readonly KEEP: number;
  100053. /** Passed to stencilOperation to specify that stencil value must be replaced */
  100054. static readonly REPLACE: number;
  100055. /** Passed to stencilOperation to specify that stencil value must be incremented */
  100056. static readonly INCR: number;
  100057. /** Passed to stencilOperation to specify that stencil value must be decremented */
  100058. static readonly DECR: number;
  100059. /** Passed to stencilOperation to specify that stencil value must be inverted */
  100060. static readonly INVERT: number;
  100061. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  100062. static readonly INCR_WRAP: number;
  100063. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  100064. static readonly DECR_WRAP: number;
  100065. /** Texture is not repeating outside of 0..1 UVs */
  100066. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  100067. /** Texture is repeating outside of 0..1 UVs */
  100068. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  100069. /** Texture is repeating and mirrored */
  100070. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  100071. /** ALPHA */
  100072. static readonly TEXTUREFORMAT_ALPHA: number;
  100073. /** LUMINANCE */
  100074. static readonly TEXTUREFORMAT_LUMINANCE: number;
  100075. /** LUMINANCE_ALPHA */
  100076. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  100077. /** RGB */
  100078. static readonly TEXTUREFORMAT_RGB: number;
  100079. /** RGBA */
  100080. static readonly TEXTUREFORMAT_RGBA: number;
  100081. /** RED */
  100082. static readonly TEXTUREFORMAT_RED: number;
  100083. /** RED (2nd reference) */
  100084. static readonly TEXTUREFORMAT_R: number;
  100085. /** RG */
  100086. static readonly TEXTUREFORMAT_RG: number;
  100087. /** RED_INTEGER */
  100088. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  100089. /** RED_INTEGER (2nd reference) */
  100090. static readonly TEXTUREFORMAT_R_INTEGER: number;
  100091. /** RG_INTEGER */
  100092. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  100093. /** RGB_INTEGER */
  100094. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  100095. /** RGBA_INTEGER */
  100096. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  100097. /** UNSIGNED_BYTE */
  100098. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  100099. /** UNSIGNED_BYTE (2nd reference) */
  100100. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  100101. /** FLOAT */
  100102. static readonly TEXTURETYPE_FLOAT: number;
  100103. /** HALF_FLOAT */
  100104. static readonly TEXTURETYPE_HALF_FLOAT: number;
  100105. /** BYTE */
  100106. static readonly TEXTURETYPE_BYTE: number;
  100107. /** SHORT */
  100108. static readonly TEXTURETYPE_SHORT: number;
  100109. /** UNSIGNED_SHORT */
  100110. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  100111. /** INT */
  100112. static readonly TEXTURETYPE_INT: number;
  100113. /** UNSIGNED_INT */
  100114. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  100115. /** UNSIGNED_SHORT_4_4_4_4 */
  100116. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  100117. /** UNSIGNED_SHORT_5_5_5_1 */
  100118. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  100119. /** UNSIGNED_SHORT_5_6_5 */
  100120. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  100121. /** UNSIGNED_INT_2_10_10_10_REV */
  100122. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  100123. /** UNSIGNED_INT_24_8 */
  100124. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  100125. /** UNSIGNED_INT_10F_11F_11F_REV */
  100126. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  100127. /** UNSIGNED_INT_5_9_9_9_REV */
  100128. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  100129. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  100130. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  100131. /** nearest is mag = nearest and min = nearest and mip = linear */
  100132. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  100133. /** Bilinear is mag = linear and min = linear and mip = nearest */
  100134. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  100135. /** Trilinear is mag = linear and min = linear and mip = linear */
  100136. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  100137. /** nearest is mag = nearest and min = nearest and mip = linear */
  100138. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  100139. /** Bilinear is mag = linear and min = linear and mip = nearest */
  100140. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  100141. /** Trilinear is mag = linear and min = linear and mip = linear */
  100142. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  100143. /** mag = nearest and min = nearest and mip = nearest */
  100144. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  100145. /** mag = nearest and min = linear and mip = nearest */
  100146. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  100147. /** mag = nearest and min = linear and mip = linear */
  100148. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  100149. /** mag = nearest and min = linear and mip = none */
  100150. static readonly TEXTURE_NEAREST_LINEAR: number;
  100151. /** mag = nearest and min = nearest and mip = none */
  100152. static readonly TEXTURE_NEAREST_NEAREST: number;
  100153. /** mag = linear and min = nearest and mip = nearest */
  100154. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  100155. /** mag = linear and min = nearest and mip = linear */
  100156. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  100157. /** mag = linear and min = linear and mip = none */
  100158. static readonly TEXTURE_LINEAR_LINEAR: number;
  100159. /** mag = linear and min = nearest and mip = none */
  100160. static readonly TEXTURE_LINEAR_NEAREST: number;
  100161. /** Explicit coordinates mode */
  100162. static readonly TEXTURE_EXPLICIT_MODE: number;
  100163. /** Spherical coordinates mode */
  100164. static readonly TEXTURE_SPHERICAL_MODE: number;
  100165. /** Planar coordinates mode */
  100166. static readonly TEXTURE_PLANAR_MODE: number;
  100167. /** Cubic coordinates mode */
  100168. static readonly TEXTURE_CUBIC_MODE: number;
  100169. /** Projection coordinates mode */
  100170. static readonly TEXTURE_PROJECTION_MODE: number;
  100171. /** Skybox coordinates mode */
  100172. static readonly TEXTURE_SKYBOX_MODE: number;
  100173. /** Inverse Cubic coordinates mode */
  100174. static readonly TEXTURE_INVCUBIC_MODE: number;
  100175. /** Equirectangular coordinates mode */
  100176. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  100177. /** Equirectangular Fixed coordinates mode */
  100178. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  100179. /** Equirectangular Fixed Mirrored coordinates mode */
  100180. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  100181. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  100182. static readonly SCALEMODE_FLOOR: number;
  100183. /** Defines that texture rescaling will look for the nearest power of 2 size */
  100184. static readonly SCALEMODE_NEAREST: number;
  100185. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  100186. static readonly SCALEMODE_CEILING: number;
  100187. /**
  100188. * Returns the current npm package of the sdk
  100189. */
  100190. static readonly NpmPackage: string;
  100191. /**
  100192. * Returns the current version of the framework
  100193. */
  100194. static readonly Version: string;
  100195. /** Gets the list of created engines */
  100196. static readonly Instances: Engine[];
  100197. /**
  100198. * Gets the latest created engine
  100199. */
  100200. static readonly LastCreatedEngine: Nullable<Engine>;
  100201. /**
  100202. * Gets the latest created scene
  100203. */
  100204. static readonly LastCreatedScene: Nullable<Scene>;
  100205. /**
  100206. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  100207. * @param flag defines which part of the materials must be marked as dirty
  100208. * @param predicate defines a predicate used to filter which materials should be affected
  100209. */
  100210. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  100211. /**
  100212. * Method called to create the default loading screen.
  100213. * This can be overriden in your own app.
  100214. * @param canvas The rendering canvas element
  100215. * @returns The loading screen
  100216. */
  100217. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  100218. /**
  100219. * Method called to create the default rescale post process on each engine.
  100220. */
  100221. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  100222. /**
  100223. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  100224. **/
  100225. enableOfflineSupport: boolean;
  100226. /**
  100227. * 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)
  100228. **/
  100229. disableManifestCheck: boolean;
  100230. /**
  100231. * Gets the list of created scenes
  100232. */
  100233. scenes: Scene[];
  100234. /**
  100235. * Event raised when a new scene is created
  100236. */
  100237. onNewSceneAddedObservable: Observable<Scene>;
  100238. /**
  100239. * Gets the list of created postprocesses
  100240. */
  100241. postProcesses: PostProcess[];
  100242. /**
  100243. * Gets a boolean indicating if the pointer is currently locked
  100244. */
  100245. isPointerLock: boolean;
  100246. /**
  100247. * Observable event triggered each time the rendering canvas is resized
  100248. */
  100249. onResizeObservable: Observable<Engine>;
  100250. /**
  100251. * Observable event triggered each time the canvas loses focus
  100252. */
  100253. onCanvasBlurObservable: Observable<Engine>;
  100254. /**
  100255. * Observable event triggered each time the canvas gains focus
  100256. */
  100257. onCanvasFocusObservable: Observable<Engine>;
  100258. /**
  100259. * Observable event triggered each time the canvas receives pointerout event
  100260. */
  100261. onCanvasPointerOutObservable: Observable<PointerEvent>;
  100262. /**
  100263. * Observable raised when the engine begins a new frame
  100264. */
  100265. onBeginFrameObservable: Observable<Engine>;
  100266. /**
  100267. * If set, will be used to request the next animation frame for the render loop
  100268. */
  100269. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  100270. /**
  100271. * Observable raised when the engine ends the current frame
  100272. */
  100273. onEndFrameObservable: Observable<Engine>;
  100274. /**
  100275. * Observable raised when the engine is about to compile a shader
  100276. */
  100277. onBeforeShaderCompilationObservable: Observable<Engine>;
  100278. /**
  100279. * Observable raised when the engine has jsut compiled a shader
  100280. */
  100281. onAfterShaderCompilationObservable: Observable<Engine>;
  100282. /**
  100283. * Gets the audio engine
  100284. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100285. * @ignorenaming
  100286. */
  100287. static audioEngine: IAudioEngine;
  100288. /**
  100289. * Default AudioEngine factory responsible of creating the Audio Engine.
  100290. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  100291. */
  100292. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  100293. /**
  100294. * Default offline support factory responsible of creating a tool used to store data locally.
  100295. * By default, this will create a Database object if the workload has been embedded.
  100296. */
  100297. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  100298. private _loadingScreen;
  100299. private _pointerLockRequested;
  100300. private _dummyFramebuffer;
  100301. private _rescalePostProcess;
  100302. /** @hidden */
  100303. protected _alphaMode: number;
  100304. /** @hidden */
  100305. protected _alphaEquation: number;
  100306. private _deterministicLockstep;
  100307. private _lockstepMaxSteps;
  100308. private _timeStep;
  100309. protected readonly _supportsHardwareTextureRescaling: boolean;
  100310. private _fps;
  100311. private _deltaTime;
  100312. /** @hidden */
  100313. _drawCalls: PerfCounter;
  100314. /**
  100315. * Turn this value on if you want to pause FPS computation when in background
  100316. */
  100317. disablePerformanceMonitorInBackground: boolean;
  100318. private _performanceMonitor;
  100319. /**
  100320. * Gets the performance monitor attached to this engine
  100321. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  100322. */
  100323. readonly performanceMonitor: PerformanceMonitor;
  100324. private _onFocus;
  100325. private _onBlur;
  100326. private _onCanvasPointerOut;
  100327. private _onCanvasBlur;
  100328. private _onCanvasFocus;
  100329. private _onFullscreenChange;
  100330. private _onPointerLockChange;
  100331. /**
  100332. * Gets the HTML element used to attach event listeners
  100333. * @returns a HTML element
  100334. */
  100335. getInputElement(): Nullable<HTMLElement>;
  100336. /**
  100337. * Creates a new engine
  100338. * @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
  100339. * @param antialias defines enable antialiasing (default: false)
  100340. * @param options defines further options to be sent to the getContext() function
  100341. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  100342. */
  100343. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  100344. /**
  100345. * Gets current aspect ratio
  100346. * @param viewportOwner defines the camera to use to get the aspect ratio
  100347. * @param useScreen defines if screen size must be used (or the current render target if any)
  100348. * @returns a number defining the aspect ratio
  100349. */
  100350. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  100351. /**
  100352. * Gets current screen aspect ratio
  100353. * @returns a number defining the aspect ratio
  100354. */
  100355. getScreenAspectRatio(): number;
  100356. /**
  100357. * Gets the client rect of the HTML canvas attached with the current webGL context
  100358. * @returns a client rectanglee
  100359. */
  100360. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  100361. /**
  100362. * Gets the client rect of the HTML element used for events
  100363. * @returns a client rectanglee
  100364. */
  100365. getInputElementClientRect(): Nullable<ClientRect>;
  100366. /**
  100367. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  100368. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100369. * @returns true if engine is in deterministic lock step mode
  100370. */
  100371. isDeterministicLockStep(): boolean;
  100372. /**
  100373. * Gets the max steps when engine is running in deterministic lock step
  100374. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100375. * @returns the max steps
  100376. */
  100377. getLockstepMaxSteps(): number;
  100378. /**
  100379. * Returns the time in ms between steps when using deterministic lock step.
  100380. * @returns time step in (ms)
  100381. */
  100382. getTimeStep(): number;
  100383. /**
  100384. * Force the mipmap generation for the given render target texture
  100385. * @param texture defines the render target texture to use
  100386. */
  100387. generateMipMapsForCubemap(texture: InternalTexture): void;
  100388. /** States */
  100389. /**
  100390. * Set various states to the webGL context
  100391. * @param culling defines backface culling state
  100392. * @param zOffset defines the value to apply to zOffset (0 by default)
  100393. * @param force defines if states must be applied even if cache is up to date
  100394. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  100395. */
  100396. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  100397. /**
  100398. * Set the z offset to apply to current rendering
  100399. * @param value defines the offset to apply
  100400. */
  100401. setZOffset(value: number): void;
  100402. /**
  100403. * Gets the current value of the zOffset
  100404. * @returns the current zOffset state
  100405. */
  100406. getZOffset(): number;
  100407. /**
  100408. * Enable or disable depth buffering
  100409. * @param enable defines the state to set
  100410. */
  100411. setDepthBuffer(enable: boolean): void;
  100412. /**
  100413. * Gets a boolean indicating if depth writing is enabled
  100414. * @returns the current depth writing state
  100415. */
  100416. getDepthWrite(): boolean;
  100417. /**
  100418. * Enable or disable depth writing
  100419. * @param enable defines the state to set
  100420. */
  100421. setDepthWrite(enable: boolean): void;
  100422. /**
  100423. * Enable or disable color writing
  100424. * @param enable defines the state to set
  100425. */
  100426. setColorWrite(enable: boolean): void;
  100427. /**
  100428. * Gets a boolean indicating if color writing is enabled
  100429. * @returns the current color writing state
  100430. */
  100431. getColorWrite(): boolean;
  100432. /**
  100433. * Sets alpha constants used by some alpha blending modes
  100434. * @param r defines the red component
  100435. * @param g defines the green component
  100436. * @param b defines the blue component
  100437. * @param a defines the alpha component
  100438. */
  100439. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  100440. /**
  100441. * Sets the current alpha mode
  100442. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  100443. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  100444. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100445. */
  100446. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  100447. /**
  100448. * Gets the current alpha mode
  100449. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100450. * @returns the current alpha mode
  100451. */
  100452. getAlphaMode(): number;
  100453. /**
  100454. * Sets the current alpha equation
  100455. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  100456. */
  100457. setAlphaEquation(equation: number): void;
  100458. /**
  100459. * Gets the current alpha equation.
  100460. * @returns the current alpha equation
  100461. */
  100462. getAlphaEquation(): number;
  100463. /**
  100464. * Gets a boolean indicating if stencil buffer is enabled
  100465. * @returns the current stencil buffer state
  100466. */
  100467. getStencilBuffer(): boolean;
  100468. /**
  100469. * Enable or disable the stencil buffer
  100470. * @param enable defines if the stencil buffer must be enabled or disabled
  100471. */
  100472. setStencilBuffer(enable: boolean): void;
  100473. /**
  100474. * Gets the current stencil mask
  100475. * @returns a number defining the new stencil mask to use
  100476. */
  100477. getStencilMask(): number;
  100478. /**
  100479. * Sets the current stencil mask
  100480. * @param mask defines the new stencil mask to use
  100481. */
  100482. setStencilMask(mask: number): void;
  100483. /**
  100484. * Gets the current stencil function
  100485. * @returns a number defining the stencil function to use
  100486. */
  100487. getStencilFunction(): number;
  100488. /**
  100489. * Gets the current stencil reference value
  100490. * @returns a number defining the stencil reference value to use
  100491. */
  100492. getStencilFunctionReference(): number;
  100493. /**
  100494. * Gets the current stencil mask
  100495. * @returns a number defining the stencil mask to use
  100496. */
  100497. getStencilFunctionMask(): number;
  100498. /**
  100499. * Sets the current stencil function
  100500. * @param stencilFunc defines the new stencil function to use
  100501. */
  100502. setStencilFunction(stencilFunc: number): void;
  100503. /**
  100504. * Sets the current stencil reference
  100505. * @param reference defines the new stencil reference to use
  100506. */
  100507. setStencilFunctionReference(reference: number): void;
  100508. /**
  100509. * Sets the current stencil mask
  100510. * @param mask defines the new stencil mask to use
  100511. */
  100512. setStencilFunctionMask(mask: number): void;
  100513. /**
  100514. * Gets the current stencil operation when stencil fails
  100515. * @returns a number defining stencil operation to use when stencil fails
  100516. */
  100517. getStencilOperationFail(): number;
  100518. /**
  100519. * Gets the current stencil operation when depth fails
  100520. * @returns a number defining stencil operation to use when depth fails
  100521. */
  100522. getStencilOperationDepthFail(): number;
  100523. /**
  100524. * Gets the current stencil operation when stencil passes
  100525. * @returns a number defining stencil operation to use when stencil passes
  100526. */
  100527. getStencilOperationPass(): number;
  100528. /**
  100529. * Sets the stencil operation to use when stencil fails
  100530. * @param operation defines the stencil operation to use when stencil fails
  100531. */
  100532. setStencilOperationFail(operation: number): void;
  100533. /**
  100534. * Sets the stencil operation to use when depth fails
  100535. * @param operation defines the stencil operation to use when depth fails
  100536. */
  100537. setStencilOperationDepthFail(operation: number): void;
  100538. /**
  100539. * Sets the stencil operation to use when stencil passes
  100540. * @param operation defines the stencil operation to use when stencil passes
  100541. */
  100542. setStencilOperationPass(operation: number): void;
  100543. /**
  100544. * Sets a boolean indicating if the dithering state is enabled or disabled
  100545. * @param value defines the dithering state
  100546. */
  100547. setDitheringState(value: boolean): void;
  100548. /**
  100549. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  100550. * @param value defines the rasterizer state
  100551. */
  100552. setRasterizerState(value: boolean): void;
  100553. /**
  100554. * Gets the current depth function
  100555. * @returns a number defining the depth function
  100556. */
  100557. getDepthFunction(): Nullable<number>;
  100558. /**
  100559. * Sets the current depth function
  100560. * @param depthFunc defines the function to use
  100561. */
  100562. setDepthFunction(depthFunc: number): void;
  100563. /**
  100564. * Sets the current depth function to GREATER
  100565. */
  100566. setDepthFunctionToGreater(): void;
  100567. /**
  100568. * Sets the current depth function to GEQUAL
  100569. */
  100570. setDepthFunctionToGreaterOrEqual(): void;
  100571. /**
  100572. * Sets the current depth function to LESS
  100573. */
  100574. setDepthFunctionToLess(): void;
  100575. /**
  100576. * Sets the current depth function to LEQUAL
  100577. */
  100578. setDepthFunctionToLessOrEqual(): void;
  100579. private _cachedStencilBuffer;
  100580. private _cachedStencilFunction;
  100581. private _cachedStencilMask;
  100582. private _cachedStencilOperationPass;
  100583. private _cachedStencilOperationFail;
  100584. private _cachedStencilOperationDepthFail;
  100585. private _cachedStencilReference;
  100586. /**
  100587. * Caches the the state of the stencil buffer
  100588. */
  100589. cacheStencilState(): void;
  100590. /**
  100591. * Restores the state of the stencil buffer
  100592. */
  100593. restoreStencilState(): void;
  100594. /**
  100595. * Directly set the WebGL Viewport
  100596. * @param x defines the x coordinate of the viewport (in screen space)
  100597. * @param y defines the y coordinate of the viewport (in screen space)
  100598. * @param width defines the width of the viewport (in screen space)
  100599. * @param height defines the height of the viewport (in screen space)
  100600. * @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
  100601. */
  100602. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  100603. /**
  100604. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  100605. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100606. * @param y defines the y-coordinate of the corner of the clear rectangle
  100607. * @param width defines the width of the clear rectangle
  100608. * @param height defines the height of the clear rectangle
  100609. * @param clearColor defines the clear color
  100610. */
  100611. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  100612. /**
  100613. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  100614. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100615. * @param y defines the y-coordinate of the corner of the clear rectangle
  100616. * @param width defines the width of the clear rectangle
  100617. * @param height defines the height of the clear rectangle
  100618. */
  100619. enableScissor(x: number, y: number, width: number, height: number): void;
  100620. /**
  100621. * Disable previously set scissor test rectangle
  100622. */
  100623. disableScissor(): void;
  100624. protected _reportDrawCall(): void;
  100625. /**
  100626. * Initializes a webVR display and starts listening to display change events
  100627. * The onVRDisplayChangedObservable will be notified upon these changes
  100628. * @returns The onVRDisplayChangedObservable
  100629. */
  100630. initWebVR(): Observable<IDisplayChangedEventArgs>;
  100631. /** @hidden */
  100632. _prepareVRComponent(): void;
  100633. /** @hidden */
  100634. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  100635. /** @hidden */
  100636. _submitVRFrame(): void;
  100637. /**
  100638. * Call this function to leave webVR mode
  100639. * Will do nothing if webVR is not supported or if there is no webVR device
  100640. * @see http://doc.babylonjs.com/how_to/webvr_camera
  100641. */
  100642. disableVR(): void;
  100643. /**
  100644. * Gets a boolean indicating that the system is in VR mode and is presenting
  100645. * @returns true if VR mode is engaged
  100646. */
  100647. isVRPresenting(): boolean;
  100648. /** @hidden */
  100649. _requestVRFrame(): void;
  100650. /** @hidden */
  100651. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100652. /**
  100653. * Gets the source code of the vertex shader associated with a specific webGL program
  100654. * @param program defines the program to use
  100655. * @returns a string containing the source code of the vertex shader associated with the program
  100656. */
  100657. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  100658. /**
  100659. * Gets the source code of the fragment shader associated with a specific webGL program
  100660. * @param program defines the program to use
  100661. * @returns a string containing the source code of the fragment shader associated with the program
  100662. */
  100663. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  100664. /**
  100665. * Reads pixels from the current frame buffer. Please note that this function can be slow
  100666. * @param x defines the x coordinate of the rectangle where pixels must be read
  100667. * @param y defines the y coordinate of the rectangle where pixels must be read
  100668. * @param width defines the width of the rectangle where pixels must be read
  100669. * @param height defines the height of the rectangle where pixels must be read
  100670. * @returns a Uint8Array containing RGBA colors
  100671. */
  100672. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  100673. /**
  100674. * Sets a depth stencil texture from a render target to the according uniform.
  100675. * @param channel The texture channel
  100676. * @param uniform The uniform to set
  100677. * @param texture The render target texture containing the depth stencil texture to apply
  100678. */
  100679. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  100680. /**
  100681. * Sets a texture to the webGL context from a postprocess
  100682. * @param channel defines the channel to use
  100683. * @param postProcess defines the source postprocess
  100684. */
  100685. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  100686. /**
  100687. * Binds the output of the passed in post process to the texture channel specified
  100688. * @param channel The channel the texture should be bound to
  100689. * @param postProcess The post process which's output should be bound
  100690. */
  100691. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  100692. /** @hidden */
  100693. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  100694. protected _rebuildBuffers(): void;
  100695. /** @hidden */
  100696. _renderFrame(): void;
  100697. _renderLoop(): void;
  100698. /** @hidden */
  100699. _renderViews(): boolean;
  100700. /**
  100701. * Toggle full screen mode
  100702. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100703. */
  100704. switchFullscreen(requestPointerLock: boolean): void;
  100705. /**
  100706. * Enters full screen mode
  100707. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100708. */
  100709. enterFullscreen(requestPointerLock: boolean): void;
  100710. /**
  100711. * Exits full screen mode
  100712. */
  100713. exitFullscreen(): void;
  100714. /**
  100715. * Enters Pointerlock mode
  100716. */
  100717. enterPointerlock(): void;
  100718. /**
  100719. * Exits Pointerlock mode
  100720. */
  100721. exitPointerlock(): void;
  100722. /**
  100723. * Begin a new frame
  100724. */
  100725. beginFrame(): void;
  100726. /**
  100727. * Enf the current frame
  100728. */
  100729. endFrame(): void;
  100730. resize(): void;
  100731. /**
  100732. * Set the compressed texture format to use, based on the formats you have, and the formats
  100733. * supported by the hardware / browser.
  100734. *
  100735. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  100736. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  100737. * to API arguments needed to compressed textures. This puts the burden on the container
  100738. * generator to house the arcane code for determining these for current & future formats.
  100739. *
  100740. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100741. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100742. *
  100743. * Note: The result of this call is not taken into account when a texture is base64.
  100744. *
  100745. * @param formatsAvailable defines the list of those format families you have created
  100746. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  100747. *
  100748. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  100749. * @returns The extension selected.
  100750. */
  100751. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  100752. /**
  100753. * Force a specific size of the canvas
  100754. * @param width defines the new canvas' width
  100755. * @param height defines the new canvas' height
  100756. */
  100757. setSize(width: number, height: number): void;
  100758. /**
  100759. * Updates a dynamic vertex buffer.
  100760. * @param vertexBuffer the vertex buffer to update
  100761. * @param data the data used to update the vertex buffer
  100762. * @param byteOffset the byte offset of the data
  100763. * @param byteLength the byte length of the data
  100764. */
  100765. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  100766. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  100767. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100768. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100769. _releaseTexture(texture: InternalTexture): void;
  100770. /**
  100771. * @hidden
  100772. * Rescales a texture
  100773. * @param source input texutre
  100774. * @param destination destination texture
  100775. * @param scene scene to use to render the resize
  100776. * @param internalFormat format to use when resizing
  100777. * @param onComplete callback to be called when resize has completed
  100778. */
  100779. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  100780. /**
  100781. * Gets the current framerate
  100782. * @returns a number representing the framerate
  100783. */
  100784. getFps(): number;
  100785. /**
  100786. * Gets the time spent between current and previous frame
  100787. * @returns a number representing the delta time in ms
  100788. */
  100789. getDeltaTime(): number;
  100790. private _measureFps;
  100791. /** @hidden */
  100792. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  100793. /**
  100794. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  100795. * @param renderTarget The render target to set the frame buffer for
  100796. */
  100797. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  100798. /**
  100799. * Update a dynamic index buffer
  100800. * @param indexBuffer defines the target index buffer
  100801. * @param indices defines the data to update
  100802. * @param offset defines the offset in the target index buffer where update should start
  100803. */
  100804. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  100805. /**
  100806. * Updates the sample count of a render target texture
  100807. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  100808. * @param texture defines the texture to update
  100809. * @param samples defines the sample count to set
  100810. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  100811. */
  100812. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  100813. /**
  100814. * Updates a depth texture Comparison Mode and Function.
  100815. * If the comparison Function is equal to 0, the mode will be set to none.
  100816. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  100817. * @param texture The texture to set the comparison function for
  100818. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  100819. */
  100820. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  100821. /**
  100822. * Creates a webGL buffer to use with instanciation
  100823. * @param capacity defines the size of the buffer
  100824. * @returns the webGL buffer
  100825. */
  100826. createInstancesBuffer(capacity: number): DataBuffer;
  100827. /**
  100828. * Delete a webGL buffer used with instanciation
  100829. * @param buffer defines the webGL buffer to delete
  100830. */
  100831. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  100832. /** @hidden */
  100833. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  100834. dispose(): void;
  100835. private _disableTouchAction;
  100836. /**
  100837. * Display the loading screen
  100838. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100839. */
  100840. displayLoadingUI(): void;
  100841. /**
  100842. * Hide the loading screen
  100843. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100844. */
  100845. hideLoadingUI(): void;
  100846. /**
  100847. * Gets the current loading screen object
  100848. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100849. */
  100850. /**
  100851. * Sets the current loading screen object
  100852. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100853. */
  100854. loadingScreen: ILoadingScreen;
  100855. /**
  100856. * Sets the current loading screen text
  100857. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100858. */
  100859. loadingUIText: string;
  100860. /**
  100861. * Sets the current loading screen background color
  100862. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100863. */
  100864. loadingUIBackgroundColor: string;
  100865. /** Pointerlock and fullscreen */
  100866. /**
  100867. * Ask the browser to promote the current element to pointerlock mode
  100868. * @param element defines the DOM element to promote
  100869. */
  100870. static _RequestPointerlock(element: HTMLElement): void;
  100871. /**
  100872. * Asks the browser to exit pointerlock mode
  100873. */
  100874. static _ExitPointerlock(): void;
  100875. /**
  100876. * Ask the browser to promote the current element to fullscreen rendering mode
  100877. * @param element defines the DOM element to promote
  100878. */
  100879. static _RequestFullscreen(element: HTMLElement): void;
  100880. /**
  100881. * Asks the browser to exit fullscreen mode
  100882. */
  100883. static _ExitFullscreen(): void;
  100884. }
  100885. }
  100886. declare module BABYLON {
  100887. /**
  100888. * The engine store class is responsible to hold all the instances of Engine and Scene created
  100889. * during the life time of the application.
  100890. */
  100891. export class EngineStore {
  100892. /** Gets the list of created engines */
  100893. static Instances: Engine[];
  100894. /** @hidden */
  100895. static _LastCreatedScene: Nullable<Scene>;
  100896. /**
  100897. * Gets the latest created engine
  100898. */
  100899. static readonly LastCreatedEngine: Nullable<Engine>;
  100900. /**
  100901. * Gets the latest created scene
  100902. */
  100903. static readonly LastCreatedScene: Nullable<Scene>;
  100904. /**
  100905. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100906. * @ignorenaming
  100907. */
  100908. static UseFallbackTexture: boolean;
  100909. /**
  100910. * Texture content used if a texture cannot loaded
  100911. * @ignorenaming
  100912. */
  100913. static FallbackTexture: string;
  100914. }
  100915. }
  100916. declare module BABYLON {
  100917. /**
  100918. * Helper class that provides a small promise polyfill
  100919. */
  100920. export class PromisePolyfill {
  100921. /**
  100922. * Static function used to check if the polyfill is required
  100923. * If this is the case then the function will inject the polyfill to window.Promise
  100924. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  100925. */
  100926. static Apply(force?: boolean): void;
  100927. }
  100928. }
  100929. declare module BABYLON {
  100930. /**
  100931. * Interface for screenshot methods with describe argument called `size` as object with options
  100932. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  100933. */
  100934. export interface IScreenshotSize {
  100935. /**
  100936. * number in pixels for canvas height
  100937. */
  100938. height?: number;
  100939. /**
  100940. * multiplier allowing render at a higher or lower resolution
  100941. * If value is defined then height and width will be ignored and taken from camera
  100942. */
  100943. precision?: number;
  100944. /**
  100945. * number in pixels for canvas width
  100946. */
  100947. width?: number;
  100948. }
  100949. }
  100950. declare module BABYLON {
  100951. interface IColor4Like {
  100952. r: float;
  100953. g: float;
  100954. b: float;
  100955. a: float;
  100956. }
  100957. /**
  100958. * Class containing a set of static utilities functions
  100959. */
  100960. export class Tools {
  100961. /**
  100962. * Gets or sets the base URL to use to load assets
  100963. */
  100964. static BaseUrl: string;
  100965. /**
  100966. * Enable/Disable Custom HTTP Request Headers globally.
  100967. * default = false
  100968. * @see CustomRequestHeaders
  100969. */
  100970. static UseCustomRequestHeaders: boolean;
  100971. /**
  100972. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  100973. * i.e. when loading files, where the server/service expects an Authorization header
  100974. */
  100975. static CustomRequestHeaders: {
  100976. [key: string]: string;
  100977. };
  100978. /**
  100979. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  100980. */
  100981. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  100982. /**
  100983. * Default behaviour for cors in the application.
  100984. * It can be a string if the expected behavior is identical in the entire app.
  100985. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  100986. */
  100987. static CorsBehavior: string | ((url: string | string[]) => string);
  100988. /**
  100989. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100990. * @ignorenaming
  100991. */
  100992. static UseFallbackTexture: boolean;
  100993. /**
  100994. * Use this object to register external classes like custom textures or material
  100995. * to allow the laoders to instantiate them
  100996. */
  100997. static RegisteredExternalClasses: {
  100998. [key: string]: Object;
  100999. };
  101000. /**
  101001. * Texture content used if a texture cannot loaded
  101002. * @ignorenaming
  101003. */
  101004. static fallbackTexture: string;
  101005. /**
  101006. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  101007. * @param u defines the coordinate on X axis
  101008. * @param v defines the coordinate on Y axis
  101009. * @param width defines the width of the source data
  101010. * @param height defines the height of the source data
  101011. * @param pixels defines the source byte array
  101012. * @param color defines the output color
  101013. */
  101014. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  101015. /**
  101016. * Interpolates between a and b via alpha
  101017. * @param a The lower value (returned when alpha = 0)
  101018. * @param b The upper value (returned when alpha = 1)
  101019. * @param alpha The interpolation-factor
  101020. * @return The mixed value
  101021. */
  101022. static Mix(a: number, b: number, alpha: number): number;
  101023. /**
  101024. * Tries to instantiate a new object from a given class name
  101025. * @param className defines the class name to instantiate
  101026. * @returns the new object or null if the system was not able to do the instantiation
  101027. */
  101028. static Instantiate(className: string): any;
  101029. /**
  101030. * Provides a slice function that will work even on IE
  101031. * @param data defines the array to slice
  101032. * @param start defines the start of the data (optional)
  101033. * @param end defines the end of the data (optional)
  101034. * @returns the new sliced array
  101035. */
  101036. static Slice<T>(data: T, start?: number, end?: number): T;
  101037. /**
  101038. * Polyfill for setImmediate
  101039. * @param action defines the action to execute after the current execution block
  101040. */
  101041. static SetImmediate(action: () => void): void;
  101042. /**
  101043. * Function indicating if a number is an exponent of 2
  101044. * @param value defines the value to test
  101045. * @returns true if the value is an exponent of 2
  101046. */
  101047. static IsExponentOfTwo(value: number): boolean;
  101048. private static _tmpFloatArray;
  101049. /**
  101050. * Returns the nearest 32-bit single precision float representation of a Number
  101051. * @param value A Number. If the parameter is of a different type, it will get converted
  101052. * to a number or to NaN if it cannot be converted
  101053. * @returns number
  101054. */
  101055. static FloatRound(value: number): number;
  101056. /**
  101057. * Extracts the filename from a path
  101058. * @param path defines the path to use
  101059. * @returns the filename
  101060. */
  101061. static GetFilename(path: string): string;
  101062. /**
  101063. * Extracts the "folder" part of a path (everything before the filename).
  101064. * @param uri The URI to extract the info from
  101065. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  101066. * @returns The "folder" part of the path
  101067. */
  101068. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  101069. /**
  101070. * Extracts text content from a DOM element hierarchy
  101071. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  101072. */
  101073. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  101074. /**
  101075. * Convert an angle in radians to degrees
  101076. * @param angle defines the angle to convert
  101077. * @returns the angle in degrees
  101078. */
  101079. static ToDegrees(angle: number): number;
  101080. /**
  101081. * Convert an angle in degrees to radians
  101082. * @param angle defines the angle to convert
  101083. * @returns the angle in radians
  101084. */
  101085. static ToRadians(angle: number): number;
  101086. /**
  101087. * Returns an array if obj is not an array
  101088. * @param obj defines the object to evaluate as an array
  101089. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  101090. * @returns either obj directly if obj is an array or a new array containing obj
  101091. */
  101092. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  101093. /**
  101094. * Gets the pointer prefix to use
  101095. * @returns "pointer" if touch is enabled. Else returns "mouse"
  101096. */
  101097. static GetPointerPrefix(): string;
  101098. /**
  101099. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  101100. * @param url define the url we are trying
  101101. * @param element define the dom element where to configure the cors policy
  101102. */
  101103. static SetCorsBehavior(url: string | string[], element: {
  101104. crossOrigin: string | null;
  101105. }): void;
  101106. /**
  101107. * Removes unwanted characters from an url
  101108. * @param url defines the url to clean
  101109. * @returns the cleaned url
  101110. */
  101111. static CleanUrl(url: string): string;
  101112. /**
  101113. * Gets or sets a function used to pre-process url before using them to load assets
  101114. */
  101115. static PreprocessUrl: (url: string) => string;
  101116. /**
  101117. * Loads an image as an HTMLImageElement.
  101118. * @param input url string, ArrayBuffer, or Blob to load
  101119. * @param onLoad callback called when the image successfully loads
  101120. * @param onError callback called when the image fails to load
  101121. * @param offlineProvider offline provider for caching
  101122. * @param mimeType optional mime type
  101123. * @returns the HTMLImageElement of the loaded image
  101124. */
  101125. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  101126. /**
  101127. * Loads a file from a url
  101128. * @param url url string, ArrayBuffer, or Blob to load
  101129. * @param onSuccess callback called when the file successfully loads
  101130. * @param onProgress callback called while file is loading (if the server supports this mode)
  101131. * @param offlineProvider defines the offline provider for caching
  101132. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  101133. * @param onError callback called when the file fails to load
  101134. * @returns a file request object
  101135. */
  101136. 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;
  101137. /**
  101138. * Loads a file from a url
  101139. * @param url the file url to load
  101140. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  101141. */
  101142. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  101143. /**
  101144. * Load a script (identified by an url). When the url returns, the
  101145. * content of this file is added into a new script element, attached to the DOM (body element)
  101146. * @param scriptUrl defines the url of the script to laod
  101147. * @param onSuccess defines the callback called when the script is loaded
  101148. * @param onError defines the callback to call if an error occurs
  101149. * @param scriptId defines the id of the script element
  101150. */
  101151. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  101152. /**
  101153. * Load an asynchronous script (identified by an url). When the url returns, the
  101154. * content of this file is added into a new script element, attached to the DOM (body element)
  101155. * @param scriptUrl defines the url of the script to laod
  101156. * @param scriptId defines the id of the script element
  101157. * @returns a promise request object
  101158. */
  101159. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  101160. /**
  101161. * Loads a file from a blob
  101162. * @param fileToLoad defines the blob to use
  101163. * @param callback defines the callback to call when data is loaded
  101164. * @param progressCallback defines the callback to call during loading process
  101165. * @returns a file request object
  101166. */
  101167. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  101168. /**
  101169. * Reads a file from a File object
  101170. * @param file defines the file to load
  101171. * @param onSuccess defines the callback to call when data is loaded
  101172. * @param onProgress defines the callback to call during loading process
  101173. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  101174. * @param onError defines the callback to call when an error occurs
  101175. * @returns a file request object
  101176. */
  101177. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  101178. /**
  101179. * Creates a data url from a given string content
  101180. * @param content defines the content to convert
  101181. * @returns the new data url link
  101182. */
  101183. static FileAsURL(content: string): string;
  101184. /**
  101185. * Format the given number to a specific decimal format
  101186. * @param value defines the number to format
  101187. * @param decimals defines the number of decimals to use
  101188. * @returns the formatted string
  101189. */
  101190. static Format(value: number, decimals?: number): string;
  101191. /**
  101192. * Tries to copy an object by duplicating every property
  101193. * @param source defines the source object
  101194. * @param destination defines the target object
  101195. * @param doNotCopyList defines a list of properties to avoid
  101196. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  101197. */
  101198. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  101199. /**
  101200. * Gets a boolean indicating if the given object has no own property
  101201. * @param obj defines the object to test
  101202. * @returns true if object has no own property
  101203. */
  101204. static IsEmpty(obj: any): boolean;
  101205. /**
  101206. * Function used to register events at window level
  101207. * @param windowElement defines the Window object to use
  101208. * @param events defines the events to register
  101209. */
  101210. static RegisterTopRootEvents(windowElement: Window, events: {
  101211. name: string;
  101212. handler: Nullable<(e: FocusEvent) => any>;
  101213. }[]): void;
  101214. /**
  101215. * Function used to unregister events from window level
  101216. * @param windowElement defines the Window object to use
  101217. * @param events defines the events to unregister
  101218. */
  101219. static UnregisterTopRootEvents(windowElement: Window, events: {
  101220. name: string;
  101221. handler: Nullable<(e: FocusEvent) => any>;
  101222. }[]): void;
  101223. /**
  101224. * @ignore
  101225. */
  101226. static _ScreenshotCanvas: HTMLCanvasElement;
  101227. /**
  101228. * Dumps the current bound framebuffer
  101229. * @param width defines the rendering width
  101230. * @param height defines the rendering height
  101231. * @param engine defines the hosting engine
  101232. * @param successCallback defines the callback triggered once the data are available
  101233. * @param mimeType defines the mime type of the result
  101234. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  101235. */
  101236. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  101237. /**
  101238. * Converts the canvas data to blob.
  101239. * This acts as a polyfill for browsers not supporting the to blob function.
  101240. * @param canvas Defines the canvas to extract the data from
  101241. * @param successCallback Defines the callback triggered once the data are available
  101242. * @param mimeType Defines the mime type of the result
  101243. */
  101244. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  101245. /**
  101246. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  101247. * @param successCallback defines the callback triggered once the data are available
  101248. * @param mimeType defines the mime type of the result
  101249. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  101250. */
  101251. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  101252. /**
  101253. * Downloads a blob in the browser
  101254. * @param blob defines the blob to download
  101255. * @param fileName defines the name of the downloaded file
  101256. */
  101257. static Download(blob: Blob, fileName: string): void;
  101258. /**
  101259. * Captures a screenshot of the current rendering
  101260. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101261. * @param engine defines the rendering engine
  101262. * @param camera defines the source camera
  101263. * @param size This parameter can be set to a single number or to an object with the
  101264. * following (optional) properties: precision, width, height. If a single number is passed,
  101265. * it will be used for both width and height. If an object is passed, the screenshot size
  101266. * will be derived from the parameters. The precision property is a multiplier allowing
  101267. * rendering at a higher or lower resolution
  101268. * @param successCallback defines the callback receives a single parameter which contains the
  101269. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  101270. * src parameter of an <img> to display it
  101271. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  101272. * Check your browser for supported MIME types
  101273. */
  101274. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  101275. /**
  101276. * Captures a screenshot of the current rendering
  101277. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101278. * @param engine defines the rendering engine
  101279. * @param camera defines the source camera
  101280. * @param size This parameter can be set to a single number or to an object with the
  101281. * following (optional) properties: precision, width, height. If a single number is passed,
  101282. * it will be used for both width and height. If an object is passed, the screenshot size
  101283. * will be derived from the parameters. The precision property is a multiplier allowing
  101284. * rendering at a higher or lower resolution
  101285. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  101286. * Check your browser for supported MIME types
  101287. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  101288. * to the src parameter of an <img> to display it
  101289. */
  101290. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  101291. /**
  101292. * Generates an image screenshot from the specified camera.
  101293. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101294. * @param engine The engine to use for rendering
  101295. * @param camera The camera to use for rendering
  101296. * @param size This parameter can be set to a single number or to an object with the
  101297. * following (optional) properties: precision, width, height. If a single number is passed,
  101298. * it will be used for both width and height. If an object is passed, the screenshot size
  101299. * will be derived from the parameters. The precision property is a multiplier allowing
  101300. * rendering at a higher or lower resolution
  101301. * @param successCallback The callback receives a single parameter which contains the
  101302. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  101303. * src parameter of an <img> to display it
  101304. * @param mimeType The MIME type of the screenshot image (default: image/png).
  101305. * Check your browser for supported MIME types
  101306. * @param samples Texture samples (default: 1)
  101307. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  101308. * @param fileName A name for for the downloaded file.
  101309. */
  101310. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  101311. /**
  101312. * Generates an image screenshot from the specified camera.
  101313. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101314. * @param engine The engine to use for rendering
  101315. * @param camera The camera to use for rendering
  101316. * @param size This parameter can be set to a single number or to an object with the
  101317. * following (optional) properties: precision, width, height. If a single number is passed,
  101318. * it will be used for both width and height. If an object is passed, the screenshot size
  101319. * will be derived from the parameters. The precision property is a multiplier allowing
  101320. * rendering at a higher or lower resolution
  101321. * @param mimeType The MIME type of the screenshot image (default: image/png).
  101322. * Check your browser for supported MIME types
  101323. * @param samples Texture samples (default: 1)
  101324. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  101325. * @param fileName A name for for the downloaded file.
  101326. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  101327. * to the src parameter of an <img> to display it
  101328. */
  101329. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  101330. /**
  101331. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  101332. * Be aware Math.random() could cause collisions, but:
  101333. * "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"
  101334. * @returns a pseudo random id
  101335. */
  101336. static RandomId(): string;
  101337. /**
  101338. * Test if the given uri is a base64 string
  101339. * @param uri The uri to test
  101340. * @return True if the uri is a base64 string or false otherwise
  101341. */
  101342. static IsBase64(uri: string): boolean;
  101343. /**
  101344. * Decode the given base64 uri.
  101345. * @param uri The uri to decode
  101346. * @return The decoded base64 data.
  101347. */
  101348. static DecodeBase64(uri: string): ArrayBuffer;
  101349. /**
  101350. * Gets the absolute url.
  101351. * @param url the input url
  101352. * @return the absolute url
  101353. */
  101354. static GetAbsoluteUrl(url: string): string;
  101355. /**
  101356. * No log
  101357. */
  101358. static readonly NoneLogLevel: number;
  101359. /**
  101360. * Only message logs
  101361. */
  101362. static readonly MessageLogLevel: number;
  101363. /**
  101364. * Only warning logs
  101365. */
  101366. static readonly WarningLogLevel: number;
  101367. /**
  101368. * Only error logs
  101369. */
  101370. static readonly ErrorLogLevel: number;
  101371. /**
  101372. * All logs
  101373. */
  101374. static readonly AllLogLevel: number;
  101375. /**
  101376. * Gets a value indicating the number of loading errors
  101377. * @ignorenaming
  101378. */
  101379. static readonly errorsCount: number;
  101380. /**
  101381. * Callback called when a new log is added
  101382. */
  101383. static OnNewCacheEntry: (entry: string) => void;
  101384. /**
  101385. * Log a message to the console
  101386. * @param message defines the message to log
  101387. */
  101388. static Log(message: string): void;
  101389. /**
  101390. * Write a warning message to the console
  101391. * @param message defines the message to log
  101392. */
  101393. static Warn(message: string): void;
  101394. /**
  101395. * Write an error message to the console
  101396. * @param message defines the message to log
  101397. */
  101398. static Error(message: string): void;
  101399. /**
  101400. * Gets current log cache (list of logs)
  101401. */
  101402. static readonly LogCache: string;
  101403. /**
  101404. * Clears the log cache
  101405. */
  101406. static ClearLogCache(): void;
  101407. /**
  101408. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  101409. */
  101410. static LogLevels: number;
  101411. /**
  101412. * Checks if the window object exists
  101413. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  101414. */
  101415. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  101416. /**
  101417. * No performance log
  101418. */
  101419. static readonly PerformanceNoneLogLevel: number;
  101420. /**
  101421. * Use user marks to log performance
  101422. */
  101423. static readonly PerformanceUserMarkLogLevel: number;
  101424. /**
  101425. * Log performance to the console
  101426. */
  101427. static readonly PerformanceConsoleLogLevel: number;
  101428. private static _performance;
  101429. /**
  101430. * Sets the current performance log level
  101431. */
  101432. static PerformanceLogLevel: number;
  101433. private static _StartPerformanceCounterDisabled;
  101434. private static _EndPerformanceCounterDisabled;
  101435. private static _StartUserMark;
  101436. private static _EndUserMark;
  101437. private static _StartPerformanceConsole;
  101438. private static _EndPerformanceConsole;
  101439. /**
  101440. * Starts a performance counter
  101441. */
  101442. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101443. /**
  101444. * Ends a specific performance coutner
  101445. */
  101446. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101447. /**
  101448. * Gets either window.performance.now() if supported or Date.now() else
  101449. */
  101450. static readonly Now: number;
  101451. /**
  101452. * This method will return the name of the class used to create the instance of the given object.
  101453. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  101454. * @param object the object to get the class name from
  101455. * @param isType defines if the object is actually a type
  101456. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  101457. */
  101458. static GetClassName(object: any, isType?: boolean): string;
  101459. /**
  101460. * Gets the first element of an array satisfying a given predicate
  101461. * @param array defines the array to browse
  101462. * @param predicate defines the predicate to use
  101463. * @returns null if not found or the element
  101464. */
  101465. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  101466. /**
  101467. * This method will return the name of the full name of the class, including its owning module (if any).
  101468. * 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).
  101469. * @param object the object to get the class name from
  101470. * @param isType defines if the object is actually a type
  101471. * @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.
  101472. * @ignorenaming
  101473. */
  101474. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  101475. /**
  101476. * Returns a promise that resolves after the given amount of time.
  101477. * @param delay Number of milliseconds to delay
  101478. * @returns Promise that resolves after the given amount of time
  101479. */
  101480. static DelayAsync(delay: number): Promise<void>;
  101481. }
  101482. /**
  101483. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  101484. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  101485. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  101486. * @param name The name of the class, case should be preserved
  101487. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  101488. */
  101489. export function className(name: string, module?: string): (target: Object) => void;
  101490. /**
  101491. * An implementation of a loop for asynchronous functions.
  101492. */
  101493. export class AsyncLoop {
  101494. /**
  101495. * Defines the number of iterations for the loop
  101496. */
  101497. iterations: number;
  101498. /**
  101499. * Defines the current index of the loop.
  101500. */
  101501. index: number;
  101502. private _done;
  101503. private _fn;
  101504. private _successCallback;
  101505. /**
  101506. * Constructor.
  101507. * @param iterations the number of iterations.
  101508. * @param func the function to run each iteration
  101509. * @param successCallback the callback that will be called upon succesful execution
  101510. * @param offset starting offset.
  101511. */
  101512. constructor(
  101513. /**
  101514. * Defines the number of iterations for the loop
  101515. */
  101516. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  101517. /**
  101518. * Execute the next iteration. Must be called after the last iteration was finished.
  101519. */
  101520. executeNext(): void;
  101521. /**
  101522. * Break the loop and run the success callback.
  101523. */
  101524. breakLoop(): void;
  101525. /**
  101526. * Create and run an async loop.
  101527. * @param iterations the number of iterations.
  101528. * @param fn the function to run each iteration
  101529. * @param successCallback the callback that will be called upon succesful execution
  101530. * @param offset starting offset.
  101531. * @returns the created async loop object
  101532. */
  101533. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  101534. /**
  101535. * A for-loop that will run a given number of iterations synchronous and the rest async.
  101536. * @param iterations total number of iterations
  101537. * @param syncedIterations number of synchronous iterations in each async iteration.
  101538. * @param fn the function to call each iteration.
  101539. * @param callback a success call back that will be called when iterating stops.
  101540. * @param breakFunction a break condition (optional)
  101541. * @param timeout timeout settings for the setTimeout function. default - 0.
  101542. * @returns the created async loop object
  101543. */
  101544. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  101545. }
  101546. }
  101547. declare module BABYLON {
  101548. /**
  101549. * This class implement a typical dictionary using a string as key and the generic type T as value.
  101550. * The underlying implementation relies on an associative array to ensure the best performances.
  101551. * The value can be anything including 'null' but except 'undefined'
  101552. */
  101553. export class StringDictionary<T> {
  101554. /**
  101555. * This will clear this dictionary and copy the content from the 'source' one.
  101556. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  101557. * @param source the dictionary to take the content from and copy to this dictionary
  101558. */
  101559. copyFrom(source: StringDictionary<T>): void;
  101560. /**
  101561. * Get a value based from its key
  101562. * @param key the given key to get the matching value from
  101563. * @return the value if found, otherwise undefined is returned
  101564. */
  101565. get(key: string): T | undefined;
  101566. /**
  101567. * Get a value from its key or add it if it doesn't exist.
  101568. * This method will ensure you that a given key/data will be present in the dictionary.
  101569. * @param key the given key to get the matching value from
  101570. * @param factory the factory that will create the value if the key is not present in the dictionary.
  101571. * The factory will only be invoked if there's no data for the given key.
  101572. * @return the value corresponding to the key.
  101573. */
  101574. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  101575. /**
  101576. * Get a value from its key if present in the dictionary otherwise add it
  101577. * @param key the key to get the value from
  101578. * @param val if there's no such key/value pair in the dictionary add it with this value
  101579. * @return the value corresponding to the key
  101580. */
  101581. getOrAdd(key: string, val: T): T;
  101582. /**
  101583. * Check if there's a given key in the dictionary
  101584. * @param key the key to check for
  101585. * @return true if the key is present, false otherwise
  101586. */
  101587. contains(key: string): boolean;
  101588. /**
  101589. * Add a new key and its corresponding value
  101590. * @param key the key to add
  101591. * @param value the value corresponding to the key
  101592. * @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
  101593. */
  101594. add(key: string, value: T): boolean;
  101595. /**
  101596. * Update a specific value associated to a key
  101597. * @param key defines the key to use
  101598. * @param value defines the value to store
  101599. * @returns true if the value was updated (or false if the key was not found)
  101600. */
  101601. set(key: string, value: T): boolean;
  101602. /**
  101603. * Get the element of the given key and remove it from the dictionary
  101604. * @param key defines the key to search
  101605. * @returns the value associated with the key or null if not found
  101606. */
  101607. getAndRemove(key: string): Nullable<T>;
  101608. /**
  101609. * Remove a key/value from the dictionary.
  101610. * @param key the key to remove
  101611. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  101612. */
  101613. remove(key: string): boolean;
  101614. /**
  101615. * Clear the whole content of the dictionary
  101616. */
  101617. clear(): void;
  101618. /**
  101619. * Gets the current count
  101620. */
  101621. readonly count: number;
  101622. /**
  101623. * Execute a callback on each key/val of the dictionary.
  101624. * Note that you can remove any element in this dictionary in the callback implementation
  101625. * @param callback the callback to execute on a given key/value pair
  101626. */
  101627. forEach(callback: (key: string, val: T) => void): void;
  101628. /**
  101629. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  101630. * If the callback returns null or undefined the method will iterate to the next key/value pair
  101631. * Note that you can remove any element in this dictionary in the callback implementation
  101632. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  101633. * @returns the first item
  101634. */
  101635. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  101636. private _count;
  101637. private _data;
  101638. }
  101639. }
  101640. declare module BABYLON {
  101641. /** @hidden */
  101642. export interface ICollisionCoordinator {
  101643. createCollider(): Collider;
  101644. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101645. init(scene: Scene): void;
  101646. }
  101647. /** @hidden */
  101648. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  101649. private _scene;
  101650. private _scaledPosition;
  101651. private _scaledVelocity;
  101652. private _finalPosition;
  101653. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101654. createCollider(): Collider;
  101655. init(scene: Scene): void;
  101656. private _collideWithWorld;
  101657. }
  101658. }
  101659. declare module BABYLON {
  101660. /**
  101661. * Class used to manage all inputs for the scene.
  101662. */
  101663. export class InputManager {
  101664. /** The distance in pixel that you have to move to prevent some events */
  101665. static DragMovementThreshold: number;
  101666. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  101667. static LongPressDelay: number;
  101668. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  101669. static DoubleClickDelay: number;
  101670. /** If you need to check double click without raising a single click at first click, enable this flag */
  101671. static ExclusiveDoubleClickMode: boolean;
  101672. private _wheelEventName;
  101673. private _onPointerMove;
  101674. private _onPointerDown;
  101675. private _onPointerUp;
  101676. private _initClickEvent;
  101677. private _initActionManager;
  101678. private _delayedSimpleClick;
  101679. private _delayedSimpleClickTimeout;
  101680. private _previousDelayedSimpleClickTimeout;
  101681. private _meshPickProceed;
  101682. private _previousButtonPressed;
  101683. private _currentPickResult;
  101684. private _previousPickResult;
  101685. private _totalPointersPressed;
  101686. private _doubleClickOccured;
  101687. private _pointerOverMesh;
  101688. private _pickedDownMesh;
  101689. private _pickedUpMesh;
  101690. private _pointerX;
  101691. private _pointerY;
  101692. private _unTranslatedPointerX;
  101693. private _unTranslatedPointerY;
  101694. private _startingPointerPosition;
  101695. private _previousStartingPointerPosition;
  101696. private _startingPointerTime;
  101697. private _previousStartingPointerTime;
  101698. private _pointerCaptures;
  101699. private _onKeyDown;
  101700. private _onKeyUp;
  101701. private _onCanvasFocusObserver;
  101702. private _onCanvasBlurObserver;
  101703. private _scene;
  101704. /**
  101705. * Creates a new InputManager
  101706. * @param scene defines the hosting scene
  101707. */
  101708. constructor(scene: Scene);
  101709. /**
  101710. * Gets the mesh that is currently under the pointer
  101711. */
  101712. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101713. /**
  101714. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  101715. */
  101716. readonly unTranslatedPointer: Vector2;
  101717. /**
  101718. * Gets or sets the current on-screen X position of the pointer
  101719. */
  101720. pointerX: number;
  101721. /**
  101722. * Gets or sets the current on-screen Y position of the pointer
  101723. */
  101724. pointerY: number;
  101725. private _updatePointerPosition;
  101726. private _processPointerMove;
  101727. private _setRayOnPointerInfo;
  101728. private _checkPrePointerObservable;
  101729. /**
  101730. * Use this method to simulate a pointer move on a mesh
  101731. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101732. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101733. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101734. */
  101735. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101736. /**
  101737. * Use this method to simulate a pointer down on a mesh
  101738. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101739. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101740. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101741. */
  101742. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101743. private _processPointerDown;
  101744. /** @hidden */
  101745. _isPointerSwiping(): boolean;
  101746. /**
  101747. * Use this method to simulate a pointer up on a mesh
  101748. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101749. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101750. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101751. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101752. */
  101753. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  101754. private _processPointerUp;
  101755. /**
  101756. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101757. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101758. * @returns true if the pointer was captured
  101759. */
  101760. isPointerCaptured(pointerId?: number): boolean;
  101761. /**
  101762. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101763. * @param attachUp defines if you want to attach events to pointerup
  101764. * @param attachDown defines if you want to attach events to pointerdown
  101765. * @param attachMove defines if you want to attach events to pointermove
  101766. */
  101767. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101768. /**
  101769. * Detaches all event handlers
  101770. */
  101771. detachControl(): void;
  101772. /**
  101773. * Force the value of meshUnderPointer
  101774. * @param mesh defines the mesh to use
  101775. */
  101776. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  101777. /**
  101778. * Gets the mesh under the pointer
  101779. * @returns a Mesh or null if no mesh is under the pointer
  101780. */
  101781. getPointerOverMesh(): Nullable<AbstractMesh>;
  101782. }
  101783. }
  101784. declare module BABYLON {
  101785. /**
  101786. * Helper class used to generate session unique ID
  101787. */
  101788. export class UniqueIdGenerator {
  101789. private static _UniqueIdCounter;
  101790. /**
  101791. * Gets an unique (relatively to the current scene) Id
  101792. */
  101793. static readonly UniqueId: number;
  101794. }
  101795. }
  101796. declare module BABYLON {
  101797. /**
  101798. * This class defines the direct association between an animation and a target
  101799. */
  101800. export class TargetedAnimation {
  101801. /**
  101802. * Animation to perform
  101803. */
  101804. animation: Animation;
  101805. /**
  101806. * Target to animate
  101807. */
  101808. target: any;
  101809. /**
  101810. * Serialize the object
  101811. * @returns the JSON object representing the current entity
  101812. */
  101813. serialize(): any;
  101814. }
  101815. /**
  101816. * Use this class to create coordinated animations on multiple targets
  101817. */
  101818. export class AnimationGroup implements IDisposable {
  101819. /** The name of the animation group */
  101820. name: string;
  101821. private _scene;
  101822. private _targetedAnimations;
  101823. private _animatables;
  101824. private _from;
  101825. private _to;
  101826. private _isStarted;
  101827. private _isPaused;
  101828. private _speedRatio;
  101829. private _loopAnimation;
  101830. /**
  101831. * Gets or sets the unique id of the node
  101832. */
  101833. uniqueId: number;
  101834. /**
  101835. * This observable will notify when one animation have ended
  101836. */
  101837. onAnimationEndObservable: Observable<TargetedAnimation>;
  101838. /**
  101839. * Observer raised when one animation loops
  101840. */
  101841. onAnimationLoopObservable: Observable<TargetedAnimation>;
  101842. /**
  101843. * Observer raised when all animations have looped
  101844. */
  101845. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  101846. /**
  101847. * This observable will notify when all animations have ended.
  101848. */
  101849. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  101850. /**
  101851. * This observable will notify when all animations have paused.
  101852. */
  101853. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  101854. /**
  101855. * This observable will notify when all animations are playing.
  101856. */
  101857. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  101858. /**
  101859. * Gets the first frame
  101860. */
  101861. readonly from: number;
  101862. /**
  101863. * Gets the last frame
  101864. */
  101865. readonly to: number;
  101866. /**
  101867. * Define if the animations are started
  101868. */
  101869. readonly isStarted: boolean;
  101870. /**
  101871. * Gets a value indicating that the current group is playing
  101872. */
  101873. readonly isPlaying: boolean;
  101874. /**
  101875. * Gets or sets the speed ratio to use for all animations
  101876. */
  101877. /**
  101878. * Gets or sets the speed ratio to use for all animations
  101879. */
  101880. speedRatio: number;
  101881. /**
  101882. * Gets or sets if all animations should loop or not
  101883. */
  101884. loopAnimation: boolean;
  101885. /**
  101886. * Gets the targeted animations for this animation group
  101887. */
  101888. readonly targetedAnimations: Array<TargetedAnimation>;
  101889. /**
  101890. * returning the list of animatables controlled by this animation group.
  101891. */
  101892. readonly animatables: Array<Animatable>;
  101893. /**
  101894. * Instantiates a new Animation Group.
  101895. * This helps managing several animations at once.
  101896. * @see http://doc.babylonjs.com/how_to/group
  101897. * @param name Defines the name of the group
  101898. * @param scene Defines the scene the group belongs to
  101899. */
  101900. constructor(
  101901. /** The name of the animation group */
  101902. name: string, scene?: Nullable<Scene>);
  101903. /**
  101904. * Add an animation (with its target) in the group
  101905. * @param animation defines the animation we want to add
  101906. * @param target defines the target of the animation
  101907. * @returns the TargetedAnimation object
  101908. */
  101909. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  101910. /**
  101911. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  101912. * It can add constant keys at begin or end
  101913. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  101914. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  101915. * @returns the animation group
  101916. */
  101917. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  101918. private _animationLoopCount;
  101919. private _animationLoopFlags;
  101920. private _processLoop;
  101921. /**
  101922. * Start all animations on given targets
  101923. * @param loop defines if animations must loop
  101924. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  101925. * @param from defines the from key (optional)
  101926. * @param to defines the to key (optional)
  101927. * @returns the current animation group
  101928. */
  101929. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  101930. /**
  101931. * Pause all animations
  101932. * @returns the animation group
  101933. */
  101934. pause(): AnimationGroup;
  101935. /**
  101936. * Play all animations to initial state
  101937. * This function will start() the animations if they were not started or will restart() them if they were paused
  101938. * @param loop defines if animations must loop
  101939. * @returns the animation group
  101940. */
  101941. play(loop?: boolean): AnimationGroup;
  101942. /**
  101943. * Reset all animations to initial state
  101944. * @returns the animation group
  101945. */
  101946. reset(): AnimationGroup;
  101947. /**
  101948. * Restart animations from key 0
  101949. * @returns the animation group
  101950. */
  101951. restart(): AnimationGroup;
  101952. /**
  101953. * Stop all animations
  101954. * @returns the animation group
  101955. */
  101956. stop(): AnimationGroup;
  101957. /**
  101958. * Set animation weight for all animatables
  101959. * @param weight defines the weight to use
  101960. * @return the animationGroup
  101961. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101962. */
  101963. setWeightForAllAnimatables(weight: number): AnimationGroup;
  101964. /**
  101965. * Synchronize and normalize all animatables with a source animatable
  101966. * @param root defines the root animatable to synchronize with
  101967. * @return the animationGroup
  101968. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101969. */
  101970. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  101971. /**
  101972. * Goes to a specific frame in this animation group
  101973. * @param frame the frame number to go to
  101974. * @return the animationGroup
  101975. */
  101976. goToFrame(frame: number): AnimationGroup;
  101977. /**
  101978. * Dispose all associated resources
  101979. */
  101980. dispose(): void;
  101981. private _checkAnimationGroupEnded;
  101982. /**
  101983. * Clone the current animation group and returns a copy
  101984. * @param newName defines the name of the new group
  101985. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  101986. * @returns the new aniamtion group
  101987. */
  101988. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  101989. /**
  101990. * Serializes the animationGroup to an object
  101991. * @returns Serialized object
  101992. */
  101993. serialize(): any;
  101994. /**
  101995. * Returns a new AnimationGroup object parsed from the source provided.
  101996. * @param parsedAnimationGroup defines the source
  101997. * @param scene defines the scene that will receive the animationGroup
  101998. * @returns a new AnimationGroup
  101999. */
  102000. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  102001. /**
  102002. * Returns the string "AnimationGroup"
  102003. * @returns "AnimationGroup"
  102004. */
  102005. getClassName(): string;
  102006. /**
  102007. * Creates a detailled string about the object
  102008. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  102009. * @returns a string representing the object
  102010. */
  102011. toString(fullDetails?: boolean): string;
  102012. }
  102013. }
  102014. declare module BABYLON {
  102015. /**
  102016. * Define an interface for all classes that will hold resources
  102017. */
  102018. export interface IDisposable {
  102019. /**
  102020. * Releases all held resources
  102021. */
  102022. dispose(): void;
  102023. }
  102024. /** Interface defining initialization parameters for Scene class */
  102025. export interface SceneOptions {
  102026. /**
  102027. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  102028. * It will improve performance when the number of geometries becomes important.
  102029. */
  102030. useGeometryUniqueIdsMap?: boolean;
  102031. /**
  102032. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  102033. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  102034. */
  102035. useMaterialMeshMap?: boolean;
  102036. /**
  102037. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  102038. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  102039. */
  102040. useClonedMeshhMap?: boolean;
  102041. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  102042. virtual?: boolean;
  102043. }
  102044. /**
  102045. * Represents a scene to be rendered by the engine.
  102046. * @see http://doc.babylonjs.com/features/scene
  102047. */
  102048. export class Scene extends AbstractScene implements IAnimatable {
  102049. /** The fog is deactivated */
  102050. static readonly FOGMODE_NONE: number;
  102051. /** The fog density is following an exponential function */
  102052. static readonly FOGMODE_EXP: number;
  102053. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  102054. static readonly FOGMODE_EXP2: number;
  102055. /** The fog density is following a linear function. */
  102056. static readonly FOGMODE_LINEAR: number;
  102057. /**
  102058. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  102059. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102060. */
  102061. static MinDeltaTime: number;
  102062. /**
  102063. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  102064. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102065. */
  102066. static MaxDeltaTime: number;
  102067. /**
  102068. * Factory used to create the default material.
  102069. * @param name The name of the material to create
  102070. * @param scene The scene to create the material for
  102071. * @returns The default material
  102072. */
  102073. static DefaultMaterialFactory(scene: Scene): Material;
  102074. /**
  102075. * Factory used to create the a collision coordinator.
  102076. * @returns The collision coordinator
  102077. */
  102078. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  102079. /** @hidden */
  102080. _inputManager: InputManager;
  102081. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  102082. cameraToUseForPointers: Nullable<Camera>;
  102083. /** @hidden */
  102084. readonly _isScene: boolean;
  102085. /**
  102086. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  102087. */
  102088. autoClear: boolean;
  102089. /**
  102090. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  102091. */
  102092. autoClearDepthAndStencil: boolean;
  102093. /**
  102094. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  102095. */
  102096. clearColor: Color4;
  102097. /**
  102098. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  102099. */
  102100. ambientColor: Color3;
  102101. /**
  102102. * This is use to store the default BRDF lookup for PBR materials in your scene.
  102103. * It should only be one of the following (if not the default embedded one):
  102104. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  102105. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  102106. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  102107. * The material properties need to be setup according to the type of texture in use.
  102108. */
  102109. environmentBRDFTexture: BaseTexture;
  102110. /** @hidden */
  102111. protected _environmentTexture: Nullable<BaseTexture>;
  102112. /**
  102113. * Texture used in all pbr material as the reflection texture.
  102114. * As in the majority of the scene they are the same (exception for multi room and so on),
  102115. * this is easier to reference from here than from all the materials.
  102116. */
  102117. /**
  102118. * Texture used in all pbr material as the reflection texture.
  102119. * As in the majority of the scene they are the same (exception for multi room and so on),
  102120. * this is easier to set here than in all the materials.
  102121. */
  102122. environmentTexture: Nullable<BaseTexture>;
  102123. /** @hidden */
  102124. protected _environmentIntensity: number;
  102125. /**
  102126. * Intensity of the environment in all pbr material.
  102127. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  102128. * As in the majority of the scene they are the same (exception for multi room and so on),
  102129. * this is easier to reference from here than from all the materials.
  102130. */
  102131. /**
  102132. * Intensity of the environment in all pbr material.
  102133. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  102134. * As in the majority of the scene they are the same (exception for multi room and so on),
  102135. * this is easier to set here than in all the materials.
  102136. */
  102137. environmentIntensity: number;
  102138. /** @hidden */
  102139. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  102140. /**
  102141. * Default image processing configuration used either in the rendering
  102142. * Forward main pass or through the imageProcessingPostProcess if present.
  102143. * As in the majority of the scene they are the same (exception for multi camera),
  102144. * this is easier to reference from here than from all the materials and post process.
  102145. *
  102146. * No setter as we it is a shared configuration, you can set the values instead.
  102147. */
  102148. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  102149. private _forceWireframe;
  102150. /**
  102151. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  102152. */
  102153. forceWireframe: boolean;
  102154. private _forcePointsCloud;
  102155. /**
  102156. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  102157. */
  102158. forcePointsCloud: boolean;
  102159. /**
  102160. * Gets or sets the active clipplane 1
  102161. */
  102162. clipPlane: Nullable<Plane>;
  102163. /**
  102164. * Gets or sets the active clipplane 2
  102165. */
  102166. clipPlane2: Nullable<Plane>;
  102167. /**
  102168. * Gets or sets the active clipplane 3
  102169. */
  102170. clipPlane3: Nullable<Plane>;
  102171. /**
  102172. * Gets or sets the active clipplane 4
  102173. */
  102174. clipPlane4: Nullable<Plane>;
  102175. /**
  102176. * Gets or sets a boolean indicating if animations are enabled
  102177. */
  102178. animationsEnabled: boolean;
  102179. private _animationPropertiesOverride;
  102180. /**
  102181. * Gets or sets the animation properties override
  102182. */
  102183. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  102184. /**
  102185. * Gets or sets a boolean indicating if a constant deltatime has to be used
  102186. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  102187. */
  102188. useConstantAnimationDeltaTime: boolean;
  102189. /**
  102190. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  102191. * Please note that it requires to run a ray cast through the scene on every frame
  102192. */
  102193. constantlyUpdateMeshUnderPointer: boolean;
  102194. /**
  102195. * Defines the HTML cursor to use when hovering over interactive elements
  102196. */
  102197. hoverCursor: string;
  102198. /**
  102199. * Defines the HTML default cursor to use (empty by default)
  102200. */
  102201. defaultCursor: string;
  102202. /**
  102203. * Defines wether cursors are handled by the scene.
  102204. */
  102205. doNotHandleCursors: boolean;
  102206. /**
  102207. * This is used to call preventDefault() on pointer down
  102208. * in order to block unwanted artifacts like system double clicks
  102209. */
  102210. preventDefaultOnPointerDown: boolean;
  102211. /**
  102212. * This is used to call preventDefault() on pointer up
  102213. * in order to block unwanted artifacts like system double clicks
  102214. */
  102215. preventDefaultOnPointerUp: boolean;
  102216. /**
  102217. * Gets or sets user defined metadata
  102218. */
  102219. metadata: any;
  102220. /**
  102221. * For internal use only. Please do not use.
  102222. */
  102223. reservedDataStore: any;
  102224. /**
  102225. * Gets the name of the plugin used to load this scene (null by default)
  102226. */
  102227. loadingPluginName: string;
  102228. /**
  102229. * Use this array to add regular expressions used to disable offline support for specific urls
  102230. */
  102231. disableOfflineSupportExceptionRules: RegExp[];
  102232. /**
  102233. * An event triggered when the scene is disposed.
  102234. */
  102235. onDisposeObservable: Observable<Scene>;
  102236. private _onDisposeObserver;
  102237. /** Sets a function to be executed when this scene is disposed. */
  102238. onDispose: () => void;
  102239. /**
  102240. * An event triggered before rendering the scene (right after animations and physics)
  102241. */
  102242. onBeforeRenderObservable: Observable<Scene>;
  102243. private _onBeforeRenderObserver;
  102244. /** Sets a function to be executed before rendering this scene */
  102245. beforeRender: Nullable<() => void>;
  102246. /**
  102247. * An event triggered after rendering the scene
  102248. */
  102249. onAfterRenderObservable: Observable<Scene>;
  102250. /**
  102251. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  102252. */
  102253. onAfterRenderCameraObservable: Observable<Camera>;
  102254. private _onAfterRenderObserver;
  102255. /** Sets a function to be executed after rendering this scene */
  102256. afterRender: Nullable<() => void>;
  102257. /**
  102258. * An event triggered before animating the scene
  102259. */
  102260. onBeforeAnimationsObservable: Observable<Scene>;
  102261. /**
  102262. * An event triggered after animations processing
  102263. */
  102264. onAfterAnimationsObservable: Observable<Scene>;
  102265. /**
  102266. * An event triggered before draw calls are ready to be sent
  102267. */
  102268. onBeforeDrawPhaseObservable: Observable<Scene>;
  102269. /**
  102270. * An event triggered after draw calls have been sent
  102271. */
  102272. onAfterDrawPhaseObservable: Observable<Scene>;
  102273. /**
  102274. * An event triggered when the scene is ready
  102275. */
  102276. onReadyObservable: Observable<Scene>;
  102277. /**
  102278. * An event triggered before rendering a camera
  102279. */
  102280. onBeforeCameraRenderObservable: Observable<Camera>;
  102281. private _onBeforeCameraRenderObserver;
  102282. /** Sets a function to be executed before rendering a camera*/
  102283. beforeCameraRender: () => void;
  102284. /**
  102285. * An event triggered after rendering a camera
  102286. */
  102287. onAfterCameraRenderObservable: Observable<Camera>;
  102288. private _onAfterCameraRenderObserver;
  102289. /** Sets a function to be executed after rendering a camera*/
  102290. afterCameraRender: () => void;
  102291. /**
  102292. * An event triggered when active meshes evaluation is about to start
  102293. */
  102294. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  102295. /**
  102296. * An event triggered when active meshes evaluation is done
  102297. */
  102298. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  102299. /**
  102300. * An event triggered when particles rendering is about to start
  102301. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  102302. */
  102303. onBeforeParticlesRenderingObservable: Observable<Scene>;
  102304. /**
  102305. * An event triggered when particles rendering is done
  102306. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  102307. */
  102308. onAfterParticlesRenderingObservable: Observable<Scene>;
  102309. /**
  102310. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  102311. */
  102312. onDataLoadedObservable: Observable<Scene>;
  102313. /**
  102314. * An event triggered when a camera is created
  102315. */
  102316. onNewCameraAddedObservable: Observable<Camera>;
  102317. /**
  102318. * An event triggered when a camera is removed
  102319. */
  102320. onCameraRemovedObservable: Observable<Camera>;
  102321. /**
  102322. * An event triggered when a light is created
  102323. */
  102324. onNewLightAddedObservable: Observable<Light>;
  102325. /**
  102326. * An event triggered when a light is removed
  102327. */
  102328. onLightRemovedObservable: Observable<Light>;
  102329. /**
  102330. * An event triggered when a geometry is created
  102331. */
  102332. onNewGeometryAddedObservable: Observable<Geometry>;
  102333. /**
  102334. * An event triggered when a geometry is removed
  102335. */
  102336. onGeometryRemovedObservable: Observable<Geometry>;
  102337. /**
  102338. * An event triggered when a transform node is created
  102339. */
  102340. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  102341. /**
  102342. * An event triggered when a transform node is removed
  102343. */
  102344. onTransformNodeRemovedObservable: Observable<TransformNode>;
  102345. /**
  102346. * An event triggered when a mesh is created
  102347. */
  102348. onNewMeshAddedObservable: Observable<AbstractMesh>;
  102349. /**
  102350. * An event triggered when a mesh is removed
  102351. */
  102352. onMeshRemovedObservable: Observable<AbstractMesh>;
  102353. /**
  102354. * An event triggered when a skeleton is created
  102355. */
  102356. onNewSkeletonAddedObservable: Observable<Skeleton>;
  102357. /**
  102358. * An event triggered when a skeleton is removed
  102359. */
  102360. onSkeletonRemovedObservable: Observable<Skeleton>;
  102361. /**
  102362. * An event triggered when a material is created
  102363. */
  102364. onNewMaterialAddedObservable: Observable<Material>;
  102365. /**
  102366. * An event triggered when a material is removed
  102367. */
  102368. onMaterialRemovedObservable: Observable<Material>;
  102369. /**
  102370. * An event triggered when a texture is created
  102371. */
  102372. onNewTextureAddedObservable: Observable<BaseTexture>;
  102373. /**
  102374. * An event triggered when a texture is removed
  102375. */
  102376. onTextureRemovedObservable: Observable<BaseTexture>;
  102377. /**
  102378. * An event triggered when render targets are about to be rendered
  102379. * Can happen multiple times per frame.
  102380. */
  102381. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  102382. /**
  102383. * An event triggered when render targets were rendered.
  102384. * Can happen multiple times per frame.
  102385. */
  102386. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  102387. /**
  102388. * An event triggered before calculating deterministic simulation step
  102389. */
  102390. onBeforeStepObservable: Observable<Scene>;
  102391. /**
  102392. * An event triggered after calculating deterministic simulation step
  102393. */
  102394. onAfterStepObservable: Observable<Scene>;
  102395. /**
  102396. * An event triggered when the activeCamera property is updated
  102397. */
  102398. onActiveCameraChanged: Observable<Scene>;
  102399. /**
  102400. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  102401. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102402. * 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)
  102403. */
  102404. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102405. /**
  102406. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  102407. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102408. * 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)
  102409. */
  102410. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102411. /**
  102412. * This Observable will when a mesh has been imported into the scene.
  102413. */
  102414. onMeshImportedObservable: Observable<AbstractMesh>;
  102415. /**
  102416. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  102417. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  102418. */
  102419. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  102420. /** @hidden */
  102421. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  102422. /**
  102423. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  102424. */
  102425. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  102426. /**
  102427. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  102428. */
  102429. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  102430. /**
  102431. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  102432. */
  102433. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  102434. /** Callback called when a pointer move is detected */
  102435. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102436. /** Callback called when a pointer down is detected */
  102437. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102438. /** Callback called when a pointer up is detected */
  102439. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  102440. /** Callback called when a pointer pick is detected */
  102441. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  102442. /**
  102443. * 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).
  102444. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  102445. */
  102446. onPrePointerObservable: Observable<PointerInfoPre>;
  102447. /**
  102448. * Observable event triggered each time an input event is received from the rendering canvas
  102449. */
  102450. onPointerObservable: Observable<PointerInfo>;
  102451. /**
  102452. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  102453. */
  102454. readonly unTranslatedPointer: Vector2;
  102455. /**
  102456. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  102457. */
  102458. static DragMovementThreshold: number;
  102459. /**
  102460. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  102461. */
  102462. static LongPressDelay: number;
  102463. /**
  102464. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  102465. */
  102466. static DoubleClickDelay: number;
  102467. /** If you need to check double click without raising a single click at first click, enable this flag */
  102468. static ExclusiveDoubleClickMode: boolean;
  102469. /** @hidden */
  102470. _mirroredCameraPosition: Nullable<Vector3>;
  102471. /**
  102472. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  102473. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  102474. */
  102475. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  102476. /**
  102477. * Observable event triggered each time an keyboard event is received from the hosting window
  102478. */
  102479. onKeyboardObservable: Observable<KeyboardInfo>;
  102480. private _useRightHandedSystem;
  102481. /**
  102482. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  102483. */
  102484. useRightHandedSystem: boolean;
  102485. private _timeAccumulator;
  102486. private _currentStepId;
  102487. private _currentInternalStep;
  102488. /**
  102489. * Sets the step Id used by deterministic lock step
  102490. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102491. * @param newStepId defines the step Id
  102492. */
  102493. setStepId(newStepId: number): void;
  102494. /**
  102495. * Gets the step Id used by deterministic lock step
  102496. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102497. * @returns the step Id
  102498. */
  102499. getStepId(): number;
  102500. /**
  102501. * Gets the internal step used by deterministic lock step
  102502. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102503. * @returns the internal step
  102504. */
  102505. getInternalStep(): number;
  102506. private _fogEnabled;
  102507. /**
  102508. * Gets or sets a boolean indicating if fog is enabled on this scene
  102509. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102510. * (Default is true)
  102511. */
  102512. fogEnabled: boolean;
  102513. private _fogMode;
  102514. /**
  102515. * Gets or sets the fog mode to use
  102516. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102517. * | mode | value |
  102518. * | --- | --- |
  102519. * | FOGMODE_NONE | 0 |
  102520. * | FOGMODE_EXP | 1 |
  102521. * | FOGMODE_EXP2 | 2 |
  102522. * | FOGMODE_LINEAR | 3 |
  102523. */
  102524. fogMode: number;
  102525. /**
  102526. * Gets or sets the fog color to use
  102527. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102528. * (Default is Color3(0.2, 0.2, 0.3))
  102529. */
  102530. fogColor: Color3;
  102531. /**
  102532. * Gets or sets the fog density to use
  102533. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102534. * (Default is 0.1)
  102535. */
  102536. fogDensity: number;
  102537. /**
  102538. * Gets or sets the fog start distance to use
  102539. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102540. * (Default is 0)
  102541. */
  102542. fogStart: number;
  102543. /**
  102544. * Gets or sets the fog end distance to use
  102545. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102546. * (Default is 1000)
  102547. */
  102548. fogEnd: number;
  102549. private _shadowsEnabled;
  102550. /**
  102551. * Gets or sets a boolean indicating if shadows are enabled on this scene
  102552. */
  102553. shadowsEnabled: boolean;
  102554. private _lightsEnabled;
  102555. /**
  102556. * Gets or sets a boolean indicating if lights are enabled on this scene
  102557. */
  102558. lightsEnabled: boolean;
  102559. /** All of the active cameras added to this scene. */
  102560. activeCameras: Camera[];
  102561. /** @hidden */
  102562. _activeCamera: Nullable<Camera>;
  102563. /** Gets or sets the current active camera */
  102564. activeCamera: Nullable<Camera>;
  102565. private _defaultMaterial;
  102566. /** The default material used on meshes when no material is affected */
  102567. /** The default material used on meshes when no material is affected */
  102568. defaultMaterial: Material;
  102569. private _texturesEnabled;
  102570. /**
  102571. * Gets or sets a boolean indicating if textures are enabled on this scene
  102572. */
  102573. texturesEnabled: boolean;
  102574. /**
  102575. * Gets or sets a boolean indicating if particles are enabled on this scene
  102576. */
  102577. particlesEnabled: boolean;
  102578. /**
  102579. * Gets or sets a boolean indicating if sprites are enabled on this scene
  102580. */
  102581. spritesEnabled: boolean;
  102582. private _skeletonsEnabled;
  102583. /**
  102584. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  102585. */
  102586. skeletonsEnabled: boolean;
  102587. /**
  102588. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  102589. */
  102590. lensFlaresEnabled: boolean;
  102591. /**
  102592. * Gets or sets a boolean indicating if collisions are enabled on this scene
  102593. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102594. */
  102595. collisionsEnabled: boolean;
  102596. private _collisionCoordinator;
  102597. /** @hidden */
  102598. readonly collisionCoordinator: ICollisionCoordinator;
  102599. /**
  102600. * Defines the gravity applied to this scene (used only for collisions)
  102601. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102602. */
  102603. gravity: Vector3;
  102604. /**
  102605. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  102606. */
  102607. postProcessesEnabled: boolean;
  102608. /**
  102609. * The list of postprocesses added to the scene
  102610. */
  102611. postProcesses: PostProcess[];
  102612. /**
  102613. * Gets the current postprocess manager
  102614. */
  102615. postProcessManager: PostProcessManager;
  102616. /**
  102617. * Gets or sets a boolean indicating if render targets are enabled on this scene
  102618. */
  102619. renderTargetsEnabled: boolean;
  102620. /**
  102621. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  102622. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  102623. */
  102624. dumpNextRenderTargets: boolean;
  102625. /**
  102626. * The list of user defined render targets added to the scene
  102627. */
  102628. customRenderTargets: RenderTargetTexture[];
  102629. /**
  102630. * Defines if texture loading must be delayed
  102631. * If true, textures will only be loaded when they need to be rendered
  102632. */
  102633. useDelayedTextureLoading: boolean;
  102634. /**
  102635. * Gets the list of meshes imported to the scene through SceneLoader
  102636. */
  102637. importedMeshesFiles: String[];
  102638. /**
  102639. * Gets or sets a boolean indicating if probes are enabled on this scene
  102640. */
  102641. probesEnabled: boolean;
  102642. /**
  102643. * Gets or sets the current offline provider to use to store scene data
  102644. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  102645. */
  102646. offlineProvider: IOfflineProvider;
  102647. /**
  102648. * Gets or sets the action manager associated with the scene
  102649. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  102650. */
  102651. actionManager: AbstractActionManager;
  102652. private _meshesForIntersections;
  102653. /**
  102654. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  102655. */
  102656. proceduralTexturesEnabled: boolean;
  102657. private _engine;
  102658. private _totalVertices;
  102659. /** @hidden */
  102660. _activeIndices: PerfCounter;
  102661. /** @hidden */
  102662. _activeParticles: PerfCounter;
  102663. /** @hidden */
  102664. _activeBones: PerfCounter;
  102665. private _animationRatio;
  102666. /** @hidden */
  102667. _animationTimeLast: number;
  102668. /** @hidden */
  102669. _animationTime: number;
  102670. /**
  102671. * Gets or sets a general scale for animation speed
  102672. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  102673. */
  102674. animationTimeScale: number;
  102675. /** @hidden */
  102676. _cachedMaterial: Nullable<Material>;
  102677. /** @hidden */
  102678. _cachedEffect: Nullable<Effect>;
  102679. /** @hidden */
  102680. _cachedVisibility: Nullable<number>;
  102681. private _renderId;
  102682. private _frameId;
  102683. private _executeWhenReadyTimeoutId;
  102684. private _intermediateRendering;
  102685. private _viewUpdateFlag;
  102686. private _projectionUpdateFlag;
  102687. /** @hidden */
  102688. _toBeDisposed: Nullable<IDisposable>[];
  102689. private _activeRequests;
  102690. /** @hidden */
  102691. _pendingData: any[];
  102692. private _isDisposed;
  102693. /**
  102694. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  102695. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  102696. */
  102697. dispatchAllSubMeshesOfActiveMeshes: boolean;
  102698. private _activeMeshes;
  102699. private _processedMaterials;
  102700. private _renderTargets;
  102701. /** @hidden */
  102702. _activeParticleSystems: SmartArray<IParticleSystem>;
  102703. private _activeSkeletons;
  102704. private _softwareSkinnedMeshes;
  102705. private _renderingManager;
  102706. /** @hidden */
  102707. _activeAnimatables: Animatable[];
  102708. private _transformMatrix;
  102709. private _sceneUbo;
  102710. /** @hidden */
  102711. _viewMatrix: Matrix;
  102712. private _projectionMatrix;
  102713. /** @hidden */
  102714. _forcedViewPosition: Nullable<Vector3>;
  102715. /** @hidden */
  102716. _frustumPlanes: Plane[];
  102717. /**
  102718. * Gets the list of frustum planes (built from the active camera)
  102719. */
  102720. readonly frustumPlanes: Plane[];
  102721. /**
  102722. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  102723. * This is useful if there are more lights that the maximum simulteanous authorized
  102724. */
  102725. requireLightSorting: boolean;
  102726. /** @hidden */
  102727. readonly useMaterialMeshMap: boolean;
  102728. /** @hidden */
  102729. readonly useClonedMeshhMap: boolean;
  102730. private _externalData;
  102731. private _uid;
  102732. /**
  102733. * @hidden
  102734. * Backing store of defined scene components.
  102735. */
  102736. _components: ISceneComponent[];
  102737. /**
  102738. * @hidden
  102739. * Backing store of defined scene components.
  102740. */
  102741. _serializableComponents: ISceneSerializableComponent[];
  102742. /**
  102743. * List of components to register on the next registration step.
  102744. */
  102745. private _transientComponents;
  102746. /**
  102747. * Registers the transient components if needed.
  102748. */
  102749. private _registerTransientComponents;
  102750. /**
  102751. * @hidden
  102752. * Add a component to the scene.
  102753. * Note that the ccomponent could be registered on th next frame if this is called after
  102754. * the register component stage.
  102755. * @param component Defines the component to add to the scene
  102756. */
  102757. _addComponent(component: ISceneComponent): void;
  102758. /**
  102759. * @hidden
  102760. * Gets a component from the scene.
  102761. * @param name defines the name of the component to retrieve
  102762. * @returns the component or null if not present
  102763. */
  102764. _getComponent(name: string): Nullable<ISceneComponent>;
  102765. /**
  102766. * @hidden
  102767. * Defines the actions happening before camera updates.
  102768. */
  102769. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  102770. /**
  102771. * @hidden
  102772. * Defines the actions happening before clear the canvas.
  102773. */
  102774. _beforeClearStage: Stage<SimpleStageAction>;
  102775. /**
  102776. * @hidden
  102777. * Defines the actions when collecting render targets for the frame.
  102778. */
  102779. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102780. /**
  102781. * @hidden
  102782. * Defines the actions happening for one camera in the frame.
  102783. */
  102784. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102785. /**
  102786. * @hidden
  102787. * Defines the actions happening during the per mesh ready checks.
  102788. */
  102789. _isReadyForMeshStage: Stage<MeshStageAction>;
  102790. /**
  102791. * @hidden
  102792. * Defines the actions happening before evaluate active mesh checks.
  102793. */
  102794. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  102795. /**
  102796. * @hidden
  102797. * Defines the actions happening during the evaluate sub mesh checks.
  102798. */
  102799. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  102800. /**
  102801. * @hidden
  102802. * Defines the actions happening during the active mesh stage.
  102803. */
  102804. _activeMeshStage: Stage<ActiveMeshStageAction>;
  102805. /**
  102806. * @hidden
  102807. * Defines the actions happening during the per camera render target step.
  102808. */
  102809. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  102810. /**
  102811. * @hidden
  102812. * Defines the actions happening just before the active camera is drawing.
  102813. */
  102814. _beforeCameraDrawStage: Stage<CameraStageAction>;
  102815. /**
  102816. * @hidden
  102817. * Defines the actions happening just before a render target is drawing.
  102818. */
  102819. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102820. /**
  102821. * @hidden
  102822. * Defines the actions happening just before a rendering group is drawing.
  102823. */
  102824. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102825. /**
  102826. * @hidden
  102827. * Defines the actions happening just before a mesh is drawing.
  102828. */
  102829. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102830. /**
  102831. * @hidden
  102832. * Defines the actions happening just after a mesh has been drawn.
  102833. */
  102834. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102835. /**
  102836. * @hidden
  102837. * Defines the actions happening just after a rendering group has been drawn.
  102838. */
  102839. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102840. /**
  102841. * @hidden
  102842. * Defines the actions happening just after the active camera has been drawn.
  102843. */
  102844. _afterCameraDrawStage: Stage<CameraStageAction>;
  102845. /**
  102846. * @hidden
  102847. * Defines the actions happening just after a render target has been drawn.
  102848. */
  102849. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102850. /**
  102851. * @hidden
  102852. * Defines the actions happening just after rendering all cameras and computing intersections.
  102853. */
  102854. _afterRenderStage: Stage<SimpleStageAction>;
  102855. /**
  102856. * @hidden
  102857. * Defines the actions happening when a pointer move event happens.
  102858. */
  102859. _pointerMoveStage: Stage<PointerMoveStageAction>;
  102860. /**
  102861. * @hidden
  102862. * Defines the actions happening when a pointer down event happens.
  102863. */
  102864. _pointerDownStage: Stage<PointerUpDownStageAction>;
  102865. /**
  102866. * @hidden
  102867. * Defines the actions happening when a pointer up event happens.
  102868. */
  102869. _pointerUpStage: Stage<PointerUpDownStageAction>;
  102870. /**
  102871. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  102872. */
  102873. private geometriesByUniqueId;
  102874. /**
  102875. * Creates a new Scene
  102876. * @param engine defines the engine to use to render this scene
  102877. * @param options defines the scene options
  102878. */
  102879. constructor(engine: Engine, options?: SceneOptions);
  102880. /**
  102881. * Gets a string idenfifying the name of the class
  102882. * @returns "Scene" string
  102883. */
  102884. getClassName(): string;
  102885. private _defaultMeshCandidates;
  102886. /**
  102887. * @hidden
  102888. */
  102889. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  102890. private _defaultSubMeshCandidates;
  102891. /**
  102892. * @hidden
  102893. */
  102894. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  102895. /**
  102896. * Sets the default candidate providers for the scene.
  102897. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  102898. * and getCollidingSubMeshCandidates to their default function
  102899. */
  102900. setDefaultCandidateProviders(): void;
  102901. /**
  102902. * Gets the mesh that is currently under the pointer
  102903. */
  102904. readonly meshUnderPointer: Nullable<AbstractMesh>;
  102905. /**
  102906. * Gets or sets the current on-screen X position of the pointer
  102907. */
  102908. pointerX: number;
  102909. /**
  102910. * Gets or sets the current on-screen Y position of the pointer
  102911. */
  102912. pointerY: number;
  102913. /**
  102914. * Gets the cached material (ie. the latest rendered one)
  102915. * @returns the cached material
  102916. */
  102917. getCachedMaterial(): Nullable<Material>;
  102918. /**
  102919. * Gets the cached effect (ie. the latest rendered one)
  102920. * @returns the cached effect
  102921. */
  102922. getCachedEffect(): Nullable<Effect>;
  102923. /**
  102924. * Gets the cached visibility state (ie. the latest rendered one)
  102925. * @returns the cached visibility state
  102926. */
  102927. getCachedVisibility(): Nullable<number>;
  102928. /**
  102929. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  102930. * @param material defines the current material
  102931. * @param effect defines the current effect
  102932. * @param visibility defines the current visibility state
  102933. * @returns true if one parameter is not cached
  102934. */
  102935. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  102936. /**
  102937. * Gets the engine associated with the scene
  102938. * @returns an Engine
  102939. */
  102940. getEngine(): Engine;
  102941. /**
  102942. * Gets the total number of vertices rendered per frame
  102943. * @returns the total number of vertices rendered per frame
  102944. */
  102945. getTotalVertices(): number;
  102946. /**
  102947. * Gets the performance counter for total vertices
  102948. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102949. */
  102950. readonly totalVerticesPerfCounter: PerfCounter;
  102951. /**
  102952. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  102953. * @returns the total number of active indices rendered per frame
  102954. */
  102955. getActiveIndices(): number;
  102956. /**
  102957. * Gets the performance counter for active indices
  102958. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102959. */
  102960. readonly totalActiveIndicesPerfCounter: PerfCounter;
  102961. /**
  102962. * Gets the total number of active particles rendered per frame
  102963. * @returns the total number of active particles rendered per frame
  102964. */
  102965. getActiveParticles(): number;
  102966. /**
  102967. * Gets the performance counter for active particles
  102968. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102969. */
  102970. readonly activeParticlesPerfCounter: PerfCounter;
  102971. /**
  102972. * Gets the total number of active bones rendered per frame
  102973. * @returns the total number of active bones rendered per frame
  102974. */
  102975. getActiveBones(): number;
  102976. /**
  102977. * Gets the performance counter for active bones
  102978. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102979. */
  102980. readonly activeBonesPerfCounter: PerfCounter;
  102981. /**
  102982. * Gets the array of active meshes
  102983. * @returns an array of AbstractMesh
  102984. */
  102985. getActiveMeshes(): SmartArray<AbstractMesh>;
  102986. /**
  102987. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  102988. * @returns a number
  102989. */
  102990. getAnimationRatio(): number;
  102991. /**
  102992. * Gets an unique Id for the current render phase
  102993. * @returns a number
  102994. */
  102995. getRenderId(): number;
  102996. /**
  102997. * Gets an unique Id for the current frame
  102998. * @returns a number
  102999. */
  103000. getFrameId(): number;
  103001. /** Call this function if you want to manually increment the render Id*/
  103002. incrementRenderId(): void;
  103003. private _createUbo;
  103004. /**
  103005. * Use this method to simulate a pointer move on a mesh
  103006. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  103007. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  103008. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  103009. * @returns the current scene
  103010. */
  103011. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  103012. /**
  103013. * Use this method to simulate a pointer down on a mesh
  103014. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  103015. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  103016. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  103017. * @returns the current scene
  103018. */
  103019. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  103020. /**
  103021. * Use this method to simulate a pointer up on a mesh
  103022. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  103023. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  103024. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  103025. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  103026. * @returns the current scene
  103027. */
  103028. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  103029. /**
  103030. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  103031. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  103032. * @returns true if the pointer was captured
  103033. */
  103034. isPointerCaptured(pointerId?: number): boolean;
  103035. /**
  103036. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  103037. * @param attachUp defines if you want to attach events to pointerup
  103038. * @param attachDown defines if you want to attach events to pointerdown
  103039. * @param attachMove defines if you want to attach events to pointermove
  103040. */
  103041. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  103042. /** Detaches all event handlers*/
  103043. detachControl(): void;
  103044. /**
  103045. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  103046. * Delay loaded resources are not taking in account
  103047. * @return true if all required resources are ready
  103048. */
  103049. isReady(): boolean;
  103050. /** Resets all cached information relative to material (including effect and visibility) */
  103051. resetCachedMaterial(): void;
  103052. /**
  103053. * Registers a function to be called before every frame render
  103054. * @param func defines the function to register
  103055. */
  103056. registerBeforeRender(func: () => void): void;
  103057. /**
  103058. * Unregisters a function called before every frame render
  103059. * @param func defines the function to unregister
  103060. */
  103061. unregisterBeforeRender(func: () => void): void;
  103062. /**
  103063. * Registers a function to be called after every frame render
  103064. * @param func defines the function to register
  103065. */
  103066. registerAfterRender(func: () => void): void;
  103067. /**
  103068. * Unregisters a function called after every frame render
  103069. * @param func defines the function to unregister
  103070. */
  103071. unregisterAfterRender(func: () => void): void;
  103072. private _executeOnceBeforeRender;
  103073. /**
  103074. * The provided function will run before render once and will be disposed afterwards.
  103075. * A timeout delay can be provided so that the function will be executed in N ms.
  103076. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  103077. * @param func The function to be executed.
  103078. * @param timeout optional delay in ms
  103079. */
  103080. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  103081. /** @hidden */
  103082. _addPendingData(data: any): void;
  103083. /** @hidden */
  103084. _removePendingData(data: any): void;
  103085. /**
  103086. * Returns the number of items waiting to be loaded
  103087. * @returns the number of items waiting to be loaded
  103088. */
  103089. getWaitingItemsCount(): number;
  103090. /**
  103091. * Returns a boolean indicating if the scene is still loading data
  103092. */
  103093. readonly isLoading: boolean;
  103094. /**
  103095. * Registers a function to be executed when the scene is ready
  103096. * @param {Function} func - the function to be executed
  103097. */
  103098. executeWhenReady(func: () => void): void;
  103099. /**
  103100. * Returns a promise that resolves when the scene is ready
  103101. * @returns A promise that resolves when the scene is ready
  103102. */
  103103. whenReadyAsync(): Promise<void>;
  103104. /** @hidden */
  103105. _checkIsReady(): void;
  103106. /**
  103107. * Gets all animatable attached to the scene
  103108. */
  103109. readonly animatables: Animatable[];
  103110. /**
  103111. * Resets the last animation time frame.
  103112. * Useful to override when animations start running when loading a scene for the first time.
  103113. */
  103114. resetLastAnimationTimeFrame(): void;
  103115. /**
  103116. * Gets the current view matrix
  103117. * @returns a Matrix
  103118. */
  103119. getViewMatrix(): Matrix;
  103120. /**
  103121. * Gets the current projection matrix
  103122. * @returns a Matrix
  103123. */
  103124. getProjectionMatrix(): Matrix;
  103125. /**
  103126. * Gets the current transform matrix
  103127. * @returns a Matrix made of View * Projection
  103128. */
  103129. getTransformMatrix(): Matrix;
  103130. /**
  103131. * Sets the current transform matrix
  103132. * @param viewL defines the View matrix to use
  103133. * @param projectionL defines the Projection matrix to use
  103134. * @param viewR defines the right View matrix to use (if provided)
  103135. * @param projectionR defines the right Projection matrix to use (if provided)
  103136. */
  103137. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  103138. /**
  103139. * Gets the uniform buffer used to store scene data
  103140. * @returns a UniformBuffer
  103141. */
  103142. getSceneUniformBuffer(): UniformBuffer;
  103143. /**
  103144. * Gets an unique (relatively to the current scene) Id
  103145. * @returns an unique number for the scene
  103146. */
  103147. getUniqueId(): number;
  103148. /**
  103149. * Add a mesh to the list of scene's meshes
  103150. * @param newMesh defines the mesh to add
  103151. * @param recursive if all child meshes should also be added to the scene
  103152. */
  103153. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  103154. /**
  103155. * Remove a mesh for the list of scene's meshes
  103156. * @param toRemove defines the mesh to remove
  103157. * @param recursive if all child meshes should also be removed from the scene
  103158. * @returns the index where the mesh was in the mesh list
  103159. */
  103160. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  103161. /**
  103162. * Add a transform node to the list of scene's transform nodes
  103163. * @param newTransformNode defines the transform node to add
  103164. */
  103165. addTransformNode(newTransformNode: TransformNode): void;
  103166. /**
  103167. * Remove a transform node for the list of scene's transform nodes
  103168. * @param toRemove defines the transform node to remove
  103169. * @returns the index where the transform node was in the transform node list
  103170. */
  103171. removeTransformNode(toRemove: TransformNode): number;
  103172. /**
  103173. * Remove a skeleton for the list of scene's skeletons
  103174. * @param toRemove defines the skeleton to remove
  103175. * @returns the index where the skeleton was in the skeleton list
  103176. */
  103177. removeSkeleton(toRemove: Skeleton): number;
  103178. /**
  103179. * Remove a morph target for the list of scene's morph targets
  103180. * @param toRemove defines the morph target to remove
  103181. * @returns the index where the morph target was in the morph target list
  103182. */
  103183. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  103184. /**
  103185. * Remove a light for the list of scene's lights
  103186. * @param toRemove defines the light to remove
  103187. * @returns the index where the light was in the light list
  103188. */
  103189. removeLight(toRemove: Light): number;
  103190. /**
  103191. * Remove a camera for the list of scene's cameras
  103192. * @param toRemove defines the camera to remove
  103193. * @returns the index where the camera was in the camera list
  103194. */
  103195. removeCamera(toRemove: Camera): number;
  103196. /**
  103197. * Remove a particle system for the list of scene's particle systems
  103198. * @param toRemove defines the particle system to remove
  103199. * @returns the index where the particle system was in the particle system list
  103200. */
  103201. removeParticleSystem(toRemove: IParticleSystem): number;
  103202. /**
  103203. * Remove a animation for the list of scene's animations
  103204. * @param toRemove defines the animation to remove
  103205. * @returns the index where the animation was in the animation list
  103206. */
  103207. removeAnimation(toRemove: Animation): number;
  103208. /**
  103209. * Will stop the animation of the given target
  103210. * @param target - the target
  103211. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  103212. * @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)
  103213. */
  103214. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  103215. /**
  103216. * Removes the given animation group from this scene.
  103217. * @param toRemove The animation group to remove
  103218. * @returns The index of the removed animation group
  103219. */
  103220. removeAnimationGroup(toRemove: AnimationGroup): number;
  103221. /**
  103222. * Removes the given multi-material from this scene.
  103223. * @param toRemove The multi-material to remove
  103224. * @returns The index of the removed multi-material
  103225. */
  103226. removeMultiMaterial(toRemove: MultiMaterial): number;
  103227. /**
  103228. * Removes the given material from this scene.
  103229. * @param toRemove The material to remove
  103230. * @returns The index of the removed material
  103231. */
  103232. removeMaterial(toRemove: Material): number;
  103233. /**
  103234. * Removes the given action manager from this scene.
  103235. * @param toRemove The action manager to remove
  103236. * @returns The index of the removed action manager
  103237. */
  103238. removeActionManager(toRemove: AbstractActionManager): number;
  103239. /**
  103240. * Removes the given texture from this scene.
  103241. * @param toRemove The texture to remove
  103242. * @returns The index of the removed texture
  103243. */
  103244. removeTexture(toRemove: BaseTexture): number;
  103245. /**
  103246. * Adds the given light to this scene
  103247. * @param newLight The light to add
  103248. */
  103249. addLight(newLight: Light): void;
  103250. /**
  103251. * Sorts the list list based on light priorities
  103252. */
  103253. sortLightsByPriority(): void;
  103254. /**
  103255. * Adds the given camera to this scene
  103256. * @param newCamera The camera to add
  103257. */
  103258. addCamera(newCamera: Camera): void;
  103259. /**
  103260. * Adds the given skeleton to this scene
  103261. * @param newSkeleton The skeleton to add
  103262. */
  103263. addSkeleton(newSkeleton: Skeleton): void;
  103264. /**
  103265. * Adds the given particle system to this scene
  103266. * @param newParticleSystem The particle system to add
  103267. */
  103268. addParticleSystem(newParticleSystem: IParticleSystem): void;
  103269. /**
  103270. * Adds the given animation to this scene
  103271. * @param newAnimation The animation to add
  103272. */
  103273. addAnimation(newAnimation: Animation): void;
  103274. /**
  103275. * Adds the given animation group to this scene.
  103276. * @param newAnimationGroup The animation group to add
  103277. */
  103278. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  103279. /**
  103280. * Adds the given multi-material to this scene
  103281. * @param newMultiMaterial The multi-material to add
  103282. */
  103283. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  103284. /**
  103285. * Adds the given material to this scene
  103286. * @param newMaterial The material to add
  103287. */
  103288. addMaterial(newMaterial: Material): void;
  103289. /**
  103290. * Adds the given morph target to this scene
  103291. * @param newMorphTargetManager The morph target to add
  103292. */
  103293. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  103294. /**
  103295. * Adds the given geometry to this scene
  103296. * @param newGeometry The geometry to add
  103297. */
  103298. addGeometry(newGeometry: Geometry): void;
  103299. /**
  103300. * Adds the given action manager to this scene
  103301. * @param newActionManager The action manager to add
  103302. */
  103303. addActionManager(newActionManager: AbstractActionManager): void;
  103304. /**
  103305. * Adds the given texture to this scene.
  103306. * @param newTexture The texture to add
  103307. */
  103308. addTexture(newTexture: BaseTexture): void;
  103309. /**
  103310. * Switch active camera
  103311. * @param newCamera defines the new active camera
  103312. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  103313. */
  103314. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  103315. /**
  103316. * sets the active camera of the scene using its ID
  103317. * @param id defines the camera's ID
  103318. * @return the new active camera or null if none found.
  103319. */
  103320. setActiveCameraByID(id: string): Nullable<Camera>;
  103321. /**
  103322. * sets the active camera of the scene using its name
  103323. * @param name defines the camera's name
  103324. * @returns the new active camera or null if none found.
  103325. */
  103326. setActiveCameraByName(name: string): Nullable<Camera>;
  103327. /**
  103328. * get an animation group using its name
  103329. * @param name defines the material's name
  103330. * @return the animation group or null if none found.
  103331. */
  103332. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  103333. /**
  103334. * Get a material using its unique id
  103335. * @param uniqueId defines the material's unique id
  103336. * @return the material or null if none found.
  103337. */
  103338. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  103339. /**
  103340. * get a material using its id
  103341. * @param id defines the material's ID
  103342. * @return the material or null if none found.
  103343. */
  103344. getMaterialByID(id: string): Nullable<Material>;
  103345. /**
  103346. * Gets a the last added material using a given id
  103347. * @param id defines the material's ID
  103348. * @return the last material with the given id or null if none found.
  103349. */
  103350. getLastMaterialByID(id: string): Nullable<Material>;
  103351. /**
  103352. * Gets a material using its name
  103353. * @param name defines the material's name
  103354. * @return the material or null if none found.
  103355. */
  103356. getMaterialByName(name: string): Nullable<Material>;
  103357. /**
  103358. * Get a texture using its unique id
  103359. * @param uniqueId defines the texture's unique id
  103360. * @return the texture or null if none found.
  103361. */
  103362. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  103363. /**
  103364. * Gets a camera using its id
  103365. * @param id defines the id to look for
  103366. * @returns the camera or null if not found
  103367. */
  103368. getCameraByID(id: string): Nullable<Camera>;
  103369. /**
  103370. * Gets a camera using its unique id
  103371. * @param uniqueId defines the unique id to look for
  103372. * @returns the camera or null if not found
  103373. */
  103374. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  103375. /**
  103376. * Gets a camera using its name
  103377. * @param name defines the camera's name
  103378. * @return the camera or null if none found.
  103379. */
  103380. getCameraByName(name: string): Nullable<Camera>;
  103381. /**
  103382. * Gets a bone using its id
  103383. * @param id defines the bone's id
  103384. * @return the bone or null if not found
  103385. */
  103386. getBoneByID(id: string): Nullable<Bone>;
  103387. /**
  103388. * Gets a bone using its id
  103389. * @param name defines the bone's name
  103390. * @return the bone or null if not found
  103391. */
  103392. getBoneByName(name: string): Nullable<Bone>;
  103393. /**
  103394. * Gets a light node using its name
  103395. * @param name defines the the light's name
  103396. * @return the light or null if none found.
  103397. */
  103398. getLightByName(name: string): Nullable<Light>;
  103399. /**
  103400. * Gets a light node using its id
  103401. * @param id defines the light's id
  103402. * @return the light or null if none found.
  103403. */
  103404. getLightByID(id: string): Nullable<Light>;
  103405. /**
  103406. * Gets a light node using its scene-generated unique ID
  103407. * @param uniqueId defines the light's unique id
  103408. * @return the light or null if none found.
  103409. */
  103410. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  103411. /**
  103412. * Gets a particle system by id
  103413. * @param id defines the particle system id
  103414. * @return the corresponding system or null if none found
  103415. */
  103416. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  103417. /**
  103418. * Gets a geometry using its ID
  103419. * @param id defines the geometry's id
  103420. * @return the geometry or null if none found.
  103421. */
  103422. getGeometryByID(id: string): Nullable<Geometry>;
  103423. private _getGeometryByUniqueID;
  103424. /**
  103425. * Add a new geometry to this scene
  103426. * @param geometry defines the geometry to be added to the scene.
  103427. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  103428. * @return a boolean defining if the geometry was added or not
  103429. */
  103430. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  103431. /**
  103432. * Removes an existing geometry
  103433. * @param geometry defines the geometry to be removed from the scene
  103434. * @return a boolean defining if the geometry was removed or not
  103435. */
  103436. removeGeometry(geometry: Geometry): boolean;
  103437. /**
  103438. * Gets the list of geometries attached to the scene
  103439. * @returns an array of Geometry
  103440. */
  103441. getGeometries(): Geometry[];
  103442. /**
  103443. * Gets the first added mesh found of a given ID
  103444. * @param id defines the id to search for
  103445. * @return the mesh found or null if not found at all
  103446. */
  103447. getMeshByID(id: string): Nullable<AbstractMesh>;
  103448. /**
  103449. * Gets a list of meshes using their id
  103450. * @param id defines the id to search for
  103451. * @returns a list of meshes
  103452. */
  103453. getMeshesByID(id: string): Array<AbstractMesh>;
  103454. /**
  103455. * Gets the first added transform node found of a given ID
  103456. * @param id defines the id to search for
  103457. * @return the found transform node or null if not found at all.
  103458. */
  103459. getTransformNodeByID(id: string): Nullable<TransformNode>;
  103460. /**
  103461. * Gets a transform node with its auto-generated unique id
  103462. * @param uniqueId efines the unique id to search for
  103463. * @return the found transform node or null if not found at all.
  103464. */
  103465. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  103466. /**
  103467. * Gets a list of transform nodes using their id
  103468. * @param id defines the id to search for
  103469. * @returns a list of transform nodes
  103470. */
  103471. getTransformNodesByID(id: string): Array<TransformNode>;
  103472. /**
  103473. * Gets a mesh with its auto-generated unique id
  103474. * @param uniqueId defines the unique id to search for
  103475. * @return the found mesh or null if not found at all.
  103476. */
  103477. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  103478. /**
  103479. * Gets a the last added mesh using a given id
  103480. * @param id defines the id to search for
  103481. * @return the found mesh or null if not found at all.
  103482. */
  103483. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  103484. /**
  103485. * Gets a the last added node (Mesh, Camera, Light) using a given id
  103486. * @param id defines the id to search for
  103487. * @return the found node or null if not found at all
  103488. */
  103489. getLastEntryByID(id: string): Nullable<Node>;
  103490. /**
  103491. * Gets a node (Mesh, Camera, Light) using a given id
  103492. * @param id defines the id to search for
  103493. * @return the found node or null if not found at all
  103494. */
  103495. getNodeByID(id: string): Nullable<Node>;
  103496. /**
  103497. * Gets a node (Mesh, Camera, Light) using a given name
  103498. * @param name defines the name to search for
  103499. * @return the found node or null if not found at all.
  103500. */
  103501. getNodeByName(name: string): Nullable<Node>;
  103502. /**
  103503. * Gets a mesh using a given name
  103504. * @param name defines the name to search for
  103505. * @return the found mesh or null if not found at all.
  103506. */
  103507. getMeshByName(name: string): Nullable<AbstractMesh>;
  103508. /**
  103509. * Gets a transform node using a given name
  103510. * @param name defines the name to search for
  103511. * @return the found transform node or null if not found at all.
  103512. */
  103513. getTransformNodeByName(name: string): Nullable<TransformNode>;
  103514. /**
  103515. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  103516. * @param id defines the id to search for
  103517. * @return the found skeleton or null if not found at all.
  103518. */
  103519. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  103520. /**
  103521. * Gets a skeleton using a given auto generated unique id
  103522. * @param uniqueId defines the unique id to search for
  103523. * @return the found skeleton or null if not found at all.
  103524. */
  103525. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  103526. /**
  103527. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  103528. * @param id defines the id to search for
  103529. * @return the found skeleton or null if not found at all.
  103530. */
  103531. getSkeletonById(id: string): Nullable<Skeleton>;
  103532. /**
  103533. * Gets a skeleton using a given name
  103534. * @param name defines the name to search for
  103535. * @return the found skeleton or null if not found at all.
  103536. */
  103537. getSkeletonByName(name: string): Nullable<Skeleton>;
  103538. /**
  103539. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  103540. * @param id defines the id to search for
  103541. * @return the found morph target manager or null if not found at all.
  103542. */
  103543. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  103544. /**
  103545. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  103546. * @param id defines the id to search for
  103547. * @return the found morph target or null if not found at all.
  103548. */
  103549. getMorphTargetById(id: string): Nullable<MorphTarget>;
  103550. /**
  103551. * Gets a boolean indicating if the given mesh is active
  103552. * @param mesh defines the mesh to look for
  103553. * @returns true if the mesh is in the active list
  103554. */
  103555. isActiveMesh(mesh: AbstractMesh): boolean;
  103556. /**
  103557. * Return a unique id as a string which can serve as an identifier for the scene
  103558. */
  103559. readonly uid: string;
  103560. /**
  103561. * Add an externaly attached data from its key.
  103562. * This method call will fail and return false, if such key already exists.
  103563. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  103564. * @param key the unique key that identifies the data
  103565. * @param data the data object to associate to the key for this Engine instance
  103566. * @return true if no such key were already present and the data was added successfully, false otherwise
  103567. */
  103568. addExternalData<T>(key: string, data: T): boolean;
  103569. /**
  103570. * Get an externaly attached data from its key
  103571. * @param key the unique key that identifies the data
  103572. * @return the associated data, if present (can be null), or undefined if not present
  103573. */
  103574. getExternalData<T>(key: string): Nullable<T>;
  103575. /**
  103576. * Get an externaly attached data from its key, create it using a factory if it's not already present
  103577. * @param key the unique key that identifies the data
  103578. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  103579. * @return the associated data, can be null if the factory returned null.
  103580. */
  103581. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  103582. /**
  103583. * Remove an externaly attached data from the Engine instance
  103584. * @param key the unique key that identifies the data
  103585. * @return true if the data was successfully removed, false if it doesn't exist
  103586. */
  103587. removeExternalData(key: string): boolean;
  103588. private _evaluateSubMesh;
  103589. /**
  103590. * Clear the processed materials smart array preventing retention point in material dispose.
  103591. */
  103592. freeProcessedMaterials(): void;
  103593. private _preventFreeActiveMeshesAndRenderingGroups;
  103594. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  103595. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  103596. * when disposing several meshes in a row or a hierarchy of meshes.
  103597. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  103598. */
  103599. blockfreeActiveMeshesAndRenderingGroups: boolean;
  103600. /**
  103601. * Clear the active meshes smart array preventing retention point in mesh dispose.
  103602. */
  103603. freeActiveMeshes(): void;
  103604. /**
  103605. * Clear the info related to rendering groups preventing retention points during dispose.
  103606. */
  103607. freeRenderingGroups(): void;
  103608. /** @hidden */
  103609. _isInIntermediateRendering(): boolean;
  103610. /**
  103611. * Lambda returning the list of potentially active meshes.
  103612. */
  103613. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  103614. /**
  103615. * Lambda returning the list of potentially active sub meshes.
  103616. */
  103617. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  103618. /**
  103619. * Lambda returning the list of potentially intersecting sub meshes.
  103620. */
  103621. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  103622. /**
  103623. * Lambda returning the list of potentially colliding sub meshes.
  103624. */
  103625. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  103626. private _activeMeshesFrozen;
  103627. private _skipEvaluateActiveMeshesCompletely;
  103628. /**
  103629. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  103630. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  103631. * @returns the current scene
  103632. */
  103633. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  103634. /**
  103635. * Use this function to restart evaluating active meshes on every frame
  103636. * @returns the current scene
  103637. */
  103638. unfreezeActiveMeshes(): Scene;
  103639. private _evaluateActiveMeshes;
  103640. private _activeMesh;
  103641. /**
  103642. * Update the transform matrix to update from the current active camera
  103643. * @param force defines a boolean used to force the update even if cache is up to date
  103644. */
  103645. updateTransformMatrix(force?: boolean): void;
  103646. private _bindFrameBuffer;
  103647. /** @hidden */
  103648. _allowPostProcessClearColor: boolean;
  103649. /** @hidden */
  103650. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  103651. private _processSubCameras;
  103652. private _checkIntersections;
  103653. /** @hidden */
  103654. _advancePhysicsEngineStep(step: number): void;
  103655. /**
  103656. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  103657. */
  103658. getDeterministicFrameTime: () => number;
  103659. /** @hidden */
  103660. _animate(): void;
  103661. /** Execute all animations (for a frame) */
  103662. animate(): void;
  103663. /**
  103664. * Render the scene
  103665. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  103666. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  103667. */
  103668. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  103669. /**
  103670. * Freeze all materials
  103671. * A frozen material will not be updatable but should be faster to render
  103672. */
  103673. freezeMaterials(): void;
  103674. /**
  103675. * Unfreeze all materials
  103676. * A frozen material will not be updatable but should be faster to render
  103677. */
  103678. unfreezeMaterials(): void;
  103679. /**
  103680. * Releases all held ressources
  103681. */
  103682. dispose(): void;
  103683. /**
  103684. * Gets if the scene is already disposed
  103685. */
  103686. readonly isDisposed: boolean;
  103687. /**
  103688. * Call this function to reduce memory footprint of the scene.
  103689. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  103690. */
  103691. clearCachedVertexData(): void;
  103692. /**
  103693. * This function will remove the local cached buffer data from texture.
  103694. * It will save memory but will prevent the texture from being rebuilt
  103695. */
  103696. cleanCachedTextureBuffer(): void;
  103697. /**
  103698. * Get the world extend vectors with an optional filter
  103699. *
  103700. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  103701. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  103702. */
  103703. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  103704. min: Vector3;
  103705. max: Vector3;
  103706. };
  103707. /**
  103708. * Creates a ray that can be used to pick in the scene
  103709. * @param x defines the x coordinate of the origin (on-screen)
  103710. * @param y defines the y coordinate of the origin (on-screen)
  103711. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103712. * @param camera defines the camera to use for the picking
  103713. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103714. * @returns a Ray
  103715. */
  103716. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  103717. /**
  103718. * Creates a ray that can be used to pick in the scene
  103719. * @param x defines the x coordinate of the origin (on-screen)
  103720. * @param y defines the y coordinate of the origin (on-screen)
  103721. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103722. * @param result defines the ray where to store the picking ray
  103723. * @param camera defines the camera to use for the picking
  103724. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103725. * @returns the current scene
  103726. */
  103727. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  103728. /**
  103729. * Creates a ray that can be used to pick in the scene
  103730. * @param x defines the x coordinate of the origin (on-screen)
  103731. * @param y defines the y coordinate of the origin (on-screen)
  103732. * @param camera defines the camera to use for the picking
  103733. * @returns a Ray
  103734. */
  103735. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  103736. /**
  103737. * Creates a ray that can be used to pick in the scene
  103738. * @param x defines the x coordinate of the origin (on-screen)
  103739. * @param y defines the y coordinate of the origin (on-screen)
  103740. * @param result defines the ray where to store the picking ray
  103741. * @param camera defines the camera to use for the picking
  103742. * @returns the current scene
  103743. */
  103744. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  103745. /** Launch a ray to try to pick a mesh in the scene
  103746. * @param x position on screen
  103747. * @param y position on screen
  103748. * @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
  103749. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  103750. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103751. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103752. * @returns a PickingInfo
  103753. */
  103754. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103755. /** Use the given ray to pick a mesh in the scene
  103756. * @param ray The ray to use to pick meshes
  103757. * @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
  103758. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  103759. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103760. * @returns a PickingInfo
  103761. */
  103762. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103763. /**
  103764. * Launch a ray to try to pick a mesh in the scene
  103765. * @param x X position on screen
  103766. * @param y Y position on screen
  103767. * @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
  103768. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103769. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103770. * @returns an array of PickingInfo
  103771. */
  103772. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103773. /**
  103774. * Launch a ray to try to pick a mesh in the scene
  103775. * @param ray Ray to use
  103776. * @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
  103777. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103778. * @returns an array of PickingInfo
  103779. */
  103780. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103781. /**
  103782. * Force the value of meshUnderPointer
  103783. * @param mesh defines the mesh to use
  103784. */
  103785. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  103786. /**
  103787. * Gets the mesh under the pointer
  103788. * @returns a Mesh or null if no mesh is under the pointer
  103789. */
  103790. getPointerOverMesh(): Nullable<AbstractMesh>;
  103791. /** @hidden */
  103792. _rebuildGeometries(): void;
  103793. /** @hidden */
  103794. _rebuildTextures(): void;
  103795. private _getByTags;
  103796. /**
  103797. * Get a list of meshes by tags
  103798. * @param tagsQuery defines the tags query to use
  103799. * @param forEach defines a predicate used to filter results
  103800. * @returns an array of Mesh
  103801. */
  103802. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  103803. /**
  103804. * Get a list of cameras by tags
  103805. * @param tagsQuery defines the tags query to use
  103806. * @param forEach defines a predicate used to filter results
  103807. * @returns an array of Camera
  103808. */
  103809. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  103810. /**
  103811. * Get a list of lights by tags
  103812. * @param tagsQuery defines the tags query to use
  103813. * @param forEach defines a predicate used to filter results
  103814. * @returns an array of Light
  103815. */
  103816. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  103817. /**
  103818. * Get a list of materials by tags
  103819. * @param tagsQuery defines the tags query to use
  103820. * @param forEach defines a predicate used to filter results
  103821. * @returns an array of Material
  103822. */
  103823. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  103824. /**
  103825. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  103826. * This allowed control for front to back rendering or reversly depending of the special needs.
  103827. *
  103828. * @param renderingGroupId The rendering group id corresponding to its index
  103829. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  103830. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  103831. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  103832. */
  103833. 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;
  103834. /**
  103835. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  103836. *
  103837. * @param renderingGroupId The rendering group id corresponding to its index
  103838. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  103839. * @param depth Automatically clears depth between groups if true and autoClear is true.
  103840. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  103841. */
  103842. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  103843. /**
  103844. * Gets the current auto clear configuration for one rendering group of the rendering
  103845. * manager.
  103846. * @param index the rendering group index to get the information for
  103847. * @returns The auto clear setup for the requested rendering group
  103848. */
  103849. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  103850. private _blockMaterialDirtyMechanism;
  103851. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  103852. blockMaterialDirtyMechanism: boolean;
  103853. /**
  103854. * Will flag all materials as dirty to trigger new shader compilation
  103855. * @param flag defines the flag used to specify which material part must be marked as dirty
  103856. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  103857. */
  103858. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  103859. /** @hidden */
  103860. _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;
  103861. /** @hidden */
  103862. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103863. /** @hidden */
  103864. _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;
  103865. /** @hidden */
  103866. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  103867. /** @hidden */
  103868. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  103869. /** @hidden */
  103870. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103871. }
  103872. }
  103873. declare module BABYLON {
  103874. /**
  103875. * Set of assets to keep when moving a scene into an asset container.
  103876. */
  103877. export class KeepAssets extends AbstractScene {
  103878. }
  103879. /**
  103880. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  103881. */
  103882. export class InstantiatedEntries {
  103883. /**
  103884. * List of new root nodes (eg. nodes with no parent)
  103885. */
  103886. rootNodes: TransformNode[];
  103887. /**
  103888. * List of new skeletons
  103889. */
  103890. skeletons: Skeleton[];
  103891. /**
  103892. * List of new animation groups
  103893. */
  103894. animationGroups: AnimationGroup[];
  103895. }
  103896. /**
  103897. * Container with a set of assets that can be added or removed from a scene.
  103898. */
  103899. export class AssetContainer extends AbstractScene {
  103900. /**
  103901. * The scene the AssetContainer belongs to.
  103902. */
  103903. scene: Scene;
  103904. /**
  103905. * Instantiates an AssetContainer.
  103906. * @param scene The scene the AssetContainer belongs to.
  103907. */
  103908. constructor(scene: Scene);
  103909. /**
  103910. * Instantiate or clone all meshes and add the new ones to the scene.
  103911. * Skeletons and animation groups will all be cloned
  103912. * @param nameFunction defines an optional function used to get new names for clones
  103913. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  103914. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  103915. */
  103916. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  103917. /**
  103918. * Adds all the assets from the container to the scene.
  103919. */
  103920. addAllToScene(): void;
  103921. /**
  103922. * Removes all the assets in the container from the scene
  103923. */
  103924. removeAllFromScene(): void;
  103925. /**
  103926. * Disposes all the assets in the container
  103927. */
  103928. dispose(): void;
  103929. private _moveAssets;
  103930. /**
  103931. * Removes all the assets contained in the scene and adds them to the container.
  103932. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  103933. */
  103934. moveAllFromScene(keepAssets?: KeepAssets): void;
  103935. /**
  103936. * 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.
  103937. * @returns the root mesh
  103938. */
  103939. createRootMesh(): Mesh;
  103940. }
  103941. }
  103942. declare module BABYLON {
  103943. /**
  103944. * Defines how the parser contract is defined.
  103945. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  103946. */
  103947. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  103948. /**
  103949. * Defines how the individual parser contract is defined.
  103950. * These parser can parse an individual asset
  103951. */
  103952. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  103953. /**
  103954. * Base class of the scene acting as a container for the different elements composing a scene.
  103955. * This class is dynamically extended by the different components of the scene increasing
  103956. * flexibility and reducing coupling
  103957. */
  103958. export abstract class AbstractScene {
  103959. /**
  103960. * Stores the list of available parsers in the application.
  103961. */
  103962. private static _BabylonFileParsers;
  103963. /**
  103964. * Stores the list of available individual parsers in the application.
  103965. */
  103966. private static _IndividualBabylonFileParsers;
  103967. /**
  103968. * Adds a parser in the list of available ones
  103969. * @param name Defines the name of the parser
  103970. * @param parser Defines the parser to add
  103971. */
  103972. static AddParser(name: string, parser: BabylonFileParser): void;
  103973. /**
  103974. * Gets a general parser from the list of avaialble ones
  103975. * @param name Defines the name of the parser
  103976. * @returns the requested parser or null
  103977. */
  103978. static GetParser(name: string): Nullable<BabylonFileParser>;
  103979. /**
  103980. * Adds n individual parser in the list of available ones
  103981. * @param name Defines the name of the parser
  103982. * @param parser Defines the parser to add
  103983. */
  103984. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  103985. /**
  103986. * Gets an individual parser from the list of avaialble ones
  103987. * @param name Defines the name of the parser
  103988. * @returns the requested parser or null
  103989. */
  103990. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  103991. /**
  103992. * Parser json data and populate both a scene and its associated container object
  103993. * @param jsonData Defines the data to parse
  103994. * @param scene Defines the scene to parse the data for
  103995. * @param container Defines the container attached to the parsing sequence
  103996. * @param rootUrl Defines the root url of the data
  103997. */
  103998. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  103999. /**
  104000. * Gets the list of root nodes (ie. nodes with no parent)
  104001. */
  104002. rootNodes: Node[];
  104003. /** All of the cameras added to this scene
  104004. * @see http://doc.babylonjs.com/babylon101/cameras
  104005. */
  104006. cameras: Camera[];
  104007. /**
  104008. * All of the lights added to this scene
  104009. * @see http://doc.babylonjs.com/babylon101/lights
  104010. */
  104011. lights: Light[];
  104012. /**
  104013. * All of the (abstract) meshes added to this scene
  104014. */
  104015. meshes: AbstractMesh[];
  104016. /**
  104017. * The list of skeletons added to the scene
  104018. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  104019. */
  104020. skeletons: Skeleton[];
  104021. /**
  104022. * All of the particle systems added to this scene
  104023. * @see http://doc.babylonjs.com/babylon101/particles
  104024. */
  104025. particleSystems: IParticleSystem[];
  104026. /**
  104027. * Gets a list of Animations associated with the scene
  104028. */
  104029. animations: Animation[];
  104030. /**
  104031. * All of the animation groups added to this scene
  104032. * @see http://doc.babylonjs.com/how_to/group
  104033. */
  104034. animationGroups: AnimationGroup[];
  104035. /**
  104036. * All of the multi-materials added to this scene
  104037. * @see http://doc.babylonjs.com/how_to/multi_materials
  104038. */
  104039. multiMaterials: MultiMaterial[];
  104040. /**
  104041. * All of the materials added to this scene
  104042. * In the context of a Scene, it is not supposed to be modified manually.
  104043. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  104044. * Note also that the order of the Material within the array is not significant and might change.
  104045. * @see http://doc.babylonjs.com/babylon101/materials
  104046. */
  104047. materials: Material[];
  104048. /**
  104049. * The list of morph target managers added to the scene
  104050. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  104051. */
  104052. morphTargetManagers: MorphTargetManager[];
  104053. /**
  104054. * The list of geometries used in the scene.
  104055. */
  104056. geometries: Geometry[];
  104057. /**
  104058. * All of the tranform nodes added to this scene
  104059. * In the context of a Scene, it is not supposed to be modified manually.
  104060. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  104061. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  104062. * @see http://doc.babylonjs.com/how_to/transformnode
  104063. */
  104064. transformNodes: TransformNode[];
  104065. /**
  104066. * ActionManagers available on the scene.
  104067. */
  104068. actionManagers: AbstractActionManager[];
  104069. /**
  104070. * Textures to keep.
  104071. */
  104072. textures: BaseTexture[];
  104073. /**
  104074. * Environment texture for the scene
  104075. */
  104076. environmentTexture: Nullable<BaseTexture>;
  104077. }
  104078. }
  104079. declare module BABYLON {
  104080. /**
  104081. * Interface used to define options for Sound class
  104082. */
  104083. export interface ISoundOptions {
  104084. /**
  104085. * Does the sound autoplay once loaded.
  104086. */
  104087. autoplay?: boolean;
  104088. /**
  104089. * Does the sound loop after it finishes playing once.
  104090. */
  104091. loop?: boolean;
  104092. /**
  104093. * Sound's volume
  104094. */
  104095. volume?: number;
  104096. /**
  104097. * Is it a spatial sound?
  104098. */
  104099. spatialSound?: boolean;
  104100. /**
  104101. * Maximum distance to hear that sound
  104102. */
  104103. maxDistance?: number;
  104104. /**
  104105. * Uses user defined attenuation function
  104106. */
  104107. useCustomAttenuation?: boolean;
  104108. /**
  104109. * Define the roll off factor of spatial sounds.
  104110. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104111. */
  104112. rolloffFactor?: number;
  104113. /**
  104114. * Define the reference distance the sound should be heard perfectly.
  104115. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104116. */
  104117. refDistance?: number;
  104118. /**
  104119. * Define the distance attenuation model the sound will follow.
  104120. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104121. */
  104122. distanceModel?: string;
  104123. /**
  104124. * Defines the playback speed (1 by default)
  104125. */
  104126. playbackRate?: number;
  104127. /**
  104128. * Defines if the sound is from a streaming source
  104129. */
  104130. streaming?: boolean;
  104131. /**
  104132. * Defines an optional length (in seconds) inside the sound file
  104133. */
  104134. length?: number;
  104135. /**
  104136. * Defines an optional offset (in seconds) inside the sound file
  104137. */
  104138. offset?: number;
  104139. /**
  104140. * If true, URLs will not be required to state the audio file codec to use.
  104141. */
  104142. skipCodecCheck?: boolean;
  104143. }
  104144. /**
  104145. * Defines a sound that can be played in the application.
  104146. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  104147. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104148. */
  104149. export class Sound {
  104150. /**
  104151. * The name of the sound in the scene.
  104152. */
  104153. name: string;
  104154. /**
  104155. * Does the sound autoplay once loaded.
  104156. */
  104157. autoplay: boolean;
  104158. /**
  104159. * Does the sound loop after it finishes playing once.
  104160. */
  104161. loop: boolean;
  104162. /**
  104163. * Does the sound use a custom attenuation curve to simulate the falloff
  104164. * happening when the source gets further away from the camera.
  104165. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  104166. */
  104167. useCustomAttenuation: boolean;
  104168. /**
  104169. * The sound track id this sound belongs to.
  104170. */
  104171. soundTrackId: number;
  104172. /**
  104173. * Is this sound currently played.
  104174. */
  104175. isPlaying: boolean;
  104176. /**
  104177. * Is this sound currently paused.
  104178. */
  104179. isPaused: boolean;
  104180. /**
  104181. * Does this sound enables spatial sound.
  104182. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104183. */
  104184. spatialSound: boolean;
  104185. /**
  104186. * Define the reference distance the sound should be heard perfectly.
  104187. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104188. */
  104189. refDistance: number;
  104190. /**
  104191. * Define the roll off factor of spatial sounds.
  104192. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104193. */
  104194. rolloffFactor: number;
  104195. /**
  104196. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  104197. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104198. */
  104199. maxDistance: number;
  104200. /**
  104201. * Define the distance attenuation model the sound will follow.
  104202. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104203. */
  104204. distanceModel: string;
  104205. /**
  104206. * @hidden
  104207. * Back Compat
  104208. **/
  104209. onended: () => any;
  104210. /**
  104211. * Observable event when the current playing sound finishes.
  104212. */
  104213. onEndedObservable: Observable<Sound>;
  104214. private _panningModel;
  104215. private _playbackRate;
  104216. private _streaming;
  104217. private _startTime;
  104218. private _startOffset;
  104219. private _position;
  104220. /** @hidden */
  104221. _positionInEmitterSpace: boolean;
  104222. private _localDirection;
  104223. private _volume;
  104224. private _isReadyToPlay;
  104225. private _isDirectional;
  104226. private _readyToPlayCallback;
  104227. private _audioBuffer;
  104228. private _soundSource;
  104229. private _streamingSource;
  104230. private _soundPanner;
  104231. private _soundGain;
  104232. private _inputAudioNode;
  104233. private _outputAudioNode;
  104234. private _coneInnerAngle;
  104235. private _coneOuterAngle;
  104236. private _coneOuterGain;
  104237. private _scene;
  104238. private _connectedTransformNode;
  104239. private _customAttenuationFunction;
  104240. private _registerFunc;
  104241. private _isOutputConnected;
  104242. private _htmlAudioElement;
  104243. private _urlType;
  104244. private _length?;
  104245. private _offset?;
  104246. /** @hidden */
  104247. static _SceneComponentInitialization: (scene: Scene) => void;
  104248. /**
  104249. * Create a sound and attach it to a scene
  104250. * @param name Name of your sound
  104251. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  104252. * @param scene defines the scene the sound belongs to
  104253. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  104254. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  104255. */
  104256. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  104257. /**
  104258. * Release the sound and its associated resources
  104259. */
  104260. dispose(): void;
  104261. /**
  104262. * Gets if the sounds is ready to be played or not.
  104263. * @returns true if ready, otherwise false
  104264. */
  104265. isReady(): boolean;
  104266. private _soundLoaded;
  104267. /**
  104268. * Sets the data of the sound from an audiobuffer
  104269. * @param audioBuffer The audioBuffer containing the data
  104270. */
  104271. setAudioBuffer(audioBuffer: AudioBuffer): void;
  104272. /**
  104273. * Updates the current sounds options such as maxdistance, loop...
  104274. * @param options A JSON object containing values named as the object properties
  104275. */
  104276. updateOptions(options: ISoundOptions): void;
  104277. private _createSpatialParameters;
  104278. private _updateSpatialParameters;
  104279. /**
  104280. * Switch the panning model to HRTF:
  104281. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  104282. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104283. */
  104284. switchPanningModelToHRTF(): void;
  104285. /**
  104286. * Switch the panning model to Equal Power:
  104287. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  104288. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104289. */
  104290. switchPanningModelToEqualPower(): void;
  104291. private _switchPanningModel;
  104292. /**
  104293. * Connect this sound to a sound track audio node like gain...
  104294. * @param soundTrackAudioNode the sound track audio node to connect to
  104295. */
  104296. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  104297. /**
  104298. * Transform this sound into a directional source
  104299. * @param coneInnerAngle Size of the inner cone in degree
  104300. * @param coneOuterAngle Size of the outer cone in degree
  104301. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  104302. */
  104303. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  104304. /**
  104305. * Gets or sets the inner angle for the directional cone.
  104306. */
  104307. /**
  104308. * Gets or sets the inner angle for the directional cone.
  104309. */
  104310. directionalConeInnerAngle: number;
  104311. /**
  104312. * Gets or sets the outer angle for the directional cone.
  104313. */
  104314. /**
  104315. * Gets or sets the outer angle for the directional cone.
  104316. */
  104317. directionalConeOuterAngle: number;
  104318. /**
  104319. * Sets the position of the emitter if spatial sound is enabled
  104320. * @param newPosition Defines the new posisiton
  104321. */
  104322. setPosition(newPosition: Vector3): void;
  104323. /**
  104324. * Sets the local direction of the emitter if spatial sound is enabled
  104325. * @param newLocalDirection Defines the new local direction
  104326. */
  104327. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  104328. private _updateDirection;
  104329. /** @hidden */
  104330. updateDistanceFromListener(): void;
  104331. /**
  104332. * Sets a new custom attenuation function for the sound.
  104333. * @param callback Defines the function used for the attenuation
  104334. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  104335. */
  104336. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  104337. /**
  104338. * Play the sound
  104339. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  104340. * @param offset (optional) Start the sound at a specific time in seconds
  104341. * @param length (optional) Sound duration (in seconds)
  104342. */
  104343. play(time?: number, offset?: number, length?: number): void;
  104344. private _onended;
  104345. /**
  104346. * Stop the sound
  104347. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  104348. */
  104349. stop(time?: number): void;
  104350. /**
  104351. * Put the sound in pause
  104352. */
  104353. pause(): void;
  104354. /**
  104355. * Sets a dedicated volume for this sounds
  104356. * @param newVolume Define the new volume of the sound
  104357. * @param time Define time for gradual change to new volume
  104358. */
  104359. setVolume(newVolume: number, time?: number): void;
  104360. /**
  104361. * Set the sound play back rate
  104362. * @param newPlaybackRate Define the playback rate the sound should be played at
  104363. */
  104364. setPlaybackRate(newPlaybackRate: number): void;
  104365. /**
  104366. * Gets the volume of the sound.
  104367. * @returns the volume of the sound
  104368. */
  104369. getVolume(): number;
  104370. /**
  104371. * Attach the sound to a dedicated mesh
  104372. * @param transformNode The transform node to connect the sound with
  104373. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  104374. */
  104375. attachToMesh(transformNode: TransformNode): void;
  104376. /**
  104377. * Detach the sound from the previously attached mesh
  104378. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  104379. */
  104380. detachFromMesh(): void;
  104381. private _onRegisterAfterWorldMatrixUpdate;
  104382. /**
  104383. * Clone the current sound in the scene.
  104384. * @returns the new sound clone
  104385. */
  104386. clone(): Nullable<Sound>;
  104387. /**
  104388. * Gets the current underlying audio buffer containing the data
  104389. * @returns the audio buffer
  104390. */
  104391. getAudioBuffer(): Nullable<AudioBuffer>;
  104392. /**
  104393. * Serializes the Sound in a JSON representation
  104394. * @returns the JSON representation of the sound
  104395. */
  104396. serialize(): any;
  104397. /**
  104398. * Parse a JSON representation of a sound to innstantiate in a given scene
  104399. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  104400. * @param scene Define the scene the new parsed sound should be created in
  104401. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  104402. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  104403. * @returns the newly parsed sound
  104404. */
  104405. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  104406. }
  104407. }
  104408. declare module BABYLON {
  104409. /**
  104410. * This defines an action helpful to play a defined sound on a triggered action.
  104411. */
  104412. export class PlaySoundAction extends Action {
  104413. private _sound;
  104414. /**
  104415. * Instantiate the action
  104416. * @param triggerOptions defines the trigger options
  104417. * @param sound defines the sound to play
  104418. * @param condition defines the trigger related conditions
  104419. */
  104420. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104421. /** @hidden */
  104422. _prepare(): void;
  104423. /**
  104424. * Execute the action and play the sound.
  104425. */
  104426. execute(): void;
  104427. /**
  104428. * Serializes the actions and its related information.
  104429. * @param parent defines the object to serialize in
  104430. * @returns the serialized object
  104431. */
  104432. serialize(parent: any): any;
  104433. }
  104434. /**
  104435. * This defines an action helpful to stop a defined sound on a triggered action.
  104436. */
  104437. export class StopSoundAction extends Action {
  104438. private _sound;
  104439. /**
  104440. * Instantiate the action
  104441. * @param triggerOptions defines the trigger options
  104442. * @param sound defines the sound to stop
  104443. * @param condition defines the trigger related conditions
  104444. */
  104445. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104446. /** @hidden */
  104447. _prepare(): void;
  104448. /**
  104449. * Execute the action and stop the sound.
  104450. */
  104451. execute(): void;
  104452. /**
  104453. * Serializes the actions and its related information.
  104454. * @param parent defines the object to serialize in
  104455. * @returns the serialized object
  104456. */
  104457. serialize(parent: any): any;
  104458. }
  104459. }
  104460. declare module BABYLON {
  104461. /**
  104462. * This defines an action responsible to change the value of a property
  104463. * by interpolating between its current value and the newly set one once triggered.
  104464. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  104465. */
  104466. export class InterpolateValueAction extends Action {
  104467. /**
  104468. * Defines the path of the property where the value should be interpolated
  104469. */
  104470. propertyPath: string;
  104471. /**
  104472. * Defines the target value at the end of the interpolation.
  104473. */
  104474. value: any;
  104475. /**
  104476. * Defines the time it will take for the property to interpolate to the value.
  104477. */
  104478. duration: number;
  104479. /**
  104480. * Defines if the other scene animations should be stopped when the action has been triggered
  104481. */
  104482. stopOtherAnimations?: boolean;
  104483. /**
  104484. * Defines a callback raised once the interpolation animation has been done.
  104485. */
  104486. onInterpolationDone?: () => void;
  104487. /**
  104488. * Observable triggered once the interpolation animation has been done.
  104489. */
  104490. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  104491. private _target;
  104492. private _effectiveTarget;
  104493. private _property;
  104494. /**
  104495. * Instantiate the action
  104496. * @param triggerOptions defines the trigger options
  104497. * @param target defines the object containing the value to interpolate
  104498. * @param propertyPath defines the path to the property in the target object
  104499. * @param value defines the target value at the end of the interpolation
  104500. * @param duration deines the time it will take for the property to interpolate to the value.
  104501. * @param condition defines the trigger related conditions
  104502. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  104503. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  104504. */
  104505. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  104506. /** @hidden */
  104507. _prepare(): void;
  104508. /**
  104509. * Execute the action starts the value interpolation.
  104510. */
  104511. execute(): void;
  104512. /**
  104513. * Serializes the actions and its related information.
  104514. * @param parent defines the object to serialize in
  104515. * @returns the serialized object
  104516. */
  104517. serialize(parent: any): any;
  104518. }
  104519. }
  104520. declare module BABYLON {
  104521. /**
  104522. * Options allowed during the creation of a sound track.
  104523. */
  104524. export interface ISoundTrackOptions {
  104525. /**
  104526. * The volume the sound track should take during creation
  104527. */
  104528. volume?: number;
  104529. /**
  104530. * Define if the sound track is the main sound track of the scene
  104531. */
  104532. mainTrack?: boolean;
  104533. }
  104534. /**
  104535. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  104536. * It will be also used in a future release to apply effects on a specific track.
  104537. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104538. */
  104539. export class SoundTrack {
  104540. /**
  104541. * The unique identifier of the sound track in the scene.
  104542. */
  104543. id: number;
  104544. /**
  104545. * The list of sounds included in the sound track.
  104546. */
  104547. soundCollection: Array<Sound>;
  104548. private _outputAudioNode;
  104549. private _scene;
  104550. private _connectedAnalyser;
  104551. private _options;
  104552. private _isInitialized;
  104553. /**
  104554. * Creates a new sound track.
  104555. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104556. * @param scene Define the scene the sound track belongs to
  104557. * @param options
  104558. */
  104559. constructor(scene: Scene, options?: ISoundTrackOptions);
  104560. private _initializeSoundTrackAudioGraph;
  104561. /**
  104562. * Release the sound track and its associated resources
  104563. */
  104564. dispose(): void;
  104565. /**
  104566. * Adds a sound to this sound track
  104567. * @param sound define the cound to add
  104568. * @ignoreNaming
  104569. */
  104570. AddSound(sound: Sound): void;
  104571. /**
  104572. * Removes a sound to this sound track
  104573. * @param sound define the cound to remove
  104574. * @ignoreNaming
  104575. */
  104576. RemoveSound(sound: Sound): void;
  104577. /**
  104578. * Set a global volume for the full sound track.
  104579. * @param newVolume Define the new volume of the sound track
  104580. */
  104581. setVolume(newVolume: number): void;
  104582. /**
  104583. * Switch the panning model to HRTF:
  104584. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  104585. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104586. */
  104587. switchPanningModelToHRTF(): void;
  104588. /**
  104589. * Switch the panning model to Equal Power:
  104590. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  104591. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104592. */
  104593. switchPanningModelToEqualPower(): void;
  104594. /**
  104595. * Connect the sound track to an audio analyser allowing some amazing
  104596. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  104597. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  104598. * @param analyser The analyser to connect to the engine
  104599. */
  104600. connectToAnalyser(analyser: Analyser): void;
  104601. }
  104602. }
  104603. declare module BABYLON {
  104604. interface AbstractScene {
  104605. /**
  104606. * The list of sounds used in the scene.
  104607. */
  104608. sounds: Nullable<Array<Sound>>;
  104609. }
  104610. interface Scene {
  104611. /**
  104612. * @hidden
  104613. * Backing field
  104614. */
  104615. _mainSoundTrack: SoundTrack;
  104616. /**
  104617. * The main sound track played by the scene.
  104618. * It cotains your primary collection of sounds.
  104619. */
  104620. mainSoundTrack: SoundTrack;
  104621. /**
  104622. * The list of sound tracks added to the scene
  104623. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104624. */
  104625. soundTracks: Nullable<Array<SoundTrack>>;
  104626. /**
  104627. * Gets a sound using a given name
  104628. * @param name defines the name to search for
  104629. * @return the found sound or null if not found at all.
  104630. */
  104631. getSoundByName(name: string): Nullable<Sound>;
  104632. /**
  104633. * Gets or sets if audio support is enabled
  104634. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104635. */
  104636. audioEnabled: boolean;
  104637. /**
  104638. * Gets or sets if audio will be output to headphones
  104639. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104640. */
  104641. headphone: boolean;
  104642. /**
  104643. * Gets or sets custom audio listener position provider
  104644. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104645. */
  104646. audioListenerPositionProvider: Nullable<() => Vector3>;
  104647. /**
  104648. * Gets or sets a refresh rate when using 3D audio positioning
  104649. */
  104650. audioPositioningRefreshRate: number;
  104651. }
  104652. /**
  104653. * Defines the sound scene component responsible to manage any sounds
  104654. * in a given scene.
  104655. */
  104656. export class AudioSceneComponent implements ISceneSerializableComponent {
  104657. /**
  104658. * The component name helpfull to identify the component in the list of scene components.
  104659. */
  104660. readonly name: string;
  104661. /**
  104662. * The scene the component belongs to.
  104663. */
  104664. scene: Scene;
  104665. private _audioEnabled;
  104666. /**
  104667. * Gets whether audio is enabled or not.
  104668. * Please use related enable/disable method to switch state.
  104669. */
  104670. readonly audioEnabled: boolean;
  104671. private _headphone;
  104672. /**
  104673. * Gets whether audio is outputing to headphone or not.
  104674. * Please use the according Switch methods to change output.
  104675. */
  104676. readonly headphone: boolean;
  104677. /**
  104678. * Gets or sets a refresh rate when using 3D audio positioning
  104679. */
  104680. audioPositioningRefreshRate: number;
  104681. private _audioListenerPositionProvider;
  104682. /**
  104683. * Gets the current audio listener position provider
  104684. */
  104685. /**
  104686. * Sets a custom listener position for all sounds in the scene
  104687. * By default, this is the position of the first active camera
  104688. */
  104689. audioListenerPositionProvider: Nullable<() => Vector3>;
  104690. /**
  104691. * Creates a new instance of the component for the given scene
  104692. * @param scene Defines the scene to register the component in
  104693. */
  104694. constructor(scene: Scene);
  104695. /**
  104696. * Registers the component in a given scene
  104697. */
  104698. register(): void;
  104699. /**
  104700. * Rebuilds the elements related to this component in case of
  104701. * context lost for instance.
  104702. */
  104703. rebuild(): void;
  104704. /**
  104705. * Serializes the component data to the specified json object
  104706. * @param serializationObject The object to serialize to
  104707. */
  104708. serialize(serializationObject: any): void;
  104709. /**
  104710. * Adds all the elements from the container to the scene
  104711. * @param container the container holding the elements
  104712. */
  104713. addFromContainer(container: AbstractScene): void;
  104714. /**
  104715. * Removes all the elements in the container from the scene
  104716. * @param container contains the elements to remove
  104717. * @param dispose if the removed element should be disposed (default: false)
  104718. */
  104719. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  104720. /**
  104721. * Disposes the component and the associated ressources.
  104722. */
  104723. dispose(): void;
  104724. /**
  104725. * Disables audio in the associated scene.
  104726. */
  104727. disableAudio(): void;
  104728. /**
  104729. * Enables audio in the associated scene.
  104730. */
  104731. enableAudio(): void;
  104732. /**
  104733. * Switch audio to headphone output.
  104734. */
  104735. switchAudioModeForHeadphones(): void;
  104736. /**
  104737. * Switch audio to normal speakers.
  104738. */
  104739. switchAudioModeForNormalSpeakers(): void;
  104740. private _cachedCameraDirection;
  104741. private _cachedCameraPosition;
  104742. private _lastCheck;
  104743. private _afterRender;
  104744. }
  104745. }
  104746. declare module BABYLON {
  104747. /**
  104748. * Wraps one or more Sound objects and selects one with random weight for playback.
  104749. */
  104750. export class WeightedSound {
  104751. /** When true a Sound will be selected and played when the current playing Sound completes. */
  104752. loop: boolean;
  104753. private _coneInnerAngle;
  104754. private _coneOuterAngle;
  104755. private _volume;
  104756. /** A Sound is currently playing. */
  104757. isPlaying: boolean;
  104758. /** A Sound is currently paused. */
  104759. isPaused: boolean;
  104760. private _sounds;
  104761. private _weights;
  104762. private _currentIndex?;
  104763. /**
  104764. * Creates a new WeightedSound from the list of sounds given.
  104765. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  104766. * @param sounds Array of Sounds that will be selected from.
  104767. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  104768. */
  104769. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  104770. /**
  104771. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  104772. */
  104773. /**
  104774. * The size of cone in degress for a directional sound in which there will be no attenuation.
  104775. */
  104776. directionalConeInnerAngle: number;
  104777. /**
  104778. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104779. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104780. */
  104781. /**
  104782. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104783. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104784. */
  104785. directionalConeOuterAngle: number;
  104786. /**
  104787. * Playback volume.
  104788. */
  104789. /**
  104790. * Playback volume.
  104791. */
  104792. volume: number;
  104793. private _onended;
  104794. /**
  104795. * Suspend playback
  104796. */
  104797. pause(): void;
  104798. /**
  104799. * Stop playback
  104800. */
  104801. stop(): void;
  104802. /**
  104803. * Start playback.
  104804. * @param startOffset Position the clip head at a specific time in seconds.
  104805. */
  104806. play(startOffset?: number): void;
  104807. }
  104808. }
  104809. declare module BABYLON {
  104810. /**
  104811. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  104812. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104813. */
  104814. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  104815. /**
  104816. * Gets the name of the behavior.
  104817. */
  104818. readonly name: string;
  104819. /**
  104820. * The easing function used by animations
  104821. */
  104822. static EasingFunction: BackEase;
  104823. /**
  104824. * The easing mode used by animations
  104825. */
  104826. static EasingMode: number;
  104827. /**
  104828. * The duration of the animation, in milliseconds
  104829. */
  104830. transitionDuration: number;
  104831. /**
  104832. * Length of the distance animated by the transition when lower radius is reached
  104833. */
  104834. lowerRadiusTransitionRange: number;
  104835. /**
  104836. * Length of the distance animated by the transition when upper radius is reached
  104837. */
  104838. upperRadiusTransitionRange: number;
  104839. private _autoTransitionRange;
  104840. /**
  104841. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104842. */
  104843. /**
  104844. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104845. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  104846. */
  104847. autoTransitionRange: boolean;
  104848. private _attachedCamera;
  104849. private _onAfterCheckInputsObserver;
  104850. private _onMeshTargetChangedObserver;
  104851. /**
  104852. * Initializes the behavior.
  104853. */
  104854. init(): void;
  104855. /**
  104856. * Attaches the behavior to its arc rotate camera.
  104857. * @param camera Defines the camera to attach the behavior to
  104858. */
  104859. attach(camera: ArcRotateCamera): void;
  104860. /**
  104861. * Detaches the behavior from its current arc rotate camera.
  104862. */
  104863. detach(): void;
  104864. private _radiusIsAnimating;
  104865. private _radiusBounceTransition;
  104866. private _animatables;
  104867. private _cachedWheelPrecision;
  104868. /**
  104869. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  104870. * @param radiusLimit The limit to check against.
  104871. * @return Bool to indicate if at limit.
  104872. */
  104873. private _isRadiusAtLimit;
  104874. /**
  104875. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  104876. * @param radiusDelta The delta by which to animate to. Can be negative.
  104877. */
  104878. private _applyBoundRadiusAnimation;
  104879. /**
  104880. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  104881. */
  104882. protected _clearAnimationLocks(): void;
  104883. /**
  104884. * Stops and removes all animations that have been applied to the camera
  104885. */
  104886. stopAllAnimations(): void;
  104887. }
  104888. }
  104889. declare module BABYLON {
  104890. /**
  104891. * 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.
  104892. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104893. */
  104894. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  104895. /**
  104896. * Gets the name of the behavior.
  104897. */
  104898. readonly name: string;
  104899. private _mode;
  104900. private _radiusScale;
  104901. private _positionScale;
  104902. private _defaultElevation;
  104903. private _elevationReturnTime;
  104904. private _elevationReturnWaitTime;
  104905. private _zoomStopsAnimation;
  104906. private _framingTime;
  104907. /**
  104908. * The easing function used by animations
  104909. */
  104910. static EasingFunction: ExponentialEase;
  104911. /**
  104912. * The easing mode used by animations
  104913. */
  104914. static EasingMode: number;
  104915. /**
  104916. * Sets the current mode used by the behavior
  104917. */
  104918. /**
  104919. * Gets current mode used by the behavior.
  104920. */
  104921. mode: number;
  104922. /**
  104923. * Sets the scale applied to the radius (1 by default)
  104924. */
  104925. /**
  104926. * Gets the scale applied to the radius
  104927. */
  104928. radiusScale: number;
  104929. /**
  104930. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104931. */
  104932. /**
  104933. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104934. */
  104935. positionScale: number;
  104936. /**
  104937. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104938. * behaviour is triggered, in radians.
  104939. */
  104940. /**
  104941. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104942. * behaviour is triggered, in radians.
  104943. */
  104944. defaultElevation: number;
  104945. /**
  104946. * Sets the time (in milliseconds) taken to return to the default beta position.
  104947. * Negative value indicates camera should not return to default.
  104948. */
  104949. /**
  104950. * Gets the time (in milliseconds) taken to return to the default beta position.
  104951. * Negative value indicates camera should not return to default.
  104952. */
  104953. elevationReturnTime: number;
  104954. /**
  104955. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104956. */
  104957. /**
  104958. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104959. */
  104960. elevationReturnWaitTime: number;
  104961. /**
  104962. * Sets the flag that indicates if user zooming should stop animation.
  104963. */
  104964. /**
  104965. * Gets the flag that indicates if user zooming should stop animation.
  104966. */
  104967. zoomStopsAnimation: boolean;
  104968. /**
  104969. * Sets the transition time when framing the mesh, in milliseconds
  104970. */
  104971. /**
  104972. * Gets the transition time when framing the mesh, in milliseconds
  104973. */
  104974. framingTime: number;
  104975. /**
  104976. * Define if the behavior should automatically change the configured
  104977. * camera limits and sensibilities.
  104978. */
  104979. autoCorrectCameraLimitsAndSensibility: boolean;
  104980. private _onPrePointerObservableObserver;
  104981. private _onAfterCheckInputsObserver;
  104982. private _onMeshTargetChangedObserver;
  104983. private _attachedCamera;
  104984. private _isPointerDown;
  104985. private _lastInteractionTime;
  104986. /**
  104987. * Initializes the behavior.
  104988. */
  104989. init(): void;
  104990. /**
  104991. * Attaches the behavior to its arc rotate camera.
  104992. * @param camera Defines the camera to attach the behavior to
  104993. */
  104994. attach(camera: ArcRotateCamera): void;
  104995. /**
  104996. * Detaches the behavior from its current arc rotate camera.
  104997. */
  104998. detach(): void;
  104999. private _animatables;
  105000. private _betaIsAnimating;
  105001. private _betaTransition;
  105002. private _radiusTransition;
  105003. private _vectorTransition;
  105004. /**
  105005. * Targets the given mesh and updates zoom level accordingly.
  105006. * @param mesh The mesh to target.
  105007. * @param radius Optional. If a cached radius position already exists, overrides default.
  105008. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  105009. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  105010. * @param onAnimationEnd Callback triggered at the end of the framing animation
  105011. */
  105012. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  105013. /**
  105014. * Targets the given mesh with its children and updates zoom level accordingly.
  105015. * @param mesh The mesh to target.
  105016. * @param radius Optional. If a cached radius position already exists, overrides default.
  105017. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  105018. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  105019. * @param onAnimationEnd Callback triggered at the end of the framing animation
  105020. */
  105021. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  105022. /**
  105023. * Targets the given meshes with their children and updates zoom level accordingly.
  105024. * @param meshes The mesh to target.
  105025. * @param radius Optional. If a cached radius position already exists, overrides default.
  105026. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  105027. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  105028. * @param onAnimationEnd Callback triggered at the end of the framing animation
  105029. */
  105030. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  105031. /**
  105032. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  105033. * @param minimumWorld Determines the smaller position of the bounding box extend
  105034. * @param maximumWorld Determines the bigger position of the bounding box extend
  105035. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  105036. * @param onAnimationEnd Callback triggered at the end of the framing animation
  105037. */
  105038. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  105039. /**
  105040. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  105041. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  105042. * frustum width.
  105043. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  105044. * to fully enclose the mesh in the viewing frustum.
  105045. */
  105046. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  105047. /**
  105048. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  105049. * is automatically returned to its default position (expected to be above ground plane).
  105050. */
  105051. private _maintainCameraAboveGround;
  105052. /**
  105053. * Returns the frustum slope based on the canvas ratio and camera FOV
  105054. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  105055. */
  105056. private _getFrustumSlope;
  105057. /**
  105058. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  105059. */
  105060. private _clearAnimationLocks;
  105061. /**
  105062. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  105063. */
  105064. private _applyUserInteraction;
  105065. /**
  105066. * Stops and removes all animations that have been applied to the camera
  105067. */
  105068. stopAllAnimations(): void;
  105069. /**
  105070. * Gets a value indicating if the user is moving the camera
  105071. */
  105072. readonly isUserIsMoving: boolean;
  105073. /**
  105074. * The camera can move all the way towards the mesh.
  105075. */
  105076. static IgnoreBoundsSizeMode: number;
  105077. /**
  105078. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  105079. */
  105080. static FitFrustumSidesMode: number;
  105081. }
  105082. }
  105083. declare module BABYLON {
  105084. /**
  105085. * Base class for Camera Pointer Inputs.
  105086. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  105087. * for example usage.
  105088. */
  105089. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  105090. /**
  105091. * Defines the camera the input is attached to.
  105092. */
  105093. abstract camera: Camera;
  105094. /**
  105095. * Whether keyboard modifier keys are pressed at time of last mouse event.
  105096. */
  105097. protected _altKey: boolean;
  105098. protected _ctrlKey: boolean;
  105099. protected _metaKey: boolean;
  105100. protected _shiftKey: boolean;
  105101. /**
  105102. * Which mouse buttons were pressed at time of last mouse event.
  105103. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  105104. */
  105105. protected _buttonsPressed: number;
  105106. /**
  105107. * Defines the buttons associated with the input to handle camera move.
  105108. */
  105109. buttons: number[];
  105110. /**
  105111. * Attach the input controls to a specific dom element to get the input from.
  105112. * @param element Defines the element the controls should be listened from
  105113. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105114. */
  105115. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105116. /**
  105117. * Detach the current controls from the specified dom element.
  105118. * @param element Defines the element to stop listening the inputs from
  105119. */
  105120. detachControl(element: Nullable<HTMLElement>): void;
  105121. /**
  105122. * Gets the class name of the current input.
  105123. * @returns the class name
  105124. */
  105125. getClassName(): string;
  105126. /**
  105127. * Get the friendly name associated with the input class.
  105128. * @returns the input friendly name
  105129. */
  105130. getSimpleName(): string;
  105131. /**
  105132. * Called on pointer POINTERDOUBLETAP event.
  105133. * Override this method to provide functionality on POINTERDOUBLETAP event.
  105134. */
  105135. protected onDoubleTap(type: string): void;
  105136. /**
  105137. * Called on pointer POINTERMOVE event if only a single touch is active.
  105138. * Override this method to provide functionality.
  105139. */
  105140. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  105141. /**
  105142. * Called on pointer POINTERMOVE event if multiple touches are active.
  105143. * Override this method to provide functionality.
  105144. */
  105145. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  105146. /**
  105147. * Called on JS contextmenu event.
  105148. * Override this method to provide functionality.
  105149. */
  105150. protected onContextMenu(evt: PointerEvent): void;
  105151. /**
  105152. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  105153. * press.
  105154. * Override this method to provide functionality.
  105155. */
  105156. protected onButtonDown(evt: PointerEvent): void;
  105157. /**
  105158. * Called each time a new POINTERUP event occurs. Ie, for each button
  105159. * release.
  105160. * Override this method to provide functionality.
  105161. */
  105162. protected onButtonUp(evt: PointerEvent): void;
  105163. /**
  105164. * Called when window becomes inactive.
  105165. * Override this method to provide functionality.
  105166. */
  105167. protected onLostFocus(): void;
  105168. private _pointerInput;
  105169. private _observer;
  105170. private _onLostFocus;
  105171. private pointA;
  105172. private pointB;
  105173. }
  105174. }
  105175. declare module BABYLON {
  105176. /**
  105177. * Manage the pointers inputs to control an arc rotate camera.
  105178. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105179. */
  105180. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  105181. /**
  105182. * Defines the camera the input is attached to.
  105183. */
  105184. camera: ArcRotateCamera;
  105185. /**
  105186. * Gets the class name of the current input.
  105187. * @returns the class name
  105188. */
  105189. getClassName(): string;
  105190. /**
  105191. * Defines the buttons associated with the input to handle camera move.
  105192. */
  105193. buttons: number[];
  105194. /**
  105195. * Defines the pointer angular sensibility along the X axis or how fast is
  105196. * the camera rotating.
  105197. */
  105198. angularSensibilityX: number;
  105199. /**
  105200. * Defines the pointer angular sensibility along the Y axis or how fast is
  105201. * the camera rotating.
  105202. */
  105203. angularSensibilityY: number;
  105204. /**
  105205. * Defines the pointer pinch precision or how fast is the camera zooming.
  105206. */
  105207. pinchPrecision: number;
  105208. /**
  105209. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  105210. * from 0.
  105211. * It defines the percentage of current camera.radius to use as delta when
  105212. * pinch zoom is used.
  105213. */
  105214. pinchDeltaPercentage: number;
  105215. /**
  105216. * Defines the pointer panning sensibility or how fast is the camera moving.
  105217. */
  105218. panningSensibility: number;
  105219. /**
  105220. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  105221. */
  105222. multiTouchPanning: boolean;
  105223. /**
  105224. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  105225. * zoom (pinch) through multitouch.
  105226. */
  105227. multiTouchPanAndZoom: boolean;
  105228. /**
  105229. * Revers pinch action direction.
  105230. */
  105231. pinchInwards: boolean;
  105232. private _isPanClick;
  105233. private _twoFingerActivityCount;
  105234. private _isPinching;
  105235. /**
  105236. * Called on pointer POINTERMOVE event if only a single touch is active.
  105237. */
  105238. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  105239. /**
  105240. * Called on pointer POINTERDOUBLETAP event.
  105241. */
  105242. protected onDoubleTap(type: string): void;
  105243. /**
  105244. * Called on pointer POINTERMOVE event if multiple touches are active.
  105245. */
  105246. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  105247. /**
  105248. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  105249. * press.
  105250. */
  105251. protected onButtonDown(evt: PointerEvent): void;
  105252. /**
  105253. * Called each time a new POINTERUP event occurs. Ie, for each button
  105254. * release.
  105255. */
  105256. protected onButtonUp(evt: PointerEvent): void;
  105257. /**
  105258. * Called when window becomes inactive.
  105259. */
  105260. protected onLostFocus(): void;
  105261. }
  105262. }
  105263. declare module BABYLON {
  105264. /**
  105265. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  105266. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105267. */
  105268. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  105269. /**
  105270. * Defines the camera the input is attached to.
  105271. */
  105272. camera: ArcRotateCamera;
  105273. /**
  105274. * Defines the list of key codes associated with the up action (increase alpha)
  105275. */
  105276. keysUp: number[];
  105277. /**
  105278. * Defines the list of key codes associated with the down action (decrease alpha)
  105279. */
  105280. keysDown: number[];
  105281. /**
  105282. * Defines the list of key codes associated with the left action (increase beta)
  105283. */
  105284. keysLeft: number[];
  105285. /**
  105286. * Defines the list of key codes associated with the right action (decrease beta)
  105287. */
  105288. keysRight: number[];
  105289. /**
  105290. * Defines the list of key codes associated with the reset action.
  105291. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  105292. */
  105293. keysReset: number[];
  105294. /**
  105295. * Defines the panning sensibility of the inputs.
  105296. * (How fast is the camera paning)
  105297. */
  105298. panningSensibility: number;
  105299. /**
  105300. * Defines the zooming sensibility of the inputs.
  105301. * (How fast is the camera zooming)
  105302. */
  105303. zoomingSensibility: number;
  105304. /**
  105305. * Defines wether maintaining the alt key down switch the movement mode from
  105306. * orientation to zoom.
  105307. */
  105308. useAltToZoom: boolean;
  105309. /**
  105310. * Rotation speed of the camera
  105311. */
  105312. angularSpeed: number;
  105313. private _keys;
  105314. private _ctrlPressed;
  105315. private _altPressed;
  105316. private _onCanvasBlurObserver;
  105317. private _onKeyboardObserver;
  105318. private _engine;
  105319. private _scene;
  105320. /**
  105321. * Attach the input controls to a specific dom element to get the input from.
  105322. * @param element Defines the element the controls should be listened from
  105323. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105324. */
  105325. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105326. /**
  105327. * Detach the current controls from the specified dom element.
  105328. * @param element Defines the element to stop listening the inputs from
  105329. */
  105330. detachControl(element: Nullable<HTMLElement>): void;
  105331. /**
  105332. * Update the current camera state depending on the inputs that have been used this frame.
  105333. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105334. */
  105335. checkInputs(): void;
  105336. /**
  105337. * Gets the class name of the current intput.
  105338. * @returns the class name
  105339. */
  105340. getClassName(): string;
  105341. /**
  105342. * Get the friendly name associated with the input class.
  105343. * @returns the input friendly name
  105344. */
  105345. getSimpleName(): string;
  105346. }
  105347. }
  105348. declare module BABYLON {
  105349. /**
  105350. * Manage the mouse wheel inputs to control an arc rotate camera.
  105351. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105352. */
  105353. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  105354. /**
  105355. * Defines the camera the input is attached to.
  105356. */
  105357. camera: ArcRotateCamera;
  105358. /**
  105359. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  105360. */
  105361. wheelPrecision: number;
  105362. /**
  105363. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  105364. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  105365. */
  105366. wheelDeltaPercentage: number;
  105367. private _wheel;
  105368. private _observer;
  105369. private computeDeltaFromMouseWheelLegacyEvent;
  105370. /**
  105371. * Attach the input controls to a specific dom element to get the input from.
  105372. * @param element Defines the element the controls should be listened from
  105373. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105374. */
  105375. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105376. /**
  105377. * Detach the current controls from the specified dom element.
  105378. * @param element Defines the element to stop listening the inputs from
  105379. */
  105380. detachControl(element: Nullable<HTMLElement>): void;
  105381. /**
  105382. * Gets the class name of the current intput.
  105383. * @returns the class name
  105384. */
  105385. getClassName(): string;
  105386. /**
  105387. * Get the friendly name associated with the input class.
  105388. * @returns the input friendly name
  105389. */
  105390. getSimpleName(): string;
  105391. }
  105392. }
  105393. declare module BABYLON {
  105394. /**
  105395. * Default Inputs manager for the ArcRotateCamera.
  105396. * It groups all the default supported inputs for ease of use.
  105397. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105398. */
  105399. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  105400. /**
  105401. * Instantiates a new ArcRotateCameraInputsManager.
  105402. * @param camera Defines the camera the inputs belong to
  105403. */
  105404. constructor(camera: ArcRotateCamera);
  105405. /**
  105406. * Add mouse wheel input support to the input manager.
  105407. * @returns the current input manager
  105408. */
  105409. addMouseWheel(): ArcRotateCameraInputsManager;
  105410. /**
  105411. * Add pointers input support to the input manager.
  105412. * @returns the current input manager
  105413. */
  105414. addPointers(): ArcRotateCameraInputsManager;
  105415. /**
  105416. * Add keyboard input support to the input manager.
  105417. * @returns the current input manager
  105418. */
  105419. addKeyboard(): ArcRotateCameraInputsManager;
  105420. }
  105421. }
  105422. declare module BABYLON {
  105423. /**
  105424. * This represents an orbital type of camera.
  105425. *
  105426. * 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.
  105427. * 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.
  105428. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  105429. */
  105430. export class ArcRotateCamera extends TargetCamera {
  105431. /**
  105432. * Defines the rotation angle of the camera along the longitudinal axis.
  105433. */
  105434. alpha: number;
  105435. /**
  105436. * Defines the rotation angle of the camera along the latitudinal axis.
  105437. */
  105438. beta: number;
  105439. /**
  105440. * Defines the radius of the camera from it s target point.
  105441. */
  105442. radius: number;
  105443. protected _target: Vector3;
  105444. protected _targetHost: Nullable<AbstractMesh>;
  105445. /**
  105446. * Defines the target point of the camera.
  105447. * The camera looks towards it form the radius distance.
  105448. */
  105449. target: Vector3;
  105450. /**
  105451. * Define the current local position of the camera in the scene
  105452. */
  105453. position: Vector3;
  105454. protected _upVector: Vector3;
  105455. protected _upToYMatrix: Matrix;
  105456. protected _YToUpMatrix: Matrix;
  105457. /**
  105458. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  105459. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  105460. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  105461. */
  105462. upVector: Vector3;
  105463. /**
  105464. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  105465. */
  105466. setMatUp(): void;
  105467. /**
  105468. * Current inertia value on the longitudinal axis.
  105469. * The bigger this number the longer it will take for the camera to stop.
  105470. */
  105471. inertialAlphaOffset: number;
  105472. /**
  105473. * Current inertia value on the latitudinal axis.
  105474. * The bigger this number the longer it will take for the camera to stop.
  105475. */
  105476. inertialBetaOffset: number;
  105477. /**
  105478. * Current inertia value on the radius axis.
  105479. * The bigger this number the longer it will take for the camera to stop.
  105480. */
  105481. inertialRadiusOffset: number;
  105482. /**
  105483. * Minimum allowed angle on the longitudinal axis.
  105484. * This can help limiting how the Camera is able to move in the scene.
  105485. */
  105486. lowerAlphaLimit: Nullable<number>;
  105487. /**
  105488. * Maximum allowed angle on the longitudinal axis.
  105489. * This can help limiting how the Camera is able to move in the scene.
  105490. */
  105491. upperAlphaLimit: Nullable<number>;
  105492. /**
  105493. * Minimum allowed angle on the latitudinal axis.
  105494. * This can help limiting how the Camera is able to move in the scene.
  105495. */
  105496. lowerBetaLimit: number;
  105497. /**
  105498. * Maximum allowed angle on the latitudinal axis.
  105499. * This can help limiting how the Camera is able to move in the scene.
  105500. */
  105501. upperBetaLimit: number;
  105502. /**
  105503. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  105504. * This can help limiting how the Camera is able to move in the scene.
  105505. */
  105506. lowerRadiusLimit: Nullable<number>;
  105507. /**
  105508. * Maximum allowed distance of the camera to the target (The camera can not get further).
  105509. * This can help limiting how the Camera is able to move in the scene.
  105510. */
  105511. upperRadiusLimit: Nullable<number>;
  105512. /**
  105513. * Defines the current inertia value used during panning of the camera along the X axis.
  105514. */
  105515. inertialPanningX: number;
  105516. /**
  105517. * Defines the current inertia value used during panning of the camera along the Y axis.
  105518. */
  105519. inertialPanningY: number;
  105520. /**
  105521. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  105522. * Basically if your fingers moves away from more than this distance you will be considered
  105523. * in pinch mode.
  105524. */
  105525. pinchToPanMaxDistance: number;
  105526. /**
  105527. * Defines the maximum distance the camera can pan.
  105528. * This could help keeping the cammera always in your scene.
  105529. */
  105530. panningDistanceLimit: Nullable<number>;
  105531. /**
  105532. * Defines the target of the camera before paning.
  105533. */
  105534. panningOriginTarget: Vector3;
  105535. /**
  105536. * Defines the value of the inertia used during panning.
  105537. * 0 would mean stop inertia and one would mean no decelleration at all.
  105538. */
  105539. panningInertia: number;
  105540. /**
  105541. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  105542. */
  105543. angularSensibilityX: number;
  105544. /**
  105545. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  105546. */
  105547. angularSensibilityY: number;
  105548. /**
  105549. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  105550. */
  105551. pinchPrecision: number;
  105552. /**
  105553. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  105554. * It will be used instead of pinchDeltaPrecision if different from 0.
  105555. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105556. */
  105557. pinchDeltaPercentage: number;
  105558. /**
  105559. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  105560. */
  105561. panningSensibility: number;
  105562. /**
  105563. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  105564. */
  105565. keysUp: number[];
  105566. /**
  105567. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  105568. */
  105569. keysDown: number[];
  105570. /**
  105571. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  105572. */
  105573. keysLeft: number[];
  105574. /**
  105575. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  105576. */
  105577. keysRight: number[];
  105578. /**
  105579. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  105580. */
  105581. wheelPrecision: number;
  105582. /**
  105583. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  105584. * It will be used instead of pinchDeltaPrecision if different from 0.
  105585. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105586. */
  105587. wheelDeltaPercentage: number;
  105588. /**
  105589. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  105590. */
  105591. zoomOnFactor: number;
  105592. /**
  105593. * Defines a screen offset for the camera position.
  105594. */
  105595. targetScreenOffset: Vector2;
  105596. /**
  105597. * Allows the camera to be completely reversed.
  105598. * If false the camera can not arrive upside down.
  105599. */
  105600. allowUpsideDown: boolean;
  105601. /**
  105602. * Define if double tap/click is used to restore the previously saved state of the camera.
  105603. */
  105604. useInputToRestoreState: boolean;
  105605. /** @hidden */
  105606. _viewMatrix: Matrix;
  105607. /** @hidden */
  105608. _useCtrlForPanning: boolean;
  105609. /** @hidden */
  105610. _panningMouseButton: number;
  105611. /**
  105612. * Defines the input associated to the camera.
  105613. */
  105614. inputs: ArcRotateCameraInputsManager;
  105615. /** @hidden */
  105616. _reset: () => void;
  105617. /**
  105618. * Defines the allowed panning axis.
  105619. */
  105620. panningAxis: Vector3;
  105621. protected _localDirection: Vector3;
  105622. protected _transformedDirection: Vector3;
  105623. private _bouncingBehavior;
  105624. /**
  105625. * Gets the bouncing behavior of the camera if it has been enabled.
  105626. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105627. */
  105628. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  105629. /**
  105630. * Defines if the bouncing behavior of the camera is enabled on the camera.
  105631. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105632. */
  105633. useBouncingBehavior: boolean;
  105634. private _framingBehavior;
  105635. /**
  105636. * Gets the framing behavior of the camera if it has been enabled.
  105637. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105638. */
  105639. readonly framingBehavior: Nullable<FramingBehavior>;
  105640. /**
  105641. * Defines if the framing behavior of the camera is enabled on the camera.
  105642. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105643. */
  105644. useFramingBehavior: boolean;
  105645. private _autoRotationBehavior;
  105646. /**
  105647. * Gets the auto rotation behavior of the camera if it has been enabled.
  105648. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105649. */
  105650. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  105651. /**
  105652. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  105653. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105654. */
  105655. useAutoRotationBehavior: boolean;
  105656. /**
  105657. * Observable triggered when the mesh target has been changed on the camera.
  105658. */
  105659. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  105660. /**
  105661. * Event raised when the camera is colliding with a mesh.
  105662. */
  105663. onCollide: (collidedMesh: AbstractMesh) => void;
  105664. /**
  105665. * Defines whether the camera should check collision with the objects oh the scene.
  105666. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  105667. */
  105668. checkCollisions: boolean;
  105669. /**
  105670. * Defines the collision radius of the camera.
  105671. * This simulates a sphere around the camera.
  105672. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105673. */
  105674. collisionRadius: Vector3;
  105675. protected _collider: Collider;
  105676. protected _previousPosition: Vector3;
  105677. protected _collisionVelocity: Vector3;
  105678. protected _newPosition: Vector3;
  105679. protected _previousAlpha: number;
  105680. protected _previousBeta: number;
  105681. protected _previousRadius: number;
  105682. protected _collisionTriggered: boolean;
  105683. protected _targetBoundingCenter: Nullable<Vector3>;
  105684. private _computationVector;
  105685. /**
  105686. * Instantiates a new ArcRotateCamera in a given scene
  105687. * @param name Defines the name of the camera
  105688. * @param alpha Defines the camera rotation along the logitudinal axis
  105689. * @param beta Defines the camera rotation along the latitudinal axis
  105690. * @param radius Defines the camera distance from its target
  105691. * @param target Defines the camera target
  105692. * @param scene Defines the scene the camera belongs to
  105693. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  105694. */
  105695. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105696. /** @hidden */
  105697. _initCache(): void;
  105698. /** @hidden */
  105699. _updateCache(ignoreParentClass?: boolean): void;
  105700. protected _getTargetPosition(): Vector3;
  105701. private _storedAlpha;
  105702. private _storedBeta;
  105703. private _storedRadius;
  105704. private _storedTarget;
  105705. private _storedTargetScreenOffset;
  105706. /**
  105707. * Stores the current state of the camera (alpha, beta, radius and target)
  105708. * @returns the camera itself
  105709. */
  105710. storeState(): Camera;
  105711. /**
  105712. * @hidden
  105713. * Restored camera state. You must call storeState() first
  105714. */
  105715. _restoreStateValues(): boolean;
  105716. /** @hidden */
  105717. _isSynchronizedViewMatrix(): boolean;
  105718. /**
  105719. * Attached controls to the current camera.
  105720. * @param element Defines the element the controls should be listened from
  105721. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105722. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  105723. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  105724. */
  105725. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  105726. /**
  105727. * Detach the current controls from the camera.
  105728. * The camera will stop reacting to inputs.
  105729. * @param element Defines the element to stop listening the inputs from
  105730. */
  105731. detachControl(element: HTMLElement): void;
  105732. /** @hidden */
  105733. _checkInputs(): void;
  105734. protected _checkLimits(): void;
  105735. /**
  105736. * Rebuilds angles (alpha, beta) and radius from the give position and target
  105737. */
  105738. rebuildAnglesAndRadius(): void;
  105739. /**
  105740. * Use a position to define the current camera related information like alpha, beta and radius
  105741. * @param position Defines the position to set the camera at
  105742. */
  105743. setPosition(position: Vector3): void;
  105744. /**
  105745. * Defines the target the camera should look at.
  105746. * This will automatically adapt alpha beta and radius to fit within the new target.
  105747. * @param target Defines the new target as a Vector or a mesh
  105748. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  105749. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  105750. */
  105751. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  105752. /** @hidden */
  105753. _getViewMatrix(): Matrix;
  105754. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  105755. /**
  105756. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  105757. * @param meshes Defines the mesh to zoom on
  105758. * @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)
  105759. */
  105760. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  105761. /**
  105762. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  105763. * The target will be changed but the radius
  105764. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  105765. * @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)
  105766. */
  105767. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  105768. min: Vector3;
  105769. max: Vector3;
  105770. distance: number;
  105771. }, doNotUpdateMaxZ?: boolean): void;
  105772. /**
  105773. * @override
  105774. * Override Camera.createRigCamera
  105775. */
  105776. createRigCamera(name: string, cameraIndex: number): Camera;
  105777. /**
  105778. * @hidden
  105779. * @override
  105780. * Override Camera._updateRigCameras
  105781. */
  105782. _updateRigCameras(): void;
  105783. /**
  105784. * Destroy the camera and release the current resources hold by it.
  105785. */
  105786. dispose(): void;
  105787. /**
  105788. * Gets the current object class name.
  105789. * @return the class name
  105790. */
  105791. getClassName(): string;
  105792. }
  105793. }
  105794. declare module BABYLON {
  105795. /**
  105796. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  105797. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105798. */
  105799. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  105800. /**
  105801. * Gets the name of the behavior.
  105802. */
  105803. readonly name: string;
  105804. private _zoomStopsAnimation;
  105805. private _idleRotationSpeed;
  105806. private _idleRotationWaitTime;
  105807. private _idleRotationSpinupTime;
  105808. /**
  105809. * Sets the flag that indicates if user zooming should stop animation.
  105810. */
  105811. /**
  105812. * Gets the flag that indicates if user zooming should stop animation.
  105813. */
  105814. zoomStopsAnimation: boolean;
  105815. /**
  105816. * Sets the default speed at which the camera rotates around the model.
  105817. */
  105818. /**
  105819. * Gets the default speed at which the camera rotates around the model.
  105820. */
  105821. idleRotationSpeed: number;
  105822. /**
  105823. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  105824. */
  105825. /**
  105826. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  105827. */
  105828. idleRotationWaitTime: number;
  105829. /**
  105830. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105831. */
  105832. /**
  105833. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105834. */
  105835. idleRotationSpinupTime: number;
  105836. /**
  105837. * Gets a value indicating if the camera is currently rotating because of this behavior
  105838. */
  105839. readonly rotationInProgress: boolean;
  105840. private _onPrePointerObservableObserver;
  105841. private _onAfterCheckInputsObserver;
  105842. private _attachedCamera;
  105843. private _isPointerDown;
  105844. private _lastFrameTime;
  105845. private _lastInteractionTime;
  105846. private _cameraRotationSpeed;
  105847. /**
  105848. * Initializes the behavior.
  105849. */
  105850. init(): void;
  105851. /**
  105852. * Attaches the behavior to its arc rotate camera.
  105853. * @param camera Defines the camera to attach the behavior to
  105854. */
  105855. attach(camera: ArcRotateCamera): void;
  105856. /**
  105857. * Detaches the behavior from its current arc rotate camera.
  105858. */
  105859. detach(): void;
  105860. /**
  105861. * Returns true if user is scrolling.
  105862. * @return true if user is scrolling.
  105863. */
  105864. private _userIsZooming;
  105865. private _lastFrameRadius;
  105866. private _shouldAnimationStopForInteraction;
  105867. /**
  105868. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  105869. */
  105870. private _applyUserInteraction;
  105871. private _userIsMoving;
  105872. }
  105873. }
  105874. declare module BABYLON {
  105875. /**
  105876. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  105877. */
  105878. export class AttachToBoxBehavior implements Behavior<Mesh> {
  105879. private ui;
  105880. /**
  105881. * The name of the behavior
  105882. */
  105883. name: string;
  105884. /**
  105885. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  105886. */
  105887. distanceAwayFromFace: number;
  105888. /**
  105889. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  105890. */
  105891. distanceAwayFromBottomOfFace: number;
  105892. private _faceVectors;
  105893. private _target;
  105894. private _scene;
  105895. private _onRenderObserver;
  105896. private _tmpMatrix;
  105897. private _tmpVector;
  105898. /**
  105899. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  105900. * @param ui The transform node that should be attched to the mesh
  105901. */
  105902. constructor(ui: TransformNode);
  105903. /**
  105904. * Initializes the behavior
  105905. */
  105906. init(): void;
  105907. private _closestFace;
  105908. private _zeroVector;
  105909. private _lookAtTmpMatrix;
  105910. private _lookAtToRef;
  105911. /**
  105912. * Attaches the AttachToBoxBehavior to the passed in mesh
  105913. * @param target The mesh that the specified node will be attached to
  105914. */
  105915. attach(target: Mesh): void;
  105916. /**
  105917. * Detaches the behavior from the mesh
  105918. */
  105919. detach(): void;
  105920. }
  105921. }
  105922. declare module BABYLON {
  105923. /**
  105924. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  105925. */
  105926. export class FadeInOutBehavior implements Behavior<Mesh> {
  105927. /**
  105928. * Time in milliseconds to delay before fading in (Default: 0)
  105929. */
  105930. delay: number;
  105931. /**
  105932. * Time in milliseconds for the mesh to fade in (Default: 300)
  105933. */
  105934. fadeInTime: number;
  105935. private _millisecondsPerFrame;
  105936. private _hovered;
  105937. private _hoverValue;
  105938. private _ownerNode;
  105939. /**
  105940. * Instatiates the FadeInOutBehavior
  105941. */
  105942. constructor();
  105943. /**
  105944. * The name of the behavior
  105945. */
  105946. readonly name: string;
  105947. /**
  105948. * Initializes the behavior
  105949. */
  105950. init(): void;
  105951. /**
  105952. * Attaches the fade behavior on the passed in mesh
  105953. * @param ownerNode The mesh that will be faded in/out once attached
  105954. */
  105955. attach(ownerNode: Mesh): void;
  105956. /**
  105957. * Detaches the behavior from the mesh
  105958. */
  105959. detach(): void;
  105960. /**
  105961. * Triggers the mesh to begin fading in or out
  105962. * @param value if the object should fade in or out (true to fade in)
  105963. */
  105964. fadeIn(value: boolean): void;
  105965. private _update;
  105966. private _setAllVisibility;
  105967. }
  105968. }
  105969. declare module BABYLON {
  105970. /**
  105971. * Class containing a set of static utilities functions for managing Pivots
  105972. * @hidden
  105973. */
  105974. export class PivotTools {
  105975. private static _PivotCached;
  105976. private static _OldPivotPoint;
  105977. private static _PivotTranslation;
  105978. private static _PivotTmpVector;
  105979. /** @hidden */
  105980. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  105981. /** @hidden */
  105982. static _RestorePivotPoint(mesh: AbstractMesh): void;
  105983. }
  105984. }
  105985. declare module BABYLON {
  105986. /**
  105987. * Class containing static functions to help procedurally build meshes
  105988. */
  105989. export class PlaneBuilder {
  105990. /**
  105991. * Creates a plane mesh
  105992. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  105993. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  105994. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  105995. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105996. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  105997. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105998. * @param name defines the name of the mesh
  105999. * @param options defines the options used to create the mesh
  106000. * @param scene defines the hosting scene
  106001. * @returns the plane mesh
  106002. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  106003. */
  106004. static CreatePlane(name: string, options: {
  106005. size?: number;
  106006. width?: number;
  106007. height?: number;
  106008. sideOrientation?: number;
  106009. frontUVs?: Vector4;
  106010. backUVs?: Vector4;
  106011. updatable?: boolean;
  106012. sourcePlane?: Plane;
  106013. }, scene?: Nullable<Scene>): Mesh;
  106014. }
  106015. }
  106016. declare module BABYLON {
  106017. /**
  106018. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  106019. */
  106020. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  106021. private static _AnyMouseID;
  106022. /**
  106023. * Abstract mesh the behavior is set on
  106024. */
  106025. attachedNode: AbstractMesh;
  106026. private _dragPlane;
  106027. private _scene;
  106028. private _pointerObserver;
  106029. private _beforeRenderObserver;
  106030. private static _planeScene;
  106031. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  106032. /**
  106033. * 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)
  106034. */
  106035. maxDragAngle: number;
  106036. /**
  106037. * @hidden
  106038. */
  106039. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  106040. /**
  106041. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  106042. */
  106043. currentDraggingPointerID: number;
  106044. /**
  106045. * The last position where the pointer hit the drag plane in world space
  106046. */
  106047. lastDragPosition: Vector3;
  106048. /**
  106049. * If the behavior is currently in a dragging state
  106050. */
  106051. dragging: boolean;
  106052. /**
  106053. * 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)
  106054. */
  106055. dragDeltaRatio: number;
  106056. /**
  106057. * If the drag plane orientation should be updated during the dragging (Default: true)
  106058. */
  106059. updateDragPlane: boolean;
  106060. private _debugMode;
  106061. private _moving;
  106062. /**
  106063. * Fires each time the attached mesh is dragged with the pointer
  106064. * * delta between last drag position and current drag position in world space
  106065. * * dragDistance along the drag axis
  106066. * * dragPlaneNormal normal of the current drag plane used during the drag
  106067. * * dragPlanePoint in world space where the drag intersects the drag plane
  106068. */
  106069. onDragObservable: Observable<{
  106070. delta: Vector3;
  106071. dragPlanePoint: Vector3;
  106072. dragPlaneNormal: Vector3;
  106073. dragDistance: number;
  106074. pointerId: number;
  106075. }>;
  106076. /**
  106077. * Fires each time a drag begins (eg. mouse down on mesh)
  106078. */
  106079. onDragStartObservable: Observable<{
  106080. dragPlanePoint: Vector3;
  106081. pointerId: number;
  106082. }>;
  106083. /**
  106084. * Fires each time a drag ends (eg. mouse release after drag)
  106085. */
  106086. onDragEndObservable: Observable<{
  106087. dragPlanePoint: Vector3;
  106088. pointerId: number;
  106089. }>;
  106090. /**
  106091. * If the attached mesh should be moved when dragged
  106092. */
  106093. moveAttached: boolean;
  106094. /**
  106095. * If the drag behavior will react to drag events (Default: true)
  106096. */
  106097. enabled: boolean;
  106098. /**
  106099. * If pointer events should start and release the drag (Default: true)
  106100. */
  106101. startAndReleaseDragOnPointerEvents: boolean;
  106102. /**
  106103. * If camera controls should be detached during the drag
  106104. */
  106105. detachCameraControls: boolean;
  106106. /**
  106107. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  106108. */
  106109. useObjectOrienationForDragging: boolean;
  106110. private _options;
  106111. /**
  106112. * Creates a pointer drag behavior that can be attached to a mesh
  106113. * @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)
  106114. */
  106115. constructor(options?: {
  106116. dragAxis?: Vector3;
  106117. dragPlaneNormal?: Vector3;
  106118. });
  106119. /**
  106120. * Predicate to determine if it is valid to move the object to a new position when it is moved
  106121. */
  106122. validateDrag: (targetPosition: Vector3) => boolean;
  106123. /**
  106124. * The name of the behavior
  106125. */
  106126. readonly name: string;
  106127. /**
  106128. * Initializes the behavior
  106129. */
  106130. init(): void;
  106131. private _tmpVector;
  106132. private _alternatePickedPoint;
  106133. private _worldDragAxis;
  106134. private _targetPosition;
  106135. private _attachedElement;
  106136. /**
  106137. * Attaches the drag behavior the passed in mesh
  106138. * @param ownerNode The mesh that will be dragged around once attached
  106139. * @param predicate Predicate to use for pick filtering
  106140. */
  106141. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  106142. /**
  106143. * Force relase the drag action by code.
  106144. */
  106145. releaseDrag(): void;
  106146. private _startDragRay;
  106147. private _lastPointerRay;
  106148. /**
  106149. * Simulates the start of a pointer drag event on the behavior
  106150. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  106151. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  106152. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  106153. */
  106154. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  106155. private _startDrag;
  106156. private _dragDelta;
  106157. private _moveDrag;
  106158. private _pickWithRayOnDragPlane;
  106159. private _pointA;
  106160. private _pointB;
  106161. private _pointC;
  106162. private _lineA;
  106163. private _lineB;
  106164. private _localAxis;
  106165. private _lookAt;
  106166. private _updateDragPlanePosition;
  106167. /**
  106168. * Detaches the behavior from the mesh
  106169. */
  106170. detach(): void;
  106171. }
  106172. }
  106173. declare module BABYLON {
  106174. /**
  106175. * A behavior that when attached to a mesh will allow the mesh to be scaled
  106176. */
  106177. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  106178. private _dragBehaviorA;
  106179. private _dragBehaviorB;
  106180. private _startDistance;
  106181. private _initialScale;
  106182. private _targetScale;
  106183. private _ownerNode;
  106184. private _sceneRenderObserver;
  106185. /**
  106186. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  106187. */
  106188. constructor();
  106189. /**
  106190. * The name of the behavior
  106191. */
  106192. readonly name: string;
  106193. /**
  106194. * Initializes the behavior
  106195. */
  106196. init(): void;
  106197. private _getCurrentDistance;
  106198. /**
  106199. * Attaches the scale behavior the passed in mesh
  106200. * @param ownerNode The mesh that will be scaled around once attached
  106201. */
  106202. attach(ownerNode: Mesh): void;
  106203. /**
  106204. * Detaches the behavior from the mesh
  106205. */
  106206. detach(): void;
  106207. }
  106208. }
  106209. declare module BABYLON {
  106210. /**
  106211. * 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
  106212. */
  106213. export class SixDofDragBehavior implements Behavior<Mesh> {
  106214. private static _virtualScene;
  106215. private _ownerNode;
  106216. private _sceneRenderObserver;
  106217. private _scene;
  106218. private _targetPosition;
  106219. private _virtualOriginMesh;
  106220. private _virtualDragMesh;
  106221. private _pointerObserver;
  106222. private _moving;
  106223. private _startingOrientation;
  106224. /**
  106225. * 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)
  106226. */
  106227. private zDragFactor;
  106228. /**
  106229. * If the object should rotate to face the drag origin
  106230. */
  106231. rotateDraggedObject: boolean;
  106232. /**
  106233. * If the behavior is currently in a dragging state
  106234. */
  106235. dragging: boolean;
  106236. /**
  106237. * 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)
  106238. */
  106239. dragDeltaRatio: number;
  106240. /**
  106241. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  106242. */
  106243. currentDraggingPointerID: number;
  106244. /**
  106245. * If camera controls should be detached during the drag
  106246. */
  106247. detachCameraControls: boolean;
  106248. /**
  106249. * Fires each time a drag starts
  106250. */
  106251. onDragStartObservable: Observable<{}>;
  106252. /**
  106253. * Fires each time a drag ends (eg. mouse release after drag)
  106254. */
  106255. onDragEndObservable: Observable<{}>;
  106256. /**
  106257. * 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
  106258. */
  106259. constructor();
  106260. /**
  106261. * The name of the behavior
  106262. */
  106263. readonly name: string;
  106264. /**
  106265. * Initializes the behavior
  106266. */
  106267. init(): void;
  106268. /**
  106269. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  106270. */
  106271. private readonly _pointerCamera;
  106272. /**
  106273. * Attaches the scale behavior the passed in mesh
  106274. * @param ownerNode The mesh that will be scaled around once attached
  106275. */
  106276. attach(ownerNode: Mesh): void;
  106277. /**
  106278. * Detaches the behavior from the mesh
  106279. */
  106280. detach(): void;
  106281. }
  106282. }
  106283. declare module BABYLON {
  106284. /**
  106285. * Class used to apply inverse kinematics to bones
  106286. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  106287. */
  106288. export class BoneIKController {
  106289. private static _tmpVecs;
  106290. private static _tmpQuat;
  106291. private static _tmpMats;
  106292. /**
  106293. * Gets or sets the target mesh
  106294. */
  106295. targetMesh: AbstractMesh;
  106296. /** Gets or sets the mesh used as pole */
  106297. poleTargetMesh: AbstractMesh;
  106298. /**
  106299. * Gets or sets the bone used as pole
  106300. */
  106301. poleTargetBone: Nullable<Bone>;
  106302. /**
  106303. * Gets or sets the target position
  106304. */
  106305. targetPosition: Vector3;
  106306. /**
  106307. * Gets or sets the pole target position
  106308. */
  106309. poleTargetPosition: Vector3;
  106310. /**
  106311. * Gets or sets the pole target local offset
  106312. */
  106313. poleTargetLocalOffset: Vector3;
  106314. /**
  106315. * Gets or sets the pole angle
  106316. */
  106317. poleAngle: number;
  106318. /**
  106319. * Gets or sets the mesh associated with the controller
  106320. */
  106321. mesh: AbstractMesh;
  106322. /**
  106323. * 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)
  106324. */
  106325. slerpAmount: number;
  106326. private _bone1Quat;
  106327. private _bone1Mat;
  106328. private _bone2Ang;
  106329. private _bone1;
  106330. private _bone2;
  106331. private _bone1Length;
  106332. private _bone2Length;
  106333. private _maxAngle;
  106334. private _maxReach;
  106335. private _rightHandedSystem;
  106336. private _bendAxis;
  106337. private _slerping;
  106338. private _adjustRoll;
  106339. /**
  106340. * Gets or sets maximum allowed angle
  106341. */
  106342. maxAngle: number;
  106343. /**
  106344. * Creates a new BoneIKController
  106345. * @param mesh defines the mesh to control
  106346. * @param bone defines the bone to control
  106347. * @param options defines options to set up the controller
  106348. */
  106349. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  106350. targetMesh?: AbstractMesh;
  106351. poleTargetMesh?: AbstractMesh;
  106352. poleTargetBone?: Bone;
  106353. poleTargetLocalOffset?: Vector3;
  106354. poleAngle?: number;
  106355. bendAxis?: Vector3;
  106356. maxAngle?: number;
  106357. slerpAmount?: number;
  106358. });
  106359. private _setMaxAngle;
  106360. /**
  106361. * Force the controller to update the bones
  106362. */
  106363. update(): void;
  106364. }
  106365. }
  106366. declare module BABYLON {
  106367. /**
  106368. * Class used to make a bone look toward a point in space
  106369. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  106370. */
  106371. export class BoneLookController {
  106372. private static _tmpVecs;
  106373. private static _tmpQuat;
  106374. private static _tmpMats;
  106375. /**
  106376. * The target Vector3 that the bone will look at
  106377. */
  106378. target: Vector3;
  106379. /**
  106380. * The mesh that the bone is attached to
  106381. */
  106382. mesh: AbstractMesh;
  106383. /**
  106384. * The bone that will be looking to the target
  106385. */
  106386. bone: Bone;
  106387. /**
  106388. * The up axis of the coordinate system that is used when the bone is rotated
  106389. */
  106390. upAxis: Vector3;
  106391. /**
  106392. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  106393. */
  106394. upAxisSpace: Space;
  106395. /**
  106396. * Used to make an adjustment to the yaw of the bone
  106397. */
  106398. adjustYaw: number;
  106399. /**
  106400. * Used to make an adjustment to the pitch of the bone
  106401. */
  106402. adjustPitch: number;
  106403. /**
  106404. * Used to make an adjustment to the roll of the bone
  106405. */
  106406. adjustRoll: number;
  106407. /**
  106408. * 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)
  106409. */
  106410. slerpAmount: number;
  106411. private _minYaw;
  106412. private _maxYaw;
  106413. private _minPitch;
  106414. private _maxPitch;
  106415. private _minYawSin;
  106416. private _minYawCos;
  106417. private _maxYawSin;
  106418. private _maxYawCos;
  106419. private _midYawConstraint;
  106420. private _minPitchTan;
  106421. private _maxPitchTan;
  106422. private _boneQuat;
  106423. private _slerping;
  106424. private _transformYawPitch;
  106425. private _transformYawPitchInv;
  106426. private _firstFrameSkipped;
  106427. private _yawRange;
  106428. private _fowardAxis;
  106429. /**
  106430. * Gets or sets the minimum yaw angle that the bone can look to
  106431. */
  106432. minYaw: number;
  106433. /**
  106434. * Gets or sets the maximum yaw angle that the bone can look to
  106435. */
  106436. maxYaw: number;
  106437. /**
  106438. * Gets or sets the minimum pitch angle that the bone can look to
  106439. */
  106440. minPitch: number;
  106441. /**
  106442. * Gets or sets the maximum pitch angle that the bone can look to
  106443. */
  106444. maxPitch: number;
  106445. /**
  106446. * Create a BoneLookController
  106447. * @param mesh the mesh that the bone belongs to
  106448. * @param bone the bone that will be looking to the target
  106449. * @param target the target Vector3 to look at
  106450. * @param options optional settings:
  106451. * * maxYaw: the maximum angle the bone will yaw to
  106452. * * minYaw: the minimum angle the bone will yaw to
  106453. * * maxPitch: the maximum angle the bone will pitch to
  106454. * * minPitch: the minimum angle the bone will yaw to
  106455. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  106456. * * upAxis: the up axis of the coordinate system
  106457. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  106458. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  106459. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  106460. * * adjustYaw: used to make an adjustment to the yaw of the bone
  106461. * * adjustPitch: used to make an adjustment to the pitch of the bone
  106462. * * adjustRoll: used to make an adjustment to the roll of the bone
  106463. **/
  106464. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  106465. maxYaw?: number;
  106466. minYaw?: number;
  106467. maxPitch?: number;
  106468. minPitch?: number;
  106469. slerpAmount?: number;
  106470. upAxis?: Vector3;
  106471. upAxisSpace?: Space;
  106472. yawAxis?: Vector3;
  106473. pitchAxis?: Vector3;
  106474. adjustYaw?: number;
  106475. adjustPitch?: number;
  106476. adjustRoll?: number;
  106477. });
  106478. /**
  106479. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  106480. */
  106481. update(): void;
  106482. private _getAngleDiff;
  106483. private _getAngleBetween;
  106484. private _isAngleBetween;
  106485. }
  106486. }
  106487. declare module BABYLON {
  106488. /**
  106489. * Manage the gamepad inputs to control an arc rotate camera.
  106490. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106491. */
  106492. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  106493. /**
  106494. * Defines the camera the input is attached to.
  106495. */
  106496. camera: ArcRotateCamera;
  106497. /**
  106498. * Defines the gamepad the input is gathering event from.
  106499. */
  106500. gamepad: Nullable<Gamepad>;
  106501. /**
  106502. * Defines the gamepad rotation sensiblity.
  106503. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106504. */
  106505. gamepadRotationSensibility: number;
  106506. /**
  106507. * Defines the gamepad move sensiblity.
  106508. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106509. */
  106510. gamepadMoveSensibility: number;
  106511. private _yAxisScale;
  106512. /**
  106513. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106514. */
  106515. invertYAxis: boolean;
  106516. private _onGamepadConnectedObserver;
  106517. private _onGamepadDisconnectedObserver;
  106518. /**
  106519. * Attach the input controls to a specific dom element to get the input from.
  106520. * @param element Defines the element the controls should be listened from
  106521. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106522. */
  106523. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106524. /**
  106525. * Detach the current controls from the specified dom element.
  106526. * @param element Defines the element to stop listening the inputs from
  106527. */
  106528. detachControl(element: Nullable<HTMLElement>): void;
  106529. /**
  106530. * Update the current camera state depending on the inputs that have been used this frame.
  106531. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106532. */
  106533. checkInputs(): void;
  106534. /**
  106535. * Gets the class name of the current intput.
  106536. * @returns the class name
  106537. */
  106538. getClassName(): string;
  106539. /**
  106540. * Get the friendly name associated with the input class.
  106541. * @returns the input friendly name
  106542. */
  106543. getSimpleName(): string;
  106544. }
  106545. }
  106546. declare module BABYLON {
  106547. interface ArcRotateCameraInputsManager {
  106548. /**
  106549. * Add orientation input support to the input manager.
  106550. * @returns the current input manager
  106551. */
  106552. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  106553. }
  106554. /**
  106555. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106556. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106557. */
  106558. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  106559. /**
  106560. * Defines the camera the input is attached to.
  106561. */
  106562. camera: ArcRotateCamera;
  106563. /**
  106564. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106565. */
  106566. alphaCorrection: number;
  106567. /**
  106568. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106569. */
  106570. gammaCorrection: number;
  106571. private _alpha;
  106572. private _gamma;
  106573. private _dirty;
  106574. private _deviceOrientationHandler;
  106575. /**
  106576. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106577. */
  106578. constructor();
  106579. /**
  106580. * Attach the input controls to a specific dom element to get the input from.
  106581. * @param element Defines the element the controls should be listened from
  106582. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106583. */
  106584. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106585. /** @hidden */
  106586. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  106587. /**
  106588. * Update the current camera state depending on the inputs that have been used this frame.
  106589. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106590. */
  106591. checkInputs(): void;
  106592. /**
  106593. * Detach the current controls from the specified dom element.
  106594. * @param element Defines the element to stop listening the inputs from
  106595. */
  106596. detachControl(element: Nullable<HTMLElement>): void;
  106597. /**
  106598. * Gets the class name of the current intput.
  106599. * @returns the class name
  106600. */
  106601. getClassName(): string;
  106602. /**
  106603. * Get the friendly name associated with the input class.
  106604. * @returns the input friendly name
  106605. */
  106606. getSimpleName(): string;
  106607. }
  106608. }
  106609. declare module BABYLON {
  106610. /**
  106611. * Listen to mouse events to control the camera.
  106612. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106613. */
  106614. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  106615. /**
  106616. * Defines the camera the input is attached to.
  106617. */
  106618. camera: FlyCamera;
  106619. /**
  106620. * Defines if touch is enabled. (Default is true.)
  106621. */
  106622. touchEnabled: boolean;
  106623. /**
  106624. * Defines the buttons associated with the input to handle camera rotation.
  106625. */
  106626. buttons: number[];
  106627. /**
  106628. * Assign buttons for Yaw control.
  106629. */
  106630. buttonsYaw: number[];
  106631. /**
  106632. * Assign buttons for Pitch control.
  106633. */
  106634. buttonsPitch: number[];
  106635. /**
  106636. * Assign buttons for Roll control.
  106637. */
  106638. buttonsRoll: number[];
  106639. /**
  106640. * Detect if any button is being pressed while mouse is moved.
  106641. * -1 = Mouse locked.
  106642. * 0 = Left button.
  106643. * 1 = Middle Button.
  106644. * 2 = Right Button.
  106645. */
  106646. activeButton: number;
  106647. /**
  106648. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  106649. * Higher values reduce its sensitivity.
  106650. */
  106651. angularSensibility: number;
  106652. private _mousemoveCallback;
  106653. private _observer;
  106654. private _rollObserver;
  106655. private previousPosition;
  106656. private noPreventDefault;
  106657. private element;
  106658. /**
  106659. * Listen to mouse events to control the camera.
  106660. * @param touchEnabled Define if touch is enabled. (Default is true.)
  106661. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106662. */
  106663. constructor(touchEnabled?: boolean);
  106664. /**
  106665. * Attach the mouse control to the HTML DOM element.
  106666. * @param element Defines the element that listens to the input events.
  106667. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  106668. */
  106669. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106670. /**
  106671. * Detach the current controls from the specified dom element.
  106672. * @param element Defines the element to stop listening the inputs from
  106673. */
  106674. detachControl(element: Nullable<HTMLElement>): void;
  106675. /**
  106676. * Gets the class name of the current input.
  106677. * @returns the class name.
  106678. */
  106679. getClassName(): string;
  106680. /**
  106681. * Get the friendly name associated with the input class.
  106682. * @returns the input's friendly name.
  106683. */
  106684. getSimpleName(): string;
  106685. private _pointerInput;
  106686. private _onMouseMove;
  106687. /**
  106688. * Rotate camera by mouse offset.
  106689. */
  106690. private rotateCamera;
  106691. }
  106692. }
  106693. declare module BABYLON {
  106694. /**
  106695. * Default Inputs manager for the FlyCamera.
  106696. * It groups all the default supported inputs for ease of use.
  106697. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106698. */
  106699. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  106700. /**
  106701. * Instantiates a new FlyCameraInputsManager.
  106702. * @param camera Defines the camera the inputs belong to.
  106703. */
  106704. constructor(camera: FlyCamera);
  106705. /**
  106706. * Add keyboard input support to the input manager.
  106707. * @returns the new FlyCameraKeyboardMoveInput().
  106708. */
  106709. addKeyboard(): FlyCameraInputsManager;
  106710. /**
  106711. * Add mouse input support to the input manager.
  106712. * @param touchEnabled Enable touch screen support.
  106713. * @returns the new FlyCameraMouseInput().
  106714. */
  106715. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  106716. }
  106717. }
  106718. declare module BABYLON {
  106719. /**
  106720. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106721. * such as in a 3D Space Shooter or a Flight Simulator.
  106722. */
  106723. export class FlyCamera extends TargetCamera {
  106724. /**
  106725. * Define the collision ellipsoid of the camera.
  106726. * This is helpful for simulating a camera body, like a player's body.
  106727. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  106728. */
  106729. ellipsoid: Vector3;
  106730. /**
  106731. * Define an offset for the position of the ellipsoid around the camera.
  106732. * This can be helpful if the camera is attached away from the player's body center,
  106733. * such as at its head.
  106734. */
  106735. ellipsoidOffset: Vector3;
  106736. /**
  106737. * Enable or disable collisions of the camera with the rest of the scene objects.
  106738. */
  106739. checkCollisions: boolean;
  106740. /**
  106741. * Enable or disable gravity on the camera.
  106742. */
  106743. applyGravity: boolean;
  106744. /**
  106745. * Define the current direction the camera is moving to.
  106746. */
  106747. cameraDirection: Vector3;
  106748. /**
  106749. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  106750. * This overrides and empties cameraRotation.
  106751. */
  106752. rotationQuaternion: Quaternion;
  106753. /**
  106754. * Track Roll to maintain the wanted Rolling when looking around.
  106755. */
  106756. _trackRoll: number;
  106757. /**
  106758. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  106759. */
  106760. rollCorrect: number;
  106761. /**
  106762. * Mimic a banked turn, Rolling the camera when Yawing.
  106763. * It's recommended to use rollCorrect = 10 for faster banking correction.
  106764. */
  106765. bankedTurn: boolean;
  106766. /**
  106767. * Limit in radians for how much Roll banking will add. (Default: 90°)
  106768. */
  106769. bankedTurnLimit: number;
  106770. /**
  106771. * Value of 0 disables the banked Roll.
  106772. * Value of 1 is equal to the Yaw angle in radians.
  106773. */
  106774. bankedTurnMultiplier: number;
  106775. /**
  106776. * The inputs manager loads all the input sources, such as keyboard and mouse.
  106777. */
  106778. inputs: FlyCameraInputsManager;
  106779. /**
  106780. * Gets the input sensibility for mouse input.
  106781. * Higher values reduce sensitivity.
  106782. */
  106783. /**
  106784. * Sets the input sensibility for a mouse input.
  106785. * Higher values reduce sensitivity.
  106786. */
  106787. angularSensibility: number;
  106788. /**
  106789. * Get the keys for camera movement forward.
  106790. */
  106791. /**
  106792. * Set the keys for camera movement forward.
  106793. */
  106794. keysForward: number[];
  106795. /**
  106796. * Get the keys for camera movement backward.
  106797. */
  106798. keysBackward: number[];
  106799. /**
  106800. * Get the keys for camera movement up.
  106801. */
  106802. /**
  106803. * Set the keys for camera movement up.
  106804. */
  106805. keysUp: number[];
  106806. /**
  106807. * Get the keys for camera movement down.
  106808. */
  106809. /**
  106810. * Set the keys for camera movement down.
  106811. */
  106812. keysDown: number[];
  106813. /**
  106814. * Get the keys for camera movement left.
  106815. */
  106816. /**
  106817. * Set the keys for camera movement left.
  106818. */
  106819. keysLeft: number[];
  106820. /**
  106821. * Set the keys for camera movement right.
  106822. */
  106823. /**
  106824. * Set the keys for camera movement right.
  106825. */
  106826. keysRight: number[];
  106827. /**
  106828. * Event raised when the camera collides with a mesh in the scene.
  106829. */
  106830. onCollide: (collidedMesh: AbstractMesh) => void;
  106831. private _collider;
  106832. private _needMoveForGravity;
  106833. private _oldPosition;
  106834. private _diffPosition;
  106835. private _newPosition;
  106836. /** @hidden */
  106837. _localDirection: Vector3;
  106838. /** @hidden */
  106839. _transformedDirection: Vector3;
  106840. /**
  106841. * Instantiates a FlyCamera.
  106842. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106843. * such as in a 3D Space Shooter or a Flight Simulator.
  106844. * @param name Define the name of the camera in the scene.
  106845. * @param position Define the starting position of the camera in the scene.
  106846. * @param scene Define the scene the camera belongs to.
  106847. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  106848. */
  106849. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  106850. /**
  106851. * Attach a control to the HTML DOM element.
  106852. * @param element Defines the element that listens to the input events.
  106853. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  106854. */
  106855. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106856. /**
  106857. * Detach a control from the HTML DOM element.
  106858. * The camera will stop reacting to that input.
  106859. * @param element Defines the element that listens to the input events.
  106860. */
  106861. detachControl(element: HTMLElement): void;
  106862. private _collisionMask;
  106863. /**
  106864. * Get the mask that the camera ignores in collision events.
  106865. */
  106866. /**
  106867. * Set the mask that the camera ignores in collision events.
  106868. */
  106869. collisionMask: number;
  106870. /** @hidden */
  106871. _collideWithWorld(displacement: Vector3): void;
  106872. /** @hidden */
  106873. private _onCollisionPositionChange;
  106874. /** @hidden */
  106875. _checkInputs(): void;
  106876. /** @hidden */
  106877. _decideIfNeedsToMove(): boolean;
  106878. /** @hidden */
  106879. _updatePosition(): void;
  106880. /**
  106881. * Restore the Roll to its target value at the rate specified.
  106882. * @param rate - Higher means slower restoring.
  106883. * @hidden
  106884. */
  106885. restoreRoll(rate: number): void;
  106886. /**
  106887. * Destroy the camera and release the current resources held by it.
  106888. */
  106889. dispose(): void;
  106890. /**
  106891. * Get the current object class name.
  106892. * @returns the class name.
  106893. */
  106894. getClassName(): string;
  106895. }
  106896. }
  106897. declare module BABYLON {
  106898. /**
  106899. * Listen to keyboard events to control the camera.
  106900. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106901. */
  106902. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  106903. /**
  106904. * Defines the camera the input is attached to.
  106905. */
  106906. camera: FlyCamera;
  106907. /**
  106908. * The list of keyboard keys used to control the forward move of the camera.
  106909. */
  106910. keysForward: number[];
  106911. /**
  106912. * The list of keyboard keys used to control the backward move of the camera.
  106913. */
  106914. keysBackward: number[];
  106915. /**
  106916. * The list of keyboard keys used to control the forward move of the camera.
  106917. */
  106918. keysUp: number[];
  106919. /**
  106920. * The list of keyboard keys used to control the backward move of the camera.
  106921. */
  106922. keysDown: number[];
  106923. /**
  106924. * The list of keyboard keys used to control the right strafe move of the camera.
  106925. */
  106926. keysRight: number[];
  106927. /**
  106928. * The list of keyboard keys used to control the left strafe move of the camera.
  106929. */
  106930. keysLeft: number[];
  106931. private _keys;
  106932. private _onCanvasBlurObserver;
  106933. private _onKeyboardObserver;
  106934. private _engine;
  106935. private _scene;
  106936. /**
  106937. * Attach the input controls to a specific dom element to get the input from.
  106938. * @param element Defines the element the controls should be listened from
  106939. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106940. */
  106941. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106942. /**
  106943. * Detach the current controls from the specified dom element.
  106944. * @param element Defines the element to stop listening the inputs from
  106945. */
  106946. detachControl(element: Nullable<HTMLElement>): void;
  106947. /**
  106948. * Gets the class name of the current intput.
  106949. * @returns the class name
  106950. */
  106951. getClassName(): string;
  106952. /** @hidden */
  106953. _onLostFocus(e: FocusEvent): void;
  106954. /**
  106955. * Get the friendly name associated with the input class.
  106956. * @returns the input friendly name
  106957. */
  106958. getSimpleName(): string;
  106959. /**
  106960. * Update the current camera state depending on the inputs that have been used this frame.
  106961. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106962. */
  106963. checkInputs(): void;
  106964. }
  106965. }
  106966. declare module BABYLON {
  106967. /**
  106968. * Manage the mouse wheel inputs to control a follow camera.
  106969. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106970. */
  106971. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  106972. /**
  106973. * Defines the camera the input is attached to.
  106974. */
  106975. camera: FollowCamera;
  106976. /**
  106977. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  106978. */
  106979. axisControlRadius: boolean;
  106980. /**
  106981. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  106982. */
  106983. axisControlHeight: boolean;
  106984. /**
  106985. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  106986. */
  106987. axisControlRotation: boolean;
  106988. /**
  106989. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  106990. * relation to mouseWheel events.
  106991. */
  106992. wheelPrecision: number;
  106993. /**
  106994. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  106995. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  106996. */
  106997. wheelDeltaPercentage: number;
  106998. private _wheel;
  106999. private _observer;
  107000. /**
  107001. * Attach the input controls to a specific dom element to get the input from.
  107002. * @param element Defines the element the controls should be listened from
  107003. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107004. */
  107005. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107006. /**
  107007. * Detach the current controls from the specified dom element.
  107008. * @param element Defines the element to stop listening the inputs from
  107009. */
  107010. detachControl(element: Nullable<HTMLElement>): void;
  107011. /**
  107012. * Gets the class name of the current intput.
  107013. * @returns the class name
  107014. */
  107015. getClassName(): string;
  107016. /**
  107017. * Get the friendly name associated with the input class.
  107018. * @returns the input friendly name
  107019. */
  107020. getSimpleName(): string;
  107021. }
  107022. }
  107023. declare module BABYLON {
  107024. /**
  107025. * Manage the pointers inputs to control an follow camera.
  107026. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107027. */
  107028. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  107029. /**
  107030. * Defines the camera the input is attached to.
  107031. */
  107032. camera: FollowCamera;
  107033. /**
  107034. * Gets the class name of the current input.
  107035. * @returns the class name
  107036. */
  107037. getClassName(): string;
  107038. /**
  107039. * Defines the pointer angular sensibility along the X axis or how fast is
  107040. * the camera rotating.
  107041. * A negative number will reverse the axis direction.
  107042. */
  107043. angularSensibilityX: number;
  107044. /**
  107045. * Defines the pointer angular sensibility along the Y axis or how fast is
  107046. * the camera rotating.
  107047. * A negative number will reverse the axis direction.
  107048. */
  107049. angularSensibilityY: number;
  107050. /**
  107051. * Defines the pointer pinch precision or how fast is the camera zooming.
  107052. * A negative number will reverse the axis direction.
  107053. */
  107054. pinchPrecision: number;
  107055. /**
  107056. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  107057. * from 0.
  107058. * It defines the percentage of current camera.radius to use as delta when
  107059. * pinch zoom is used.
  107060. */
  107061. pinchDeltaPercentage: number;
  107062. /**
  107063. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  107064. */
  107065. axisXControlRadius: boolean;
  107066. /**
  107067. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  107068. */
  107069. axisXControlHeight: boolean;
  107070. /**
  107071. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  107072. */
  107073. axisXControlRotation: boolean;
  107074. /**
  107075. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  107076. */
  107077. axisYControlRadius: boolean;
  107078. /**
  107079. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  107080. */
  107081. axisYControlHeight: boolean;
  107082. /**
  107083. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  107084. */
  107085. axisYControlRotation: boolean;
  107086. /**
  107087. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  107088. */
  107089. axisPinchControlRadius: boolean;
  107090. /**
  107091. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  107092. */
  107093. axisPinchControlHeight: boolean;
  107094. /**
  107095. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  107096. */
  107097. axisPinchControlRotation: boolean;
  107098. /**
  107099. * Log error messages if basic misconfiguration has occurred.
  107100. */
  107101. warningEnable: boolean;
  107102. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  107103. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  107104. private _warningCounter;
  107105. private _warning;
  107106. }
  107107. }
  107108. declare module BABYLON {
  107109. /**
  107110. * Default Inputs manager for the FollowCamera.
  107111. * It groups all the default supported inputs for ease of use.
  107112. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107113. */
  107114. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  107115. /**
  107116. * Instantiates a new FollowCameraInputsManager.
  107117. * @param camera Defines the camera the inputs belong to
  107118. */
  107119. constructor(camera: FollowCamera);
  107120. /**
  107121. * Add keyboard input support to the input manager.
  107122. * @returns the current input manager
  107123. */
  107124. addKeyboard(): FollowCameraInputsManager;
  107125. /**
  107126. * Add mouse wheel input support to the input manager.
  107127. * @returns the current input manager
  107128. */
  107129. addMouseWheel(): FollowCameraInputsManager;
  107130. /**
  107131. * Add pointers input support to the input manager.
  107132. * @returns the current input manager
  107133. */
  107134. addPointers(): FollowCameraInputsManager;
  107135. /**
  107136. * Add orientation input support to the input manager.
  107137. * @returns the current input manager
  107138. */
  107139. addVRDeviceOrientation(): FollowCameraInputsManager;
  107140. }
  107141. }
  107142. declare module BABYLON {
  107143. /**
  107144. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  107145. * an arc rotate version arcFollowCamera are available.
  107146. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107147. */
  107148. export class FollowCamera extends TargetCamera {
  107149. /**
  107150. * Distance the follow camera should follow an object at
  107151. */
  107152. radius: number;
  107153. /**
  107154. * Minimum allowed distance of the camera to the axis of rotation
  107155. * (The camera can not get closer).
  107156. * This can help limiting how the Camera is able to move in the scene.
  107157. */
  107158. lowerRadiusLimit: Nullable<number>;
  107159. /**
  107160. * Maximum allowed distance of the camera to the axis of rotation
  107161. * (The camera can not get further).
  107162. * This can help limiting how the Camera is able to move in the scene.
  107163. */
  107164. upperRadiusLimit: Nullable<number>;
  107165. /**
  107166. * Define a rotation offset between the camera and the object it follows
  107167. */
  107168. rotationOffset: number;
  107169. /**
  107170. * Minimum allowed angle to camera position relative to target object.
  107171. * This can help limiting how the Camera is able to move in the scene.
  107172. */
  107173. lowerRotationOffsetLimit: Nullable<number>;
  107174. /**
  107175. * Maximum allowed angle to camera position relative to target object.
  107176. * This can help limiting how the Camera is able to move in the scene.
  107177. */
  107178. upperRotationOffsetLimit: Nullable<number>;
  107179. /**
  107180. * Define a height offset between the camera and the object it follows.
  107181. * It can help following an object from the top (like a car chaing a plane)
  107182. */
  107183. heightOffset: number;
  107184. /**
  107185. * Minimum allowed height of camera position relative to target object.
  107186. * This can help limiting how the Camera is able to move in the scene.
  107187. */
  107188. lowerHeightOffsetLimit: Nullable<number>;
  107189. /**
  107190. * Maximum allowed height of camera position relative to target object.
  107191. * This can help limiting how the Camera is able to move in the scene.
  107192. */
  107193. upperHeightOffsetLimit: Nullable<number>;
  107194. /**
  107195. * Define how fast the camera can accelerate to follow it s target.
  107196. */
  107197. cameraAcceleration: number;
  107198. /**
  107199. * Define the speed limit of the camera following an object.
  107200. */
  107201. maxCameraSpeed: number;
  107202. /**
  107203. * Define the target of the camera.
  107204. */
  107205. lockedTarget: Nullable<AbstractMesh>;
  107206. /**
  107207. * Defines the input associated with the camera.
  107208. */
  107209. inputs: FollowCameraInputsManager;
  107210. /**
  107211. * Instantiates the follow camera.
  107212. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107213. * @param name Define the name of the camera in the scene
  107214. * @param position Define the position of the camera
  107215. * @param scene Define the scene the camera belong to
  107216. * @param lockedTarget Define the target of the camera
  107217. */
  107218. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  107219. private _follow;
  107220. /**
  107221. * Attached controls to the current camera.
  107222. * @param element Defines the element the controls should be listened from
  107223. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107224. */
  107225. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107226. /**
  107227. * Detach the current controls from the camera.
  107228. * The camera will stop reacting to inputs.
  107229. * @param element Defines the element to stop listening the inputs from
  107230. */
  107231. detachControl(element: HTMLElement): void;
  107232. /** @hidden */
  107233. _checkInputs(): void;
  107234. private _checkLimits;
  107235. /**
  107236. * Gets the camera class name.
  107237. * @returns the class name
  107238. */
  107239. getClassName(): string;
  107240. }
  107241. /**
  107242. * Arc Rotate version of the follow camera.
  107243. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  107244. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107245. */
  107246. export class ArcFollowCamera extends TargetCamera {
  107247. /** The longitudinal angle of the camera */
  107248. alpha: number;
  107249. /** The latitudinal angle of the camera */
  107250. beta: number;
  107251. /** The radius of the camera from its target */
  107252. radius: number;
  107253. /** Define the camera target (the messh it should follow) */
  107254. target: Nullable<AbstractMesh>;
  107255. private _cartesianCoordinates;
  107256. /**
  107257. * Instantiates a new ArcFollowCamera
  107258. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107259. * @param name Define the name of the camera
  107260. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  107261. * @param beta Define the rotation angle of the camera around the elevation axis
  107262. * @param radius Define the radius of the camera from its target point
  107263. * @param target Define the target of the camera
  107264. * @param scene Define the scene the camera belongs to
  107265. */
  107266. constructor(name: string,
  107267. /** The longitudinal angle of the camera */
  107268. alpha: number,
  107269. /** The latitudinal angle of the camera */
  107270. beta: number,
  107271. /** The radius of the camera from its target */
  107272. radius: number,
  107273. /** Define the camera target (the messh it should follow) */
  107274. target: Nullable<AbstractMesh>, scene: Scene);
  107275. private _follow;
  107276. /** @hidden */
  107277. _checkInputs(): void;
  107278. /**
  107279. * Returns the class name of the object.
  107280. * It is mostly used internally for serialization purposes.
  107281. */
  107282. getClassName(): string;
  107283. }
  107284. }
  107285. declare module BABYLON {
  107286. /**
  107287. * Manage the keyboard inputs to control the movement of a follow camera.
  107288. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107289. */
  107290. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  107291. /**
  107292. * Defines the camera the input is attached to.
  107293. */
  107294. camera: FollowCamera;
  107295. /**
  107296. * Defines the list of key codes associated with the up action (increase heightOffset)
  107297. */
  107298. keysHeightOffsetIncr: number[];
  107299. /**
  107300. * Defines the list of key codes associated with the down action (decrease heightOffset)
  107301. */
  107302. keysHeightOffsetDecr: number[];
  107303. /**
  107304. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  107305. */
  107306. keysHeightOffsetModifierAlt: boolean;
  107307. /**
  107308. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  107309. */
  107310. keysHeightOffsetModifierCtrl: boolean;
  107311. /**
  107312. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  107313. */
  107314. keysHeightOffsetModifierShift: boolean;
  107315. /**
  107316. * Defines the list of key codes associated with the left action (increase rotationOffset)
  107317. */
  107318. keysRotationOffsetIncr: number[];
  107319. /**
  107320. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  107321. */
  107322. keysRotationOffsetDecr: number[];
  107323. /**
  107324. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  107325. */
  107326. keysRotationOffsetModifierAlt: boolean;
  107327. /**
  107328. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  107329. */
  107330. keysRotationOffsetModifierCtrl: boolean;
  107331. /**
  107332. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  107333. */
  107334. keysRotationOffsetModifierShift: boolean;
  107335. /**
  107336. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  107337. */
  107338. keysRadiusIncr: number[];
  107339. /**
  107340. * Defines the list of key codes associated with the zoom-out action (increase radius)
  107341. */
  107342. keysRadiusDecr: number[];
  107343. /**
  107344. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  107345. */
  107346. keysRadiusModifierAlt: boolean;
  107347. /**
  107348. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  107349. */
  107350. keysRadiusModifierCtrl: boolean;
  107351. /**
  107352. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  107353. */
  107354. keysRadiusModifierShift: boolean;
  107355. /**
  107356. * Defines the rate of change of heightOffset.
  107357. */
  107358. heightSensibility: number;
  107359. /**
  107360. * Defines the rate of change of rotationOffset.
  107361. */
  107362. rotationSensibility: number;
  107363. /**
  107364. * Defines the rate of change of radius.
  107365. */
  107366. radiusSensibility: number;
  107367. private _keys;
  107368. private _ctrlPressed;
  107369. private _altPressed;
  107370. private _shiftPressed;
  107371. private _onCanvasBlurObserver;
  107372. private _onKeyboardObserver;
  107373. private _engine;
  107374. private _scene;
  107375. /**
  107376. * Attach the input controls to a specific dom element to get the input from.
  107377. * @param element Defines the element the controls should be listened from
  107378. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107379. */
  107380. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107381. /**
  107382. * Detach the current controls from the specified dom element.
  107383. * @param element Defines the element to stop listening the inputs from
  107384. */
  107385. detachControl(element: Nullable<HTMLElement>): void;
  107386. /**
  107387. * Update the current camera state depending on the inputs that have been used this frame.
  107388. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107389. */
  107390. checkInputs(): void;
  107391. /**
  107392. * Gets the class name of the current input.
  107393. * @returns the class name
  107394. */
  107395. getClassName(): string;
  107396. /**
  107397. * Get the friendly name associated with the input class.
  107398. * @returns the input friendly name
  107399. */
  107400. getSimpleName(): string;
  107401. /**
  107402. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107403. * allow modification of the heightOffset value.
  107404. */
  107405. private _modifierHeightOffset;
  107406. /**
  107407. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107408. * allow modification of the rotationOffset value.
  107409. */
  107410. private _modifierRotationOffset;
  107411. /**
  107412. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107413. * allow modification of the radius value.
  107414. */
  107415. private _modifierRadius;
  107416. }
  107417. }
  107418. declare module BABYLON {
  107419. interface FreeCameraInputsManager {
  107420. /**
  107421. * @hidden
  107422. */
  107423. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  107424. /**
  107425. * Add orientation input support to the input manager.
  107426. * @returns the current input manager
  107427. */
  107428. addDeviceOrientation(): FreeCameraInputsManager;
  107429. }
  107430. /**
  107431. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  107432. * Screen rotation is taken into account.
  107433. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107434. */
  107435. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  107436. private _camera;
  107437. private _screenOrientationAngle;
  107438. private _constantTranform;
  107439. private _screenQuaternion;
  107440. private _alpha;
  107441. private _beta;
  107442. private _gamma;
  107443. /**
  107444. * Can be used to detect if a device orientation sensor is availible on a device
  107445. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  107446. * @returns a promise that will resolve on orientation change
  107447. */
  107448. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  107449. /**
  107450. * @hidden
  107451. */
  107452. _onDeviceOrientationChangedObservable: Observable<void>;
  107453. /**
  107454. * Instantiates a new input
  107455. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107456. */
  107457. constructor();
  107458. /**
  107459. * Define the camera controlled by the input.
  107460. */
  107461. camera: FreeCamera;
  107462. /**
  107463. * Attach the input controls to a specific dom element to get the input from.
  107464. * @param element Defines the element the controls should be listened from
  107465. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107466. */
  107467. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107468. private _orientationChanged;
  107469. private _deviceOrientation;
  107470. /**
  107471. * Detach the current controls from the specified dom element.
  107472. * @param element Defines the element to stop listening the inputs from
  107473. */
  107474. detachControl(element: Nullable<HTMLElement>): void;
  107475. /**
  107476. * Update the current camera state depending on the inputs that have been used this frame.
  107477. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107478. */
  107479. checkInputs(): void;
  107480. /**
  107481. * Gets the class name of the current intput.
  107482. * @returns the class name
  107483. */
  107484. getClassName(): string;
  107485. /**
  107486. * Get the friendly name associated with the input class.
  107487. * @returns the input friendly name
  107488. */
  107489. getSimpleName(): string;
  107490. }
  107491. }
  107492. declare module BABYLON {
  107493. /**
  107494. * Manage the gamepad inputs to control a free camera.
  107495. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107496. */
  107497. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  107498. /**
  107499. * Define the camera the input is attached to.
  107500. */
  107501. camera: FreeCamera;
  107502. /**
  107503. * Define the Gamepad controlling the input
  107504. */
  107505. gamepad: Nullable<Gamepad>;
  107506. /**
  107507. * Defines the gamepad rotation sensiblity.
  107508. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107509. */
  107510. gamepadAngularSensibility: number;
  107511. /**
  107512. * Defines the gamepad move sensiblity.
  107513. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107514. */
  107515. gamepadMoveSensibility: number;
  107516. private _yAxisScale;
  107517. /**
  107518. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  107519. */
  107520. invertYAxis: boolean;
  107521. private _onGamepadConnectedObserver;
  107522. private _onGamepadDisconnectedObserver;
  107523. private _cameraTransform;
  107524. private _deltaTransform;
  107525. private _vector3;
  107526. private _vector2;
  107527. /**
  107528. * Attach the input controls to a specific dom element to get the input from.
  107529. * @param element Defines the element the controls should be listened from
  107530. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107531. */
  107532. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107533. /**
  107534. * Detach the current controls from the specified dom element.
  107535. * @param element Defines the element to stop listening the inputs from
  107536. */
  107537. detachControl(element: Nullable<HTMLElement>): void;
  107538. /**
  107539. * Update the current camera state depending on the inputs that have been used this frame.
  107540. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107541. */
  107542. checkInputs(): void;
  107543. /**
  107544. * Gets the class name of the current intput.
  107545. * @returns the class name
  107546. */
  107547. getClassName(): string;
  107548. /**
  107549. * Get the friendly name associated with the input class.
  107550. * @returns the input friendly name
  107551. */
  107552. getSimpleName(): string;
  107553. }
  107554. }
  107555. declare module BABYLON {
  107556. /**
  107557. * Defines the potential axis of a Joystick
  107558. */
  107559. export enum JoystickAxis {
  107560. /** X axis */
  107561. X = 0,
  107562. /** Y axis */
  107563. Y = 1,
  107564. /** Z axis */
  107565. Z = 2
  107566. }
  107567. /**
  107568. * Class used to define virtual joystick (used in touch mode)
  107569. */
  107570. export class VirtualJoystick {
  107571. /**
  107572. * Gets or sets a boolean indicating that left and right values must be inverted
  107573. */
  107574. reverseLeftRight: boolean;
  107575. /**
  107576. * Gets or sets a boolean indicating that up and down values must be inverted
  107577. */
  107578. reverseUpDown: boolean;
  107579. /**
  107580. * Gets the offset value for the position (ie. the change of the position value)
  107581. */
  107582. deltaPosition: Vector3;
  107583. /**
  107584. * Gets a boolean indicating if the virtual joystick was pressed
  107585. */
  107586. pressed: boolean;
  107587. /**
  107588. * Canvas the virtual joystick will render onto, default z-index of this is 5
  107589. */
  107590. static Canvas: Nullable<HTMLCanvasElement>;
  107591. private static _globalJoystickIndex;
  107592. private static vjCanvasContext;
  107593. private static vjCanvasWidth;
  107594. private static vjCanvasHeight;
  107595. private static halfWidth;
  107596. private _action;
  107597. private _axisTargetedByLeftAndRight;
  107598. private _axisTargetedByUpAndDown;
  107599. private _joystickSensibility;
  107600. private _inversedSensibility;
  107601. private _joystickPointerID;
  107602. private _joystickColor;
  107603. private _joystickPointerPos;
  107604. private _joystickPreviousPointerPos;
  107605. private _joystickPointerStartPos;
  107606. private _deltaJoystickVector;
  107607. private _leftJoystick;
  107608. private _touches;
  107609. private _onPointerDownHandlerRef;
  107610. private _onPointerMoveHandlerRef;
  107611. private _onPointerUpHandlerRef;
  107612. private _onResize;
  107613. /**
  107614. * Creates a new virtual joystick
  107615. * @param leftJoystick defines that the joystick is for left hand (false by default)
  107616. */
  107617. constructor(leftJoystick?: boolean);
  107618. /**
  107619. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  107620. * @param newJoystickSensibility defines the new sensibility
  107621. */
  107622. setJoystickSensibility(newJoystickSensibility: number): void;
  107623. private _onPointerDown;
  107624. private _onPointerMove;
  107625. private _onPointerUp;
  107626. /**
  107627. * Change the color of the virtual joystick
  107628. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  107629. */
  107630. setJoystickColor(newColor: string): void;
  107631. /**
  107632. * Defines a callback to call when the joystick is touched
  107633. * @param action defines the callback
  107634. */
  107635. setActionOnTouch(action: () => any): void;
  107636. /**
  107637. * Defines which axis you'd like to control for left & right
  107638. * @param axis defines the axis to use
  107639. */
  107640. setAxisForLeftRight(axis: JoystickAxis): void;
  107641. /**
  107642. * Defines which axis you'd like to control for up & down
  107643. * @param axis defines the axis to use
  107644. */
  107645. setAxisForUpDown(axis: JoystickAxis): void;
  107646. private _drawVirtualJoystick;
  107647. /**
  107648. * Release internal HTML canvas
  107649. */
  107650. releaseCanvas(): void;
  107651. }
  107652. }
  107653. declare module BABYLON {
  107654. interface FreeCameraInputsManager {
  107655. /**
  107656. * Add virtual joystick input support to the input manager.
  107657. * @returns the current input manager
  107658. */
  107659. addVirtualJoystick(): FreeCameraInputsManager;
  107660. }
  107661. /**
  107662. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  107663. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107664. */
  107665. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  107666. /**
  107667. * Defines the camera the input is attached to.
  107668. */
  107669. camera: FreeCamera;
  107670. private _leftjoystick;
  107671. private _rightjoystick;
  107672. /**
  107673. * Gets the left stick of the virtual joystick.
  107674. * @returns The virtual Joystick
  107675. */
  107676. getLeftJoystick(): VirtualJoystick;
  107677. /**
  107678. * Gets the right stick of the virtual joystick.
  107679. * @returns The virtual Joystick
  107680. */
  107681. getRightJoystick(): VirtualJoystick;
  107682. /**
  107683. * Update the current camera state depending on the inputs that have been used this frame.
  107684. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107685. */
  107686. checkInputs(): void;
  107687. /**
  107688. * Attach the input controls to a specific dom element to get the input from.
  107689. * @param element Defines the element the controls should be listened from
  107690. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107691. */
  107692. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107693. /**
  107694. * Detach the current controls from the specified dom element.
  107695. * @param element Defines the element to stop listening the inputs from
  107696. */
  107697. detachControl(element: Nullable<HTMLElement>): void;
  107698. /**
  107699. * Gets the class name of the current intput.
  107700. * @returns the class name
  107701. */
  107702. getClassName(): string;
  107703. /**
  107704. * Get the friendly name associated with the input class.
  107705. * @returns the input friendly name
  107706. */
  107707. getSimpleName(): string;
  107708. }
  107709. }
  107710. declare module BABYLON {
  107711. /**
  107712. * This represents a FPS type of camera controlled by touch.
  107713. * This is like a universal camera minus the Gamepad controls.
  107714. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107715. */
  107716. export class TouchCamera extends FreeCamera {
  107717. /**
  107718. * Defines the touch sensibility for rotation.
  107719. * The higher the faster.
  107720. */
  107721. touchAngularSensibility: number;
  107722. /**
  107723. * Defines the touch sensibility for move.
  107724. * The higher the faster.
  107725. */
  107726. touchMoveSensibility: number;
  107727. /**
  107728. * Instantiates a new touch camera.
  107729. * This represents a FPS type of camera controlled by touch.
  107730. * This is like a universal camera minus the Gamepad controls.
  107731. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107732. * @param name Define the name of the camera in the scene
  107733. * @param position Define the start position of the camera in the scene
  107734. * @param scene Define the scene the camera belongs to
  107735. */
  107736. constructor(name: string, position: Vector3, scene: Scene);
  107737. /**
  107738. * Gets the current object class name.
  107739. * @return the class name
  107740. */
  107741. getClassName(): string;
  107742. /** @hidden */
  107743. _setupInputs(): void;
  107744. }
  107745. }
  107746. declare module BABYLON {
  107747. /**
  107748. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107749. * being tilted forward or back and left or right.
  107750. */
  107751. export class DeviceOrientationCamera extends FreeCamera {
  107752. private _initialQuaternion;
  107753. private _quaternionCache;
  107754. private _tmpDragQuaternion;
  107755. private _disablePointerInputWhenUsingDeviceOrientation;
  107756. /**
  107757. * Creates a new device orientation camera
  107758. * @param name The name of the camera
  107759. * @param position The start position camera
  107760. * @param scene The scene the camera belongs to
  107761. */
  107762. constructor(name: string, position: Vector3, scene: Scene);
  107763. /**
  107764. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  107765. */
  107766. disablePointerInputWhenUsingDeviceOrientation: boolean;
  107767. private _dragFactor;
  107768. /**
  107769. * Enabled turning on the y axis when the orientation sensor is active
  107770. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  107771. */
  107772. enableHorizontalDragging(dragFactor?: number): void;
  107773. /**
  107774. * Gets the current instance class name ("DeviceOrientationCamera").
  107775. * This helps avoiding instanceof at run time.
  107776. * @returns the class name
  107777. */
  107778. getClassName(): string;
  107779. /**
  107780. * @hidden
  107781. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107782. */
  107783. _checkInputs(): void;
  107784. /**
  107785. * Reset the camera to its default orientation on the specified axis only.
  107786. * @param axis The axis to reset
  107787. */
  107788. resetToCurrentRotation(axis?: Axis): void;
  107789. }
  107790. }
  107791. declare module BABYLON {
  107792. /**
  107793. * Defines supported buttons for XBox360 compatible gamepads
  107794. */
  107795. export enum Xbox360Button {
  107796. /** A */
  107797. A = 0,
  107798. /** B */
  107799. B = 1,
  107800. /** X */
  107801. X = 2,
  107802. /** Y */
  107803. Y = 3,
  107804. /** Start */
  107805. Start = 4,
  107806. /** Back */
  107807. Back = 5,
  107808. /** Left button */
  107809. LB = 6,
  107810. /** Right button */
  107811. RB = 7,
  107812. /** Left stick */
  107813. LeftStick = 8,
  107814. /** Right stick */
  107815. RightStick = 9
  107816. }
  107817. /** Defines values for XBox360 DPad */
  107818. export enum Xbox360Dpad {
  107819. /** Up */
  107820. Up = 0,
  107821. /** Down */
  107822. Down = 1,
  107823. /** Left */
  107824. Left = 2,
  107825. /** Right */
  107826. Right = 3
  107827. }
  107828. /**
  107829. * Defines a XBox360 gamepad
  107830. */
  107831. export class Xbox360Pad extends Gamepad {
  107832. private _leftTrigger;
  107833. private _rightTrigger;
  107834. private _onlefttriggerchanged;
  107835. private _onrighttriggerchanged;
  107836. private _onbuttondown;
  107837. private _onbuttonup;
  107838. private _ondpaddown;
  107839. private _ondpadup;
  107840. /** Observable raised when a button is pressed */
  107841. onButtonDownObservable: Observable<Xbox360Button>;
  107842. /** Observable raised when a button is released */
  107843. onButtonUpObservable: Observable<Xbox360Button>;
  107844. /** Observable raised when a pad is pressed */
  107845. onPadDownObservable: Observable<Xbox360Dpad>;
  107846. /** Observable raised when a pad is released */
  107847. onPadUpObservable: Observable<Xbox360Dpad>;
  107848. private _buttonA;
  107849. private _buttonB;
  107850. private _buttonX;
  107851. private _buttonY;
  107852. private _buttonBack;
  107853. private _buttonStart;
  107854. private _buttonLB;
  107855. private _buttonRB;
  107856. private _buttonLeftStick;
  107857. private _buttonRightStick;
  107858. private _dPadUp;
  107859. private _dPadDown;
  107860. private _dPadLeft;
  107861. private _dPadRight;
  107862. private _isXboxOnePad;
  107863. /**
  107864. * Creates a new XBox360 gamepad object
  107865. * @param id defines the id of this gamepad
  107866. * @param index defines its index
  107867. * @param gamepad defines the internal HTML gamepad object
  107868. * @param xboxOne defines if it is a XBox One gamepad
  107869. */
  107870. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  107871. /**
  107872. * Defines the callback to call when left trigger is pressed
  107873. * @param callback defines the callback to use
  107874. */
  107875. onlefttriggerchanged(callback: (value: number) => void): void;
  107876. /**
  107877. * Defines the callback to call when right trigger is pressed
  107878. * @param callback defines the callback to use
  107879. */
  107880. onrighttriggerchanged(callback: (value: number) => void): void;
  107881. /**
  107882. * Gets the left trigger value
  107883. */
  107884. /**
  107885. * Sets the left trigger value
  107886. */
  107887. leftTrigger: number;
  107888. /**
  107889. * Gets the right trigger value
  107890. */
  107891. /**
  107892. * Sets the right trigger value
  107893. */
  107894. rightTrigger: number;
  107895. /**
  107896. * Defines the callback to call when a button is pressed
  107897. * @param callback defines the callback to use
  107898. */
  107899. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  107900. /**
  107901. * Defines the callback to call when a button is released
  107902. * @param callback defines the callback to use
  107903. */
  107904. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  107905. /**
  107906. * Defines the callback to call when a pad is pressed
  107907. * @param callback defines the callback to use
  107908. */
  107909. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  107910. /**
  107911. * Defines the callback to call when a pad is released
  107912. * @param callback defines the callback to use
  107913. */
  107914. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  107915. private _setButtonValue;
  107916. private _setDPadValue;
  107917. /**
  107918. * Gets the value of the `A` button
  107919. */
  107920. /**
  107921. * Sets the value of the `A` button
  107922. */
  107923. buttonA: number;
  107924. /**
  107925. * Gets the value of the `B` button
  107926. */
  107927. /**
  107928. * Sets the value of the `B` button
  107929. */
  107930. buttonB: number;
  107931. /**
  107932. * Gets the value of the `X` button
  107933. */
  107934. /**
  107935. * Sets the value of the `X` button
  107936. */
  107937. buttonX: number;
  107938. /**
  107939. * Gets the value of the `Y` button
  107940. */
  107941. /**
  107942. * Sets the value of the `Y` button
  107943. */
  107944. buttonY: number;
  107945. /**
  107946. * Gets the value of the `Start` button
  107947. */
  107948. /**
  107949. * Sets the value of the `Start` button
  107950. */
  107951. buttonStart: number;
  107952. /**
  107953. * Gets the value of the `Back` button
  107954. */
  107955. /**
  107956. * Sets the value of the `Back` button
  107957. */
  107958. buttonBack: number;
  107959. /**
  107960. * Gets the value of the `Left` button
  107961. */
  107962. /**
  107963. * Sets the value of the `Left` button
  107964. */
  107965. buttonLB: number;
  107966. /**
  107967. * Gets the value of the `Right` button
  107968. */
  107969. /**
  107970. * Sets the value of the `Right` button
  107971. */
  107972. buttonRB: number;
  107973. /**
  107974. * Gets the value of the Left joystick
  107975. */
  107976. /**
  107977. * Sets the value of the Left joystick
  107978. */
  107979. buttonLeftStick: number;
  107980. /**
  107981. * Gets the value of the Right joystick
  107982. */
  107983. /**
  107984. * Sets the value of the Right joystick
  107985. */
  107986. buttonRightStick: number;
  107987. /**
  107988. * Gets the value of D-pad up
  107989. */
  107990. /**
  107991. * Sets the value of D-pad up
  107992. */
  107993. dPadUp: number;
  107994. /**
  107995. * Gets the value of D-pad down
  107996. */
  107997. /**
  107998. * Sets the value of D-pad down
  107999. */
  108000. dPadDown: number;
  108001. /**
  108002. * Gets the value of D-pad left
  108003. */
  108004. /**
  108005. * Sets the value of D-pad left
  108006. */
  108007. dPadLeft: number;
  108008. /**
  108009. * Gets the value of D-pad right
  108010. */
  108011. /**
  108012. * Sets the value of D-pad right
  108013. */
  108014. dPadRight: number;
  108015. /**
  108016. * Force the gamepad to synchronize with device values
  108017. */
  108018. update(): void;
  108019. /**
  108020. * Disposes the gamepad
  108021. */
  108022. dispose(): void;
  108023. }
  108024. }
  108025. declare module BABYLON {
  108026. /**
  108027. * Defines supported buttons for DualShock compatible gamepads
  108028. */
  108029. export enum DualShockButton {
  108030. /** Cross */
  108031. Cross = 0,
  108032. /** Circle */
  108033. Circle = 1,
  108034. /** Square */
  108035. Square = 2,
  108036. /** Triangle */
  108037. Triangle = 3,
  108038. /** Options */
  108039. Options = 4,
  108040. /** Share */
  108041. Share = 5,
  108042. /** L1 */
  108043. L1 = 6,
  108044. /** R1 */
  108045. R1 = 7,
  108046. /** Left stick */
  108047. LeftStick = 8,
  108048. /** Right stick */
  108049. RightStick = 9
  108050. }
  108051. /** Defines values for DualShock DPad */
  108052. export enum DualShockDpad {
  108053. /** Up */
  108054. Up = 0,
  108055. /** Down */
  108056. Down = 1,
  108057. /** Left */
  108058. Left = 2,
  108059. /** Right */
  108060. Right = 3
  108061. }
  108062. /**
  108063. * Defines a DualShock gamepad
  108064. */
  108065. export class DualShockPad extends Gamepad {
  108066. private _leftTrigger;
  108067. private _rightTrigger;
  108068. private _onlefttriggerchanged;
  108069. private _onrighttriggerchanged;
  108070. private _onbuttondown;
  108071. private _onbuttonup;
  108072. private _ondpaddown;
  108073. private _ondpadup;
  108074. /** Observable raised when a button is pressed */
  108075. onButtonDownObservable: Observable<DualShockButton>;
  108076. /** Observable raised when a button is released */
  108077. onButtonUpObservable: Observable<DualShockButton>;
  108078. /** Observable raised when a pad is pressed */
  108079. onPadDownObservable: Observable<DualShockDpad>;
  108080. /** Observable raised when a pad is released */
  108081. onPadUpObservable: Observable<DualShockDpad>;
  108082. private _buttonCross;
  108083. private _buttonCircle;
  108084. private _buttonSquare;
  108085. private _buttonTriangle;
  108086. private _buttonShare;
  108087. private _buttonOptions;
  108088. private _buttonL1;
  108089. private _buttonR1;
  108090. private _buttonLeftStick;
  108091. private _buttonRightStick;
  108092. private _dPadUp;
  108093. private _dPadDown;
  108094. private _dPadLeft;
  108095. private _dPadRight;
  108096. /**
  108097. * Creates a new DualShock gamepad object
  108098. * @param id defines the id of this gamepad
  108099. * @param index defines its index
  108100. * @param gamepad defines the internal HTML gamepad object
  108101. */
  108102. constructor(id: string, index: number, gamepad: any);
  108103. /**
  108104. * Defines the callback to call when left trigger is pressed
  108105. * @param callback defines the callback to use
  108106. */
  108107. onlefttriggerchanged(callback: (value: number) => void): void;
  108108. /**
  108109. * Defines the callback to call when right trigger is pressed
  108110. * @param callback defines the callback to use
  108111. */
  108112. onrighttriggerchanged(callback: (value: number) => void): void;
  108113. /**
  108114. * Gets the left trigger value
  108115. */
  108116. /**
  108117. * Sets the left trigger value
  108118. */
  108119. leftTrigger: number;
  108120. /**
  108121. * Gets the right trigger value
  108122. */
  108123. /**
  108124. * Sets the right trigger value
  108125. */
  108126. rightTrigger: number;
  108127. /**
  108128. * Defines the callback to call when a button is pressed
  108129. * @param callback defines the callback to use
  108130. */
  108131. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  108132. /**
  108133. * Defines the callback to call when a button is released
  108134. * @param callback defines the callback to use
  108135. */
  108136. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  108137. /**
  108138. * Defines the callback to call when a pad is pressed
  108139. * @param callback defines the callback to use
  108140. */
  108141. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  108142. /**
  108143. * Defines the callback to call when a pad is released
  108144. * @param callback defines the callback to use
  108145. */
  108146. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  108147. private _setButtonValue;
  108148. private _setDPadValue;
  108149. /**
  108150. * Gets the value of the `Cross` button
  108151. */
  108152. /**
  108153. * Sets the value of the `Cross` button
  108154. */
  108155. buttonCross: number;
  108156. /**
  108157. * Gets the value of the `Circle` button
  108158. */
  108159. /**
  108160. * Sets the value of the `Circle` button
  108161. */
  108162. buttonCircle: number;
  108163. /**
  108164. * Gets the value of the `Square` button
  108165. */
  108166. /**
  108167. * Sets the value of the `Square` button
  108168. */
  108169. buttonSquare: number;
  108170. /**
  108171. * Gets the value of the `Triangle` button
  108172. */
  108173. /**
  108174. * Sets the value of the `Triangle` button
  108175. */
  108176. buttonTriangle: number;
  108177. /**
  108178. * Gets the value of the `Options` button
  108179. */
  108180. /**
  108181. * Sets the value of the `Options` button
  108182. */
  108183. buttonOptions: number;
  108184. /**
  108185. * Gets the value of the `Share` button
  108186. */
  108187. /**
  108188. * Sets the value of the `Share` button
  108189. */
  108190. buttonShare: number;
  108191. /**
  108192. * Gets the value of the `L1` button
  108193. */
  108194. /**
  108195. * Sets the value of the `L1` button
  108196. */
  108197. buttonL1: number;
  108198. /**
  108199. * Gets the value of the `R1` button
  108200. */
  108201. /**
  108202. * Sets the value of the `R1` button
  108203. */
  108204. buttonR1: number;
  108205. /**
  108206. * Gets the value of the Left joystick
  108207. */
  108208. /**
  108209. * Sets the value of the Left joystick
  108210. */
  108211. buttonLeftStick: number;
  108212. /**
  108213. * Gets the value of the Right joystick
  108214. */
  108215. /**
  108216. * Sets the value of the Right joystick
  108217. */
  108218. buttonRightStick: number;
  108219. /**
  108220. * Gets the value of D-pad up
  108221. */
  108222. /**
  108223. * Sets the value of D-pad up
  108224. */
  108225. dPadUp: number;
  108226. /**
  108227. * Gets the value of D-pad down
  108228. */
  108229. /**
  108230. * Sets the value of D-pad down
  108231. */
  108232. dPadDown: number;
  108233. /**
  108234. * Gets the value of D-pad left
  108235. */
  108236. /**
  108237. * Sets the value of D-pad left
  108238. */
  108239. dPadLeft: number;
  108240. /**
  108241. * Gets the value of D-pad right
  108242. */
  108243. /**
  108244. * Sets the value of D-pad right
  108245. */
  108246. dPadRight: number;
  108247. /**
  108248. * Force the gamepad to synchronize with device values
  108249. */
  108250. update(): void;
  108251. /**
  108252. * Disposes the gamepad
  108253. */
  108254. dispose(): void;
  108255. }
  108256. }
  108257. declare module BABYLON {
  108258. /**
  108259. * Manager for handling gamepads
  108260. */
  108261. export class GamepadManager {
  108262. private _scene?;
  108263. private _babylonGamepads;
  108264. private _oneGamepadConnected;
  108265. /** @hidden */
  108266. _isMonitoring: boolean;
  108267. private _gamepadEventSupported;
  108268. private _gamepadSupport;
  108269. /**
  108270. * observable to be triggered when the gamepad controller has been connected
  108271. */
  108272. onGamepadConnectedObservable: Observable<Gamepad>;
  108273. /**
  108274. * observable to be triggered when the gamepad controller has been disconnected
  108275. */
  108276. onGamepadDisconnectedObservable: Observable<Gamepad>;
  108277. private _onGamepadConnectedEvent;
  108278. private _onGamepadDisconnectedEvent;
  108279. /**
  108280. * Initializes the gamepad manager
  108281. * @param _scene BabylonJS scene
  108282. */
  108283. constructor(_scene?: Scene | undefined);
  108284. /**
  108285. * The gamepads in the game pad manager
  108286. */
  108287. readonly gamepads: Gamepad[];
  108288. /**
  108289. * Get the gamepad controllers based on type
  108290. * @param type The type of gamepad controller
  108291. * @returns Nullable gamepad
  108292. */
  108293. getGamepadByType(type?: number): Nullable<Gamepad>;
  108294. /**
  108295. * Disposes the gamepad manager
  108296. */
  108297. dispose(): void;
  108298. private _addNewGamepad;
  108299. private _startMonitoringGamepads;
  108300. private _stopMonitoringGamepads;
  108301. /** @hidden */
  108302. _checkGamepadsStatus(): void;
  108303. private _updateGamepadObjects;
  108304. }
  108305. }
  108306. declare module BABYLON {
  108307. interface Scene {
  108308. /** @hidden */
  108309. _gamepadManager: Nullable<GamepadManager>;
  108310. /**
  108311. * Gets the gamepad manager associated with the scene
  108312. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  108313. */
  108314. gamepadManager: GamepadManager;
  108315. }
  108316. /**
  108317. * Interface representing a free camera inputs manager
  108318. */
  108319. interface FreeCameraInputsManager {
  108320. /**
  108321. * Adds gamepad input support to the FreeCameraInputsManager.
  108322. * @returns the FreeCameraInputsManager
  108323. */
  108324. addGamepad(): FreeCameraInputsManager;
  108325. }
  108326. /**
  108327. * Interface representing an arc rotate camera inputs manager
  108328. */
  108329. interface ArcRotateCameraInputsManager {
  108330. /**
  108331. * Adds gamepad input support to the ArcRotateCamera InputManager.
  108332. * @returns the camera inputs manager
  108333. */
  108334. addGamepad(): ArcRotateCameraInputsManager;
  108335. }
  108336. /**
  108337. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  108338. */
  108339. export class GamepadSystemSceneComponent implements ISceneComponent {
  108340. /**
  108341. * The component name helpfull to identify the component in the list of scene components.
  108342. */
  108343. readonly name: string;
  108344. /**
  108345. * The scene the component belongs to.
  108346. */
  108347. scene: Scene;
  108348. /**
  108349. * Creates a new instance of the component for the given scene
  108350. * @param scene Defines the scene to register the component in
  108351. */
  108352. constructor(scene: Scene);
  108353. /**
  108354. * Registers the component in a given scene
  108355. */
  108356. register(): void;
  108357. /**
  108358. * Rebuilds the elements related to this component in case of
  108359. * context lost for instance.
  108360. */
  108361. rebuild(): void;
  108362. /**
  108363. * Disposes the component and the associated ressources
  108364. */
  108365. dispose(): void;
  108366. private _beforeCameraUpdate;
  108367. }
  108368. }
  108369. declare module BABYLON {
  108370. /**
  108371. * 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,
  108372. * which still works and will still be found in many Playgrounds.
  108373. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108374. */
  108375. export class UniversalCamera extends TouchCamera {
  108376. /**
  108377. * Defines the gamepad rotation sensiblity.
  108378. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  108379. */
  108380. gamepadAngularSensibility: number;
  108381. /**
  108382. * Defines the gamepad move sensiblity.
  108383. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  108384. */
  108385. gamepadMoveSensibility: number;
  108386. /**
  108387. * 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,
  108388. * which still works and will still be found in many Playgrounds.
  108389. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108390. * @param name Define the name of the camera in the scene
  108391. * @param position Define the start position of the camera in the scene
  108392. * @param scene Define the scene the camera belongs to
  108393. */
  108394. constructor(name: string, position: Vector3, scene: Scene);
  108395. /**
  108396. * Gets the current object class name.
  108397. * @return the class name
  108398. */
  108399. getClassName(): string;
  108400. }
  108401. }
  108402. declare module BABYLON {
  108403. /**
  108404. * This represents a FPS type of camera. This is only here for back compat purpose.
  108405. * Please use the UniversalCamera instead as both are identical.
  108406. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108407. */
  108408. export class GamepadCamera extends UniversalCamera {
  108409. /**
  108410. * Instantiates a new Gamepad Camera
  108411. * This represents a FPS type of camera. This is only here for back compat purpose.
  108412. * Please use the UniversalCamera instead as both are identical.
  108413. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108414. * @param name Define the name of the camera in the scene
  108415. * @param position Define the start position of the camera in the scene
  108416. * @param scene Define the scene the camera belongs to
  108417. */
  108418. constructor(name: string, position: Vector3, scene: Scene);
  108419. /**
  108420. * Gets the current object class name.
  108421. * @return the class name
  108422. */
  108423. getClassName(): string;
  108424. }
  108425. }
  108426. declare module BABYLON {
  108427. /** @hidden */
  108428. export var passPixelShader: {
  108429. name: string;
  108430. shader: string;
  108431. };
  108432. }
  108433. declare module BABYLON {
  108434. /** @hidden */
  108435. export var passCubePixelShader: {
  108436. name: string;
  108437. shader: string;
  108438. };
  108439. }
  108440. declare module BABYLON {
  108441. /**
  108442. * PassPostProcess which produces an output the same as it's input
  108443. */
  108444. export class PassPostProcess extends PostProcess {
  108445. /**
  108446. * Creates the PassPostProcess
  108447. * @param name The name of the effect.
  108448. * @param options The required width/height ratio to downsize to before computing the render pass.
  108449. * @param camera The camera to apply the render pass to.
  108450. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108451. * @param engine The engine which the post process will be applied. (default: current engine)
  108452. * @param reusable If the post process can be reused on the same frame. (default: false)
  108453. * @param textureType The type of texture to be used when performing the post processing.
  108454. * @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)
  108455. */
  108456. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108457. }
  108458. /**
  108459. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  108460. */
  108461. export class PassCubePostProcess extends PostProcess {
  108462. private _face;
  108463. /**
  108464. * Gets or sets the cube face to display.
  108465. * * 0 is +X
  108466. * * 1 is -X
  108467. * * 2 is +Y
  108468. * * 3 is -Y
  108469. * * 4 is +Z
  108470. * * 5 is -Z
  108471. */
  108472. face: number;
  108473. /**
  108474. * Creates the PassCubePostProcess
  108475. * @param name The name of the effect.
  108476. * @param options The required width/height ratio to downsize to before computing the render pass.
  108477. * @param camera The camera to apply the render pass to.
  108478. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108479. * @param engine The engine which the post process will be applied. (default: current engine)
  108480. * @param reusable If the post process can be reused on the same frame. (default: false)
  108481. * @param textureType The type of texture to be used when performing the post processing.
  108482. * @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)
  108483. */
  108484. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108485. }
  108486. }
  108487. declare module BABYLON {
  108488. /** @hidden */
  108489. export var anaglyphPixelShader: {
  108490. name: string;
  108491. shader: string;
  108492. };
  108493. }
  108494. declare module BABYLON {
  108495. /**
  108496. * Postprocess used to generate anaglyphic rendering
  108497. */
  108498. export class AnaglyphPostProcess extends PostProcess {
  108499. private _passedProcess;
  108500. /**
  108501. * Creates a new AnaglyphPostProcess
  108502. * @param name defines postprocess name
  108503. * @param options defines creation options or target ratio scale
  108504. * @param rigCameras defines cameras using this postprocess
  108505. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  108506. * @param engine defines hosting engine
  108507. * @param reusable defines if the postprocess will be reused multiple times per frame
  108508. */
  108509. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  108510. }
  108511. }
  108512. declare module BABYLON {
  108513. /**
  108514. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  108515. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108516. */
  108517. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  108518. /**
  108519. * Creates a new AnaglyphArcRotateCamera
  108520. * @param name defines camera name
  108521. * @param alpha defines alpha angle (in radians)
  108522. * @param beta defines beta angle (in radians)
  108523. * @param radius defines radius
  108524. * @param target defines camera target
  108525. * @param interaxialDistance defines distance between each color axis
  108526. * @param scene defines the hosting scene
  108527. */
  108528. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  108529. /**
  108530. * Gets camera class name
  108531. * @returns AnaglyphArcRotateCamera
  108532. */
  108533. getClassName(): string;
  108534. }
  108535. }
  108536. declare module BABYLON {
  108537. /**
  108538. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  108539. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108540. */
  108541. export class AnaglyphFreeCamera extends FreeCamera {
  108542. /**
  108543. * Creates a new AnaglyphFreeCamera
  108544. * @param name defines camera name
  108545. * @param position defines initial position
  108546. * @param interaxialDistance defines distance between each color axis
  108547. * @param scene defines the hosting scene
  108548. */
  108549. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108550. /**
  108551. * Gets camera class name
  108552. * @returns AnaglyphFreeCamera
  108553. */
  108554. getClassName(): string;
  108555. }
  108556. }
  108557. declare module BABYLON {
  108558. /**
  108559. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  108560. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108561. */
  108562. export class AnaglyphGamepadCamera extends GamepadCamera {
  108563. /**
  108564. * Creates a new AnaglyphGamepadCamera
  108565. * @param name defines camera name
  108566. * @param position defines initial position
  108567. * @param interaxialDistance defines distance between each color axis
  108568. * @param scene defines the hosting scene
  108569. */
  108570. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108571. /**
  108572. * Gets camera class name
  108573. * @returns AnaglyphGamepadCamera
  108574. */
  108575. getClassName(): string;
  108576. }
  108577. }
  108578. declare module BABYLON {
  108579. /**
  108580. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  108581. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108582. */
  108583. export class AnaglyphUniversalCamera extends UniversalCamera {
  108584. /**
  108585. * Creates a new AnaglyphUniversalCamera
  108586. * @param name defines camera name
  108587. * @param position defines initial position
  108588. * @param interaxialDistance defines distance between each color axis
  108589. * @param scene defines the hosting scene
  108590. */
  108591. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108592. /**
  108593. * Gets camera class name
  108594. * @returns AnaglyphUniversalCamera
  108595. */
  108596. getClassName(): string;
  108597. }
  108598. }
  108599. declare module BABYLON {
  108600. /** @hidden */
  108601. export var stereoscopicInterlacePixelShader: {
  108602. name: string;
  108603. shader: string;
  108604. };
  108605. }
  108606. declare module BABYLON {
  108607. /**
  108608. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  108609. */
  108610. export class StereoscopicInterlacePostProcess extends PostProcess {
  108611. private _stepSize;
  108612. private _passedProcess;
  108613. /**
  108614. * Initializes a StereoscopicInterlacePostProcess
  108615. * @param name The name of the effect.
  108616. * @param rigCameras The rig cameras to be appled to the post process
  108617. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  108618. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108619. * @param engine The engine which the post process will be applied. (default: current engine)
  108620. * @param reusable If the post process can be reused on the same frame. (default: false)
  108621. */
  108622. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  108623. }
  108624. }
  108625. declare module BABYLON {
  108626. /**
  108627. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  108628. * @see http://doc.babylonjs.com/features/cameras
  108629. */
  108630. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  108631. /**
  108632. * Creates a new StereoscopicArcRotateCamera
  108633. * @param name defines camera name
  108634. * @param alpha defines alpha angle (in radians)
  108635. * @param beta defines beta angle (in radians)
  108636. * @param radius defines radius
  108637. * @param target defines camera target
  108638. * @param interaxialDistance defines distance between each color axis
  108639. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108640. * @param scene defines the hosting scene
  108641. */
  108642. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108643. /**
  108644. * Gets camera class name
  108645. * @returns StereoscopicArcRotateCamera
  108646. */
  108647. getClassName(): string;
  108648. }
  108649. }
  108650. declare module BABYLON {
  108651. /**
  108652. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  108653. * @see http://doc.babylonjs.com/features/cameras
  108654. */
  108655. export class StereoscopicFreeCamera extends FreeCamera {
  108656. /**
  108657. * Creates a new StereoscopicFreeCamera
  108658. * @param name defines camera name
  108659. * @param position defines initial position
  108660. * @param interaxialDistance defines distance between each color axis
  108661. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108662. * @param scene defines the hosting scene
  108663. */
  108664. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108665. /**
  108666. * Gets camera class name
  108667. * @returns StereoscopicFreeCamera
  108668. */
  108669. getClassName(): string;
  108670. }
  108671. }
  108672. declare module BABYLON {
  108673. /**
  108674. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  108675. * @see http://doc.babylonjs.com/features/cameras
  108676. */
  108677. export class StereoscopicGamepadCamera extends GamepadCamera {
  108678. /**
  108679. * Creates a new StereoscopicGamepadCamera
  108680. * @param name defines camera name
  108681. * @param position defines initial position
  108682. * @param interaxialDistance defines distance between each color axis
  108683. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108684. * @param scene defines the hosting scene
  108685. */
  108686. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108687. /**
  108688. * Gets camera class name
  108689. * @returns StereoscopicGamepadCamera
  108690. */
  108691. getClassName(): string;
  108692. }
  108693. }
  108694. declare module BABYLON {
  108695. /**
  108696. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  108697. * @see http://doc.babylonjs.com/features/cameras
  108698. */
  108699. export class StereoscopicUniversalCamera extends UniversalCamera {
  108700. /**
  108701. * Creates a new StereoscopicUniversalCamera
  108702. * @param name defines camera name
  108703. * @param position defines initial position
  108704. * @param interaxialDistance defines distance between each color axis
  108705. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108706. * @param scene defines the hosting scene
  108707. */
  108708. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108709. /**
  108710. * Gets camera class name
  108711. * @returns StereoscopicUniversalCamera
  108712. */
  108713. getClassName(): string;
  108714. }
  108715. }
  108716. declare module BABYLON {
  108717. /**
  108718. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  108719. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108720. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108721. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108722. */
  108723. export class VirtualJoysticksCamera extends FreeCamera {
  108724. /**
  108725. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  108726. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108727. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108728. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108729. * @param name Define the name of the camera in the scene
  108730. * @param position Define the start position of the camera in the scene
  108731. * @param scene Define the scene the camera belongs to
  108732. */
  108733. constructor(name: string, position: Vector3, scene: Scene);
  108734. /**
  108735. * Gets the current object class name.
  108736. * @return the class name
  108737. */
  108738. getClassName(): string;
  108739. }
  108740. }
  108741. declare module BABYLON {
  108742. /**
  108743. * This represents all the required metrics to create a VR camera.
  108744. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  108745. */
  108746. export class VRCameraMetrics {
  108747. /**
  108748. * Define the horizontal resolution off the screen.
  108749. */
  108750. hResolution: number;
  108751. /**
  108752. * Define the vertical resolution off the screen.
  108753. */
  108754. vResolution: number;
  108755. /**
  108756. * Define the horizontal screen size.
  108757. */
  108758. hScreenSize: number;
  108759. /**
  108760. * Define the vertical screen size.
  108761. */
  108762. vScreenSize: number;
  108763. /**
  108764. * Define the vertical screen center position.
  108765. */
  108766. vScreenCenter: number;
  108767. /**
  108768. * Define the distance of the eyes to the screen.
  108769. */
  108770. eyeToScreenDistance: number;
  108771. /**
  108772. * Define the distance between both lenses
  108773. */
  108774. lensSeparationDistance: number;
  108775. /**
  108776. * Define the distance between both viewer's eyes.
  108777. */
  108778. interpupillaryDistance: number;
  108779. /**
  108780. * Define the distortion factor of the VR postprocess.
  108781. * Please, touch with care.
  108782. */
  108783. distortionK: number[];
  108784. /**
  108785. * Define the chromatic aberration correction factors for the VR post process.
  108786. */
  108787. chromaAbCorrection: number[];
  108788. /**
  108789. * Define the scale factor of the post process.
  108790. * The smaller the better but the slower.
  108791. */
  108792. postProcessScaleFactor: number;
  108793. /**
  108794. * Define an offset for the lens center.
  108795. */
  108796. lensCenterOffset: number;
  108797. /**
  108798. * Define if the current vr camera should compensate the distortion of the lense or not.
  108799. */
  108800. compensateDistortion: boolean;
  108801. /**
  108802. * Defines if multiview should be enabled when rendering (Default: false)
  108803. */
  108804. multiviewEnabled: boolean;
  108805. /**
  108806. * Gets the rendering aspect ratio based on the provided resolutions.
  108807. */
  108808. readonly aspectRatio: number;
  108809. /**
  108810. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  108811. */
  108812. readonly aspectRatioFov: number;
  108813. /**
  108814. * @hidden
  108815. */
  108816. readonly leftHMatrix: Matrix;
  108817. /**
  108818. * @hidden
  108819. */
  108820. readonly rightHMatrix: Matrix;
  108821. /**
  108822. * @hidden
  108823. */
  108824. readonly leftPreViewMatrix: Matrix;
  108825. /**
  108826. * @hidden
  108827. */
  108828. readonly rightPreViewMatrix: Matrix;
  108829. /**
  108830. * Get the default VRMetrics based on the most generic setup.
  108831. * @returns the default vr metrics
  108832. */
  108833. static GetDefault(): VRCameraMetrics;
  108834. }
  108835. }
  108836. declare module BABYLON {
  108837. /** @hidden */
  108838. export var vrDistortionCorrectionPixelShader: {
  108839. name: string;
  108840. shader: string;
  108841. };
  108842. }
  108843. declare module BABYLON {
  108844. /**
  108845. * VRDistortionCorrectionPostProcess used for mobile VR
  108846. */
  108847. export class VRDistortionCorrectionPostProcess extends PostProcess {
  108848. private _isRightEye;
  108849. private _distortionFactors;
  108850. private _postProcessScaleFactor;
  108851. private _lensCenterOffset;
  108852. private _scaleIn;
  108853. private _scaleFactor;
  108854. private _lensCenter;
  108855. /**
  108856. * Initializes the VRDistortionCorrectionPostProcess
  108857. * @param name The name of the effect.
  108858. * @param camera The camera to apply the render pass to.
  108859. * @param isRightEye If this is for the right eye distortion
  108860. * @param vrMetrics All the required metrics for the VR camera
  108861. */
  108862. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  108863. }
  108864. }
  108865. declare module BABYLON {
  108866. /**
  108867. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  108868. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108869. */
  108870. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  108871. /**
  108872. * Creates a new VRDeviceOrientationArcRotateCamera
  108873. * @param name defines camera name
  108874. * @param alpha defines the camera rotation along the logitudinal axis
  108875. * @param beta defines the camera rotation along the latitudinal axis
  108876. * @param radius defines the camera distance from its target
  108877. * @param target defines the camera target
  108878. * @param scene defines the scene the camera belongs to
  108879. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108880. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108881. */
  108882. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108883. /**
  108884. * Gets camera class name
  108885. * @returns VRDeviceOrientationArcRotateCamera
  108886. */
  108887. getClassName(): string;
  108888. }
  108889. }
  108890. declare module BABYLON {
  108891. /**
  108892. * Camera used to simulate VR rendering (based on FreeCamera)
  108893. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108894. */
  108895. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  108896. /**
  108897. * Creates a new VRDeviceOrientationFreeCamera
  108898. * @param name defines camera name
  108899. * @param position defines the start position of the camera
  108900. * @param scene defines the scene the camera belongs to
  108901. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108902. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108903. */
  108904. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108905. /**
  108906. * Gets camera class name
  108907. * @returns VRDeviceOrientationFreeCamera
  108908. */
  108909. getClassName(): string;
  108910. }
  108911. }
  108912. declare module BABYLON {
  108913. /**
  108914. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  108915. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108916. */
  108917. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  108918. /**
  108919. * Creates a new VRDeviceOrientationGamepadCamera
  108920. * @param name defines camera name
  108921. * @param position defines the start position of the camera
  108922. * @param scene defines the scene the camera belongs to
  108923. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108924. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108925. */
  108926. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108927. /**
  108928. * Gets camera class name
  108929. * @returns VRDeviceOrientationGamepadCamera
  108930. */
  108931. getClassName(): string;
  108932. }
  108933. }
  108934. declare module BABYLON {
  108935. /**
  108936. * Base class of materials working in push mode in babylon JS
  108937. * @hidden
  108938. */
  108939. export class PushMaterial extends Material {
  108940. protected _activeEffect: Effect;
  108941. protected _normalMatrix: Matrix;
  108942. /**
  108943. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  108944. * This means that the material can keep using a previous shader while a new one is being compiled.
  108945. * This is mostly used when shader parallel compilation is supported (true by default)
  108946. */
  108947. allowShaderHotSwapping: boolean;
  108948. constructor(name: string, scene: Scene);
  108949. getEffect(): Effect;
  108950. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  108951. /**
  108952. * Binds the given world matrix to the active effect
  108953. *
  108954. * @param world the matrix to bind
  108955. */
  108956. bindOnlyWorldMatrix(world: Matrix): void;
  108957. /**
  108958. * Binds the given normal matrix to the active effect
  108959. *
  108960. * @param normalMatrix the matrix to bind
  108961. */
  108962. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  108963. bind(world: Matrix, mesh?: Mesh): void;
  108964. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  108965. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  108966. }
  108967. }
  108968. declare module BABYLON {
  108969. /**
  108970. * This groups all the flags used to control the materials channel.
  108971. */
  108972. export class MaterialFlags {
  108973. private static _DiffuseTextureEnabled;
  108974. /**
  108975. * Are diffuse textures enabled in the application.
  108976. */
  108977. static DiffuseTextureEnabled: boolean;
  108978. private static _AmbientTextureEnabled;
  108979. /**
  108980. * Are ambient textures enabled in the application.
  108981. */
  108982. static AmbientTextureEnabled: boolean;
  108983. private static _OpacityTextureEnabled;
  108984. /**
  108985. * Are opacity textures enabled in the application.
  108986. */
  108987. static OpacityTextureEnabled: boolean;
  108988. private static _ReflectionTextureEnabled;
  108989. /**
  108990. * Are reflection textures enabled in the application.
  108991. */
  108992. static ReflectionTextureEnabled: boolean;
  108993. private static _EmissiveTextureEnabled;
  108994. /**
  108995. * Are emissive textures enabled in the application.
  108996. */
  108997. static EmissiveTextureEnabled: boolean;
  108998. private static _SpecularTextureEnabled;
  108999. /**
  109000. * Are specular textures enabled in the application.
  109001. */
  109002. static SpecularTextureEnabled: boolean;
  109003. private static _BumpTextureEnabled;
  109004. /**
  109005. * Are bump textures enabled in the application.
  109006. */
  109007. static BumpTextureEnabled: boolean;
  109008. private static _LightmapTextureEnabled;
  109009. /**
  109010. * Are lightmap textures enabled in the application.
  109011. */
  109012. static LightmapTextureEnabled: boolean;
  109013. private static _RefractionTextureEnabled;
  109014. /**
  109015. * Are refraction textures enabled in the application.
  109016. */
  109017. static RefractionTextureEnabled: boolean;
  109018. private static _ColorGradingTextureEnabled;
  109019. /**
  109020. * Are color grading textures enabled in the application.
  109021. */
  109022. static ColorGradingTextureEnabled: boolean;
  109023. private static _FresnelEnabled;
  109024. /**
  109025. * Are fresnels enabled in the application.
  109026. */
  109027. static FresnelEnabled: boolean;
  109028. private static _ClearCoatTextureEnabled;
  109029. /**
  109030. * Are clear coat textures enabled in the application.
  109031. */
  109032. static ClearCoatTextureEnabled: boolean;
  109033. private static _ClearCoatBumpTextureEnabled;
  109034. /**
  109035. * Are clear coat bump textures enabled in the application.
  109036. */
  109037. static ClearCoatBumpTextureEnabled: boolean;
  109038. private static _ClearCoatTintTextureEnabled;
  109039. /**
  109040. * Are clear coat tint textures enabled in the application.
  109041. */
  109042. static ClearCoatTintTextureEnabled: boolean;
  109043. private static _SheenTextureEnabled;
  109044. /**
  109045. * Are sheen textures enabled in the application.
  109046. */
  109047. static SheenTextureEnabled: boolean;
  109048. private static _AnisotropicTextureEnabled;
  109049. /**
  109050. * Are anisotropic textures enabled in the application.
  109051. */
  109052. static AnisotropicTextureEnabled: boolean;
  109053. private static _ThicknessTextureEnabled;
  109054. /**
  109055. * Are thickness textures enabled in the application.
  109056. */
  109057. static ThicknessTextureEnabled: boolean;
  109058. }
  109059. }
  109060. declare module BABYLON {
  109061. /** @hidden */
  109062. export var defaultFragmentDeclaration: {
  109063. name: string;
  109064. shader: string;
  109065. };
  109066. }
  109067. declare module BABYLON {
  109068. /** @hidden */
  109069. export var defaultUboDeclaration: {
  109070. name: string;
  109071. shader: string;
  109072. };
  109073. }
  109074. declare module BABYLON {
  109075. /** @hidden */
  109076. export var lightFragmentDeclaration: {
  109077. name: string;
  109078. shader: string;
  109079. };
  109080. }
  109081. declare module BABYLON {
  109082. /** @hidden */
  109083. export var lightUboDeclaration: {
  109084. name: string;
  109085. shader: string;
  109086. };
  109087. }
  109088. declare module BABYLON {
  109089. /** @hidden */
  109090. export var lightsFragmentFunctions: {
  109091. name: string;
  109092. shader: string;
  109093. };
  109094. }
  109095. declare module BABYLON {
  109096. /** @hidden */
  109097. export var shadowsFragmentFunctions: {
  109098. name: string;
  109099. shader: string;
  109100. };
  109101. }
  109102. declare module BABYLON {
  109103. /** @hidden */
  109104. export var fresnelFunction: {
  109105. name: string;
  109106. shader: string;
  109107. };
  109108. }
  109109. declare module BABYLON {
  109110. /** @hidden */
  109111. export var reflectionFunction: {
  109112. name: string;
  109113. shader: string;
  109114. };
  109115. }
  109116. declare module BABYLON {
  109117. /** @hidden */
  109118. export var bumpFragmentFunctions: {
  109119. name: string;
  109120. shader: string;
  109121. };
  109122. }
  109123. declare module BABYLON {
  109124. /** @hidden */
  109125. export var logDepthDeclaration: {
  109126. name: string;
  109127. shader: string;
  109128. };
  109129. }
  109130. declare module BABYLON {
  109131. /** @hidden */
  109132. export var bumpFragment: {
  109133. name: string;
  109134. shader: string;
  109135. };
  109136. }
  109137. declare module BABYLON {
  109138. /** @hidden */
  109139. export var depthPrePass: {
  109140. name: string;
  109141. shader: string;
  109142. };
  109143. }
  109144. declare module BABYLON {
  109145. /** @hidden */
  109146. export var lightFragment: {
  109147. name: string;
  109148. shader: string;
  109149. };
  109150. }
  109151. declare module BABYLON {
  109152. /** @hidden */
  109153. export var logDepthFragment: {
  109154. name: string;
  109155. shader: string;
  109156. };
  109157. }
  109158. declare module BABYLON {
  109159. /** @hidden */
  109160. export var defaultPixelShader: {
  109161. name: string;
  109162. shader: string;
  109163. };
  109164. }
  109165. declare module BABYLON {
  109166. /** @hidden */
  109167. export var defaultVertexDeclaration: {
  109168. name: string;
  109169. shader: string;
  109170. };
  109171. }
  109172. declare module BABYLON {
  109173. /** @hidden */
  109174. export var bumpVertexDeclaration: {
  109175. name: string;
  109176. shader: string;
  109177. };
  109178. }
  109179. declare module BABYLON {
  109180. /** @hidden */
  109181. export var bumpVertex: {
  109182. name: string;
  109183. shader: string;
  109184. };
  109185. }
  109186. declare module BABYLON {
  109187. /** @hidden */
  109188. export var fogVertex: {
  109189. name: string;
  109190. shader: string;
  109191. };
  109192. }
  109193. declare module BABYLON {
  109194. /** @hidden */
  109195. export var shadowsVertex: {
  109196. name: string;
  109197. shader: string;
  109198. };
  109199. }
  109200. declare module BABYLON {
  109201. /** @hidden */
  109202. export var pointCloudVertex: {
  109203. name: string;
  109204. shader: string;
  109205. };
  109206. }
  109207. declare module BABYLON {
  109208. /** @hidden */
  109209. export var logDepthVertex: {
  109210. name: string;
  109211. shader: string;
  109212. };
  109213. }
  109214. declare module BABYLON {
  109215. /** @hidden */
  109216. export var defaultVertexShader: {
  109217. name: string;
  109218. shader: string;
  109219. };
  109220. }
  109221. declare module BABYLON {
  109222. /** @hidden */
  109223. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  109224. MAINUV1: boolean;
  109225. MAINUV2: boolean;
  109226. DIFFUSE: boolean;
  109227. DIFFUSEDIRECTUV: number;
  109228. AMBIENT: boolean;
  109229. AMBIENTDIRECTUV: number;
  109230. OPACITY: boolean;
  109231. OPACITYDIRECTUV: number;
  109232. OPACITYRGB: boolean;
  109233. REFLECTION: boolean;
  109234. EMISSIVE: boolean;
  109235. EMISSIVEDIRECTUV: number;
  109236. SPECULAR: boolean;
  109237. SPECULARDIRECTUV: number;
  109238. BUMP: boolean;
  109239. BUMPDIRECTUV: number;
  109240. PARALLAX: boolean;
  109241. PARALLAXOCCLUSION: boolean;
  109242. SPECULAROVERALPHA: boolean;
  109243. CLIPPLANE: boolean;
  109244. CLIPPLANE2: boolean;
  109245. CLIPPLANE3: boolean;
  109246. CLIPPLANE4: boolean;
  109247. ALPHATEST: boolean;
  109248. DEPTHPREPASS: boolean;
  109249. ALPHAFROMDIFFUSE: boolean;
  109250. POINTSIZE: boolean;
  109251. FOG: boolean;
  109252. SPECULARTERM: boolean;
  109253. DIFFUSEFRESNEL: boolean;
  109254. OPACITYFRESNEL: boolean;
  109255. REFLECTIONFRESNEL: boolean;
  109256. REFRACTIONFRESNEL: boolean;
  109257. EMISSIVEFRESNEL: boolean;
  109258. FRESNEL: boolean;
  109259. NORMAL: boolean;
  109260. UV1: boolean;
  109261. UV2: boolean;
  109262. VERTEXCOLOR: boolean;
  109263. VERTEXALPHA: boolean;
  109264. NUM_BONE_INFLUENCERS: number;
  109265. BonesPerMesh: number;
  109266. BONETEXTURE: boolean;
  109267. INSTANCES: boolean;
  109268. GLOSSINESS: boolean;
  109269. ROUGHNESS: boolean;
  109270. EMISSIVEASILLUMINATION: boolean;
  109271. LINKEMISSIVEWITHDIFFUSE: boolean;
  109272. REFLECTIONFRESNELFROMSPECULAR: boolean;
  109273. LIGHTMAP: boolean;
  109274. LIGHTMAPDIRECTUV: number;
  109275. OBJECTSPACE_NORMALMAP: boolean;
  109276. USELIGHTMAPASSHADOWMAP: boolean;
  109277. REFLECTIONMAP_3D: boolean;
  109278. REFLECTIONMAP_SPHERICAL: boolean;
  109279. REFLECTIONMAP_PLANAR: boolean;
  109280. REFLECTIONMAP_CUBIC: boolean;
  109281. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  109282. REFLECTIONMAP_PROJECTION: boolean;
  109283. REFLECTIONMAP_SKYBOX: boolean;
  109284. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  109285. REFLECTIONMAP_EXPLICIT: boolean;
  109286. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  109287. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  109288. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  109289. INVERTCUBICMAP: boolean;
  109290. LOGARITHMICDEPTH: boolean;
  109291. REFRACTION: boolean;
  109292. REFRACTIONMAP_3D: boolean;
  109293. REFLECTIONOVERALPHA: boolean;
  109294. TWOSIDEDLIGHTING: boolean;
  109295. SHADOWFLOAT: boolean;
  109296. MORPHTARGETS: boolean;
  109297. MORPHTARGETS_NORMAL: boolean;
  109298. MORPHTARGETS_TANGENT: boolean;
  109299. MORPHTARGETS_UV: boolean;
  109300. NUM_MORPH_INFLUENCERS: number;
  109301. NONUNIFORMSCALING: boolean;
  109302. PREMULTIPLYALPHA: boolean;
  109303. IMAGEPROCESSING: boolean;
  109304. VIGNETTE: boolean;
  109305. VIGNETTEBLENDMODEMULTIPLY: boolean;
  109306. VIGNETTEBLENDMODEOPAQUE: boolean;
  109307. TONEMAPPING: boolean;
  109308. TONEMAPPING_ACES: boolean;
  109309. CONTRAST: boolean;
  109310. COLORCURVES: boolean;
  109311. COLORGRADING: boolean;
  109312. COLORGRADING3D: boolean;
  109313. SAMPLER3DGREENDEPTH: boolean;
  109314. SAMPLER3DBGRMAP: boolean;
  109315. IMAGEPROCESSINGPOSTPROCESS: boolean;
  109316. MULTIVIEW: boolean;
  109317. /**
  109318. * If the reflection texture on this material is in linear color space
  109319. * @hidden
  109320. */
  109321. IS_REFLECTION_LINEAR: boolean;
  109322. /**
  109323. * If the refraction texture on this material is in linear color space
  109324. * @hidden
  109325. */
  109326. IS_REFRACTION_LINEAR: boolean;
  109327. EXPOSURE: boolean;
  109328. constructor();
  109329. setReflectionMode(modeToEnable: string): void;
  109330. }
  109331. /**
  109332. * This is the default material used in Babylon. It is the best trade off between quality
  109333. * and performances.
  109334. * @see http://doc.babylonjs.com/babylon101/materials
  109335. */
  109336. export class StandardMaterial extends PushMaterial {
  109337. private _diffuseTexture;
  109338. /**
  109339. * The basic texture of the material as viewed under a light.
  109340. */
  109341. diffuseTexture: Nullable<BaseTexture>;
  109342. private _ambientTexture;
  109343. /**
  109344. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  109345. */
  109346. ambientTexture: Nullable<BaseTexture>;
  109347. private _opacityTexture;
  109348. /**
  109349. * Define the transparency of the material from a texture.
  109350. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  109351. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  109352. */
  109353. opacityTexture: Nullable<BaseTexture>;
  109354. private _reflectionTexture;
  109355. /**
  109356. * Define the texture used to display the reflection.
  109357. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109358. */
  109359. reflectionTexture: Nullable<BaseTexture>;
  109360. private _emissiveTexture;
  109361. /**
  109362. * Define texture of the material as if self lit.
  109363. * This will be mixed in the final result even in the absence of light.
  109364. */
  109365. emissiveTexture: Nullable<BaseTexture>;
  109366. private _specularTexture;
  109367. /**
  109368. * Define how the color and intensity of the highlight given by the light in the material.
  109369. */
  109370. specularTexture: Nullable<BaseTexture>;
  109371. private _bumpTexture;
  109372. /**
  109373. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  109374. * 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.
  109375. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  109376. */
  109377. bumpTexture: Nullable<BaseTexture>;
  109378. private _lightmapTexture;
  109379. /**
  109380. * Complex lighting can be computationally expensive to compute at runtime.
  109381. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  109382. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  109383. */
  109384. lightmapTexture: Nullable<BaseTexture>;
  109385. private _refractionTexture;
  109386. /**
  109387. * Define the texture used to display the refraction.
  109388. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109389. */
  109390. refractionTexture: Nullable<BaseTexture>;
  109391. /**
  109392. * The color of the material lit by the environmental background lighting.
  109393. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  109394. */
  109395. ambientColor: Color3;
  109396. /**
  109397. * The basic color of the material as viewed under a light.
  109398. */
  109399. diffuseColor: Color3;
  109400. /**
  109401. * Define how the color and intensity of the highlight given by the light in the material.
  109402. */
  109403. specularColor: Color3;
  109404. /**
  109405. * Define the color of the material as if self lit.
  109406. * This will be mixed in the final result even in the absence of light.
  109407. */
  109408. emissiveColor: Color3;
  109409. /**
  109410. * Defines how sharp are the highlights in the material.
  109411. * The bigger the value the sharper giving a more glossy feeling to the result.
  109412. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  109413. */
  109414. specularPower: number;
  109415. private _useAlphaFromDiffuseTexture;
  109416. /**
  109417. * Does the transparency come from the diffuse texture alpha channel.
  109418. */
  109419. useAlphaFromDiffuseTexture: boolean;
  109420. private _useEmissiveAsIllumination;
  109421. /**
  109422. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  109423. */
  109424. useEmissiveAsIllumination: boolean;
  109425. private _linkEmissiveWithDiffuse;
  109426. /**
  109427. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  109428. * the emissive level when the final color is close to one.
  109429. */
  109430. linkEmissiveWithDiffuse: boolean;
  109431. private _useSpecularOverAlpha;
  109432. /**
  109433. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  109434. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  109435. */
  109436. useSpecularOverAlpha: boolean;
  109437. private _useReflectionOverAlpha;
  109438. /**
  109439. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  109440. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  109441. */
  109442. useReflectionOverAlpha: boolean;
  109443. private _disableLighting;
  109444. /**
  109445. * Does lights from the scene impacts this material.
  109446. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  109447. */
  109448. disableLighting: boolean;
  109449. private _useObjectSpaceNormalMap;
  109450. /**
  109451. * Allows using an object space normal map (instead of tangent space).
  109452. */
  109453. useObjectSpaceNormalMap: boolean;
  109454. private _useParallax;
  109455. /**
  109456. * Is parallax enabled or not.
  109457. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109458. */
  109459. useParallax: boolean;
  109460. private _useParallaxOcclusion;
  109461. /**
  109462. * Is parallax occlusion enabled or not.
  109463. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  109464. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109465. */
  109466. useParallaxOcclusion: boolean;
  109467. /**
  109468. * 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.
  109469. */
  109470. parallaxScaleBias: number;
  109471. private _roughness;
  109472. /**
  109473. * Helps to define how blurry the reflections should appears in the material.
  109474. */
  109475. roughness: number;
  109476. /**
  109477. * In case of refraction, define the value of the index of refraction.
  109478. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109479. */
  109480. indexOfRefraction: number;
  109481. /**
  109482. * Invert the refraction texture alongside the y axis.
  109483. * It can be useful with procedural textures or probe for instance.
  109484. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109485. */
  109486. invertRefractionY: boolean;
  109487. /**
  109488. * Defines the alpha limits in alpha test mode.
  109489. */
  109490. alphaCutOff: number;
  109491. private _useLightmapAsShadowmap;
  109492. /**
  109493. * In case of light mapping, define whether the map contains light or shadow informations.
  109494. */
  109495. useLightmapAsShadowmap: boolean;
  109496. private _diffuseFresnelParameters;
  109497. /**
  109498. * Define the diffuse fresnel parameters of the material.
  109499. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109500. */
  109501. diffuseFresnelParameters: FresnelParameters;
  109502. private _opacityFresnelParameters;
  109503. /**
  109504. * Define the opacity fresnel parameters of the material.
  109505. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109506. */
  109507. opacityFresnelParameters: FresnelParameters;
  109508. private _reflectionFresnelParameters;
  109509. /**
  109510. * Define the reflection fresnel parameters of the material.
  109511. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109512. */
  109513. reflectionFresnelParameters: FresnelParameters;
  109514. private _refractionFresnelParameters;
  109515. /**
  109516. * Define the refraction fresnel parameters of the material.
  109517. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109518. */
  109519. refractionFresnelParameters: FresnelParameters;
  109520. private _emissiveFresnelParameters;
  109521. /**
  109522. * Define the emissive fresnel parameters of the material.
  109523. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109524. */
  109525. emissiveFresnelParameters: FresnelParameters;
  109526. private _useReflectionFresnelFromSpecular;
  109527. /**
  109528. * If true automatically deducts the fresnels values from the material specularity.
  109529. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109530. */
  109531. useReflectionFresnelFromSpecular: boolean;
  109532. private _useGlossinessFromSpecularMapAlpha;
  109533. /**
  109534. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  109535. */
  109536. useGlossinessFromSpecularMapAlpha: boolean;
  109537. private _maxSimultaneousLights;
  109538. /**
  109539. * Defines the maximum number of lights that can be used in the material
  109540. */
  109541. maxSimultaneousLights: number;
  109542. private _invertNormalMapX;
  109543. /**
  109544. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  109545. */
  109546. invertNormalMapX: boolean;
  109547. private _invertNormalMapY;
  109548. /**
  109549. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  109550. */
  109551. invertNormalMapY: boolean;
  109552. private _twoSidedLighting;
  109553. /**
  109554. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  109555. */
  109556. twoSidedLighting: boolean;
  109557. /**
  109558. * Default configuration related to image processing available in the standard Material.
  109559. */
  109560. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109561. /**
  109562. * Gets the image processing configuration used either in this material.
  109563. */
  109564. /**
  109565. * Sets the Default image processing configuration used either in the this material.
  109566. *
  109567. * If sets to null, the scene one is in use.
  109568. */
  109569. imageProcessingConfiguration: ImageProcessingConfiguration;
  109570. /**
  109571. * Keep track of the image processing observer to allow dispose and replace.
  109572. */
  109573. private _imageProcessingObserver;
  109574. /**
  109575. * Attaches a new image processing configuration to the Standard Material.
  109576. * @param configuration
  109577. */
  109578. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109579. /**
  109580. * Gets wether the color curves effect is enabled.
  109581. */
  109582. /**
  109583. * Sets wether the color curves effect is enabled.
  109584. */
  109585. cameraColorCurvesEnabled: boolean;
  109586. /**
  109587. * Gets wether the color grading effect is enabled.
  109588. */
  109589. /**
  109590. * Gets wether the color grading effect is enabled.
  109591. */
  109592. cameraColorGradingEnabled: boolean;
  109593. /**
  109594. * Gets wether tonemapping is enabled or not.
  109595. */
  109596. /**
  109597. * Sets wether tonemapping is enabled or not
  109598. */
  109599. cameraToneMappingEnabled: boolean;
  109600. /**
  109601. * The camera exposure used on this material.
  109602. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109603. * This corresponds to a photographic exposure.
  109604. */
  109605. /**
  109606. * The camera exposure used on this material.
  109607. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109608. * This corresponds to a photographic exposure.
  109609. */
  109610. cameraExposure: number;
  109611. /**
  109612. * Gets The camera contrast used on this material.
  109613. */
  109614. /**
  109615. * Sets The camera contrast used on this material.
  109616. */
  109617. cameraContrast: number;
  109618. /**
  109619. * Gets the Color Grading 2D Lookup Texture.
  109620. */
  109621. /**
  109622. * Sets the Color Grading 2D Lookup Texture.
  109623. */
  109624. cameraColorGradingTexture: Nullable<BaseTexture>;
  109625. /**
  109626. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109627. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109628. * 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;
  109629. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109630. */
  109631. /**
  109632. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109633. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109634. * 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;
  109635. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109636. */
  109637. cameraColorCurves: Nullable<ColorCurves>;
  109638. /**
  109639. * Custom callback helping to override the default shader used in the material.
  109640. */
  109641. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  109642. protected _renderTargets: SmartArray<RenderTargetTexture>;
  109643. protected _worldViewProjectionMatrix: Matrix;
  109644. protected _globalAmbientColor: Color3;
  109645. protected _useLogarithmicDepth: boolean;
  109646. protected _rebuildInParallel: boolean;
  109647. /**
  109648. * Instantiates a new standard material.
  109649. * This is the default material used in Babylon. It is the best trade off between quality
  109650. * and performances.
  109651. * @see http://doc.babylonjs.com/babylon101/materials
  109652. * @param name Define the name of the material in the scene
  109653. * @param scene Define the scene the material belong to
  109654. */
  109655. constructor(name: string, scene: Scene);
  109656. /**
  109657. * Gets a boolean indicating that current material needs to register RTT
  109658. */
  109659. readonly hasRenderTargetTextures: boolean;
  109660. /**
  109661. * Gets the current class name of the material e.g. "StandardMaterial"
  109662. * Mainly use in serialization.
  109663. * @returns the class name
  109664. */
  109665. getClassName(): string;
  109666. /**
  109667. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  109668. * You can try switching to logarithmic depth.
  109669. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  109670. */
  109671. useLogarithmicDepth: boolean;
  109672. /**
  109673. * Specifies if the material will require alpha blending
  109674. * @returns a boolean specifying if alpha blending is needed
  109675. */
  109676. needAlphaBlending(): boolean;
  109677. /**
  109678. * Specifies if this material should be rendered in alpha test mode
  109679. * @returns a boolean specifying if an alpha test is needed.
  109680. */
  109681. needAlphaTesting(): boolean;
  109682. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  109683. /**
  109684. * Get the texture used for alpha test purpose.
  109685. * @returns the diffuse texture in case of the standard material.
  109686. */
  109687. getAlphaTestTexture(): Nullable<BaseTexture>;
  109688. /**
  109689. * Get if the submesh is ready to be used and all its information available.
  109690. * Child classes can use it to update shaders
  109691. * @param mesh defines the mesh to check
  109692. * @param subMesh defines which submesh to check
  109693. * @param useInstances specifies that instances should be used
  109694. * @returns a boolean indicating that the submesh is ready or not
  109695. */
  109696. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109697. /**
  109698. * Builds the material UBO layouts.
  109699. * Used internally during the effect preparation.
  109700. */
  109701. buildUniformLayout(): void;
  109702. /**
  109703. * Unbinds the material from the mesh
  109704. */
  109705. unbind(): void;
  109706. /**
  109707. * Binds the submesh to this material by preparing the effect and shader to draw
  109708. * @param world defines the world transformation matrix
  109709. * @param mesh defines the mesh containing the submesh
  109710. * @param subMesh defines the submesh to bind the material to
  109711. */
  109712. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109713. /**
  109714. * Get the list of animatables in the material.
  109715. * @returns the list of animatables object used in the material
  109716. */
  109717. getAnimatables(): IAnimatable[];
  109718. /**
  109719. * Gets the active textures from the material
  109720. * @returns an array of textures
  109721. */
  109722. getActiveTextures(): BaseTexture[];
  109723. /**
  109724. * Specifies if the material uses a texture
  109725. * @param texture defines the texture to check against the material
  109726. * @returns a boolean specifying if the material uses the texture
  109727. */
  109728. hasTexture(texture: BaseTexture): boolean;
  109729. /**
  109730. * Disposes the material
  109731. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  109732. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  109733. */
  109734. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109735. /**
  109736. * Makes a duplicate of the material, and gives it a new name
  109737. * @param name defines the new name for the duplicated material
  109738. * @returns the cloned material
  109739. */
  109740. clone(name: string): StandardMaterial;
  109741. /**
  109742. * Serializes this material in a JSON representation
  109743. * @returns the serialized material object
  109744. */
  109745. serialize(): any;
  109746. /**
  109747. * Creates a standard material from parsed material data
  109748. * @param source defines the JSON representation of the material
  109749. * @param scene defines the hosting scene
  109750. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  109751. * @returns a new standard material
  109752. */
  109753. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  109754. /**
  109755. * Are diffuse textures enabled in the application.
  109756. */
  109757. static DiffuseTextureEnabled: boolean;
  109758. /**
  109759. * Are ambient textures enabled in the application.
  109760. */
  109761. static AmbientTextureEnabled: boolean;
  109762. /**
  109763. * Are opacity textures enabled in the application.
  109764. */
  109765. static OpacityTextureEnabled: boolean;
  109766. /**
  109767. * Are reflection textures enabled in the application.
  109768. */
  109769. static ReflectionTextureEnabled: boolean;
  109770. /**
  109771. * Are emissive textures enabled in the application.
  109772. */
  109773. static EmissiveTextureEnabled: boolean;
  109774. /**
  109775. * Are specular textures enabled in the application.
  109776. */
  109777. static SpecularTextureEnabled: boolean;
  109778. /**
  109779. * Are bump textures enabled in the application.
  109780. */
  109781. static BumpTextureEnabled: boolean;
  109782. /**
  109783. * Are lightmap textures enabled in the application.
  109784. */
  109785. static LightmapTextureEnabled: boolean;
  109786. /**
  109787. * Are refraction textures enabled in the application.
  109788. */
  109789. static RefractionTextureEnabled: boolean;
  109790. /**
  109791. * Are color grading textures enabled in the application.
  109792. */
  109793. static ColorGradingTextureEnabled: boolean;
  109794. /**
  109795. * Are fresnels enabled in the application.
  109796. */
  109797. static FresnelEnabled: boolean;
  109798. }
  109799. }
  109800. declare module BABYLON {
  109801. /** @hidden */
  109802. export var imageProcessingPixelShader: {
  109803. name: string;
  109804. shader: string;
  109805. };
  109806. }
  109807. declare module BABYLON {
  109808. /**
  109809. * ImageProcessingPostProcess
  109810. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  109811. */
  109812. export class ImageProcessingPostProcess extends PostProcess {
  109813. /**
  109814. * Default configuration related to image processing available in the PBR Material.
  109815. */
  109816. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109817. /**
  109818. * Gets the image processing configuration used either in this material.
  109819. */
  109820. /**
  109821. * Sets the Default image processing configuration used either in the this material.
  109822. *
  109823. * If sets to null, the scene one is in use.
  109824. */
  109825. imageProcessingConfiguration: ImageProcessingConfiguration;
  109826. /**
  109827. * Keep track of the image processing observer to allow dispose and replace.
  109828. */
  109829. private _imageProcessingObserver;
  109830. /**
  109831. * Attaches a new image processing configuration to the PBR Material.
  109832. * @param configuration
  109833. */
  109834. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  109835. /**
  109836. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109837. */
  109838. /**
  109839. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109840. */
  109841. colorCurves: Nullable<ColorCurves>;
  109842. /**
  109843. * Gets wether the color curves effect is enabled.
  109844. */
  109845. /**
  109846. * Sets wether the color curves effect is enabled.
  109847. */
  109848. colorCurvesEnabled: boolean;
  109849. /**
  109850. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109851. */
  109852. /**
  109853. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109854. */
  109855. colorGradingTexture: Nullable<BaseTexture>;
  109856. /**
  109857. * Gets wether the color grading effect is enabled.
  109858. */
  109859. /**
  109860. * Gets wether the color grading effect is enabled.
  109861. */
  109862. colorGradingEnabled: boolean;
  109863. /**
  109864. * Gets exposure used in the effect.
  109865. */
  109866. /**
  109867. * Sets exposure used in the effect.
  109868. */
  109869. exposure: number;
  109870. /**
  109871. * Gets wether tonemapping is enabled or not.
  109872. */
  109873. /**
  109874. * Sets wether tonemapping is enabled or not
  109875. */
  109876. toneMappingEnabled: boolean;
  109877. /**
  109878. * Gets the type of tone mapping effect.
  109879. */
  109880. /**
  109881. * Sets the type of tone mapping effect.
  109882. */
  109883. toneMappingType: number;
  109884. /**
  109885. * Gets contrast used in the effect.
  109886. */
  109887. /**
  109888. * Sets contrast used in the effect.
  109889. */
  109890. contrast: number;
  109891. /**
  109892. * Gets Vignette stretch size.
  109893. */
  109894. /**
  109895. * Sets Vignette stretch size.
  109896. */
  109897. vignetteStretch: number;
  109898. /**
  109899. * Gets Vignette centre X Offset.
  109900. */
  109901. /**
  109902. * Sets Vignette centre X Offset.
  109903. */
  109904. vignetteCentreX: number;
  109905. /**
  109906. * Gets Vignette centre Y Offset.
  109907. */
  109908. /**
  109909. * Sets Vignette centre Y Offset.
  109910. */
  109911. vignetteCentreY: number;
  109912. /**
  109913. * Gets Vignette weight or intensity of the vignette effect.
  109914. */
  109915. /**
  109916. * Sets Vignette weight or intensity of the vignette effect.
  109917. */
  109918. vignetteWeight: number;
  109919. /**
  109920. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109921. * if vignetteEnabled is set to true.
  109922. */
  109923. /**
  109924. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109925. * if vignetteEnabled is set to true.
  109926. */
  109927. vignetteColor: Color4;
  109928. /**
  109929. * Gets Camera field of view used by the Vignette effect.
  109930. */
  109931. /**
  109932. * Sets Camera field of view used by the Vignette effect.
  109933. */
  109934. vignetteCameraFov: number;
  109935. /**
  109936. * Gets the vignette blend mode allowing different kind of effect.
  109937. */
  109938. /**
  109939. * Sets the vignette blend mode allowing different kind of effect.
  109940. */
  109941. vignetteBlendMode: number;
  109942. /**
  109943. * Gets wether the vignette effect is enabled.
  109944. */
  109945. /**
  109946. * Sets wether the vignette effect is enabled.
  109947. */
  109948. vignetteEnabled: boolean;
  109949. private _fromLinearSpace;
  109950. /**
  109951. * Gets wether the input of the processing is in Gamma or Linear Space.
  109952. */
  109953. /**
  109954. * Sets wether the input of the processing is in Gamma or Linear Space.
  109955. */
  109956. fromLinearSpace: boolean;
  109957. /**
  109958. * Defines cache preventing GC.
  109959. */
  109960. private _defines;
  109961. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  109962. /**
  109963. * "ImageProcessingPostProcess"
  109964. * @returns "ImageProcessingPostProcess"
  109965. */
  109966. getClassName(): string;
  109967. protected _updateParameters(): void;
  109968. dispose(camera?: Camera): void;
  109969. }
  109970. }
  109971. declare module BABYLON {
  109972. /**
  109973. * Class containing static functions to help procedurally build meshes
  109974. */
  109975. export class GroundBuilder {
  109976. /**
  109977. * Creates a ground mesh
  109978. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  109979. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  109980. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109981. * @param name defines the name of the mesh
  109982. * @param options defines the options used to create the mesh
  109983. * @param scene defines the hosting scene
  109984. * @returns the ground mesh
  109985. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  109986. */
  109987. static CreateGround(name: string, options: {
  109988. width?: number;
  109989. height?: number;
  109990. subdivisions?: number;
  109991. subdivisionsX?: number;
  109992. subdivisionsY?: number;
  109993. updatable?: boolean;
  109994. }, scene: any): Mesh;
  109995. /**
  109996. * Creates a tiled ground mesh
  109997. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  109998. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  109999. * * 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
  110000. * * 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
  110001. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  110002. * @param name defines the name of the mesh
  110003. * @param options defines the options used to create the mesh
  110004. * @param scene defines the hosting scene
  110005. * @returns the tiled ground mesh
  110006. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  110007. */
  110008. static CreateTiledGround(name: string, options: {
  110009. xmin: number;
  110010. zmin: number;
  110011. xmax: number;
  110012. zmax: number;
  110013. subdivisions?: {
  110014. w: number;
  110015. h: number;
  110016. };
  110017. precision?: {
  110018. w: number;
  110019. h: number;
  110020. };
  110021. updatable?: boolean;
  110022. }, scene?: Nullable<Scene>): Mesh;
  110023. /**
  110024. * Creates a ground mesh from a height map
  110025. * * The parameter `url` sets the URL of the height map image resource.
  110026. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  110027. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  110028. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  110029. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  110030. * * 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.
  110031. * * 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).
  110032. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  110033. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  110034. * @param name defines the name of the mesh
  110035. * @param url defines the url to the height map
  110036. * @param options defines the options used to create the mesh
  110037. * @param scene defines the hosting scene
  110038. * @returns the ground mesh
  110039. * @see https://doc.babylonjs.com/babylon101/height_map
  110040. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  110041. */
  110042. static CreateGroundFromHeightMap(name: string, url: string, options: {
  110043. width?: number;
  110044. height?: number;
  110045. subdivisions?: number;
  110046. minHeight?: number;
  110047. maxHeight?: number;
  110048. colorFilter?: Color3;
  110049. alphaFilter?: number;
  110050. updatable?: boolean;
  110051. onReady?: (mesh: GroundMesh) => void;
  110052. }, scene?: Nullable<Scene>): GroundMesh;
  110053. }
  110054. }
  110055. declare module BABYLON {
  110056. /**
  110057. * Class containing static functions to help procedurally build meshes
  110058. */
  110059. export class TorusBuilder {
  110060. /**
  110061. * Creates a torus mesh
  110062. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  110063. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  110064. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  110065. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  110066. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  110067. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  110068. * @param name defines the name of the mesh
  110069. * @param options defines the options used to create the mesh
  110070. * @param scene defines the hosting scene
  110071. * @returns the torus mesh
  110072. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  110073. */
  110074. static CreateTorus(name: string, options: {
  110075. diameter?: number;
  110076. thickness?: number;
  110077. tessellation?: number;
  110078. updatable?: boolean;
  110079. sideOrientation?: number;
  110080. frontUVs?: Vector4;
  110081. backUVs?: Vector4;
  110082. }, scene: any): Mesh;
  110083. }
  110084. }
  110085. declare module BABYLON {
  110086. /**
  110087. * Class containing static functions to help procedurally build meshes
  110088. */
  110089. export class CylinderBuilder {
  110090. /**
  110091. * Creates a cylinder or a cone mesh
  110092. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  110093. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  110094. * * 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.
  110095. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  110096. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  110097. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  110098. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  110099. * * 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).
  110100. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  110101. * * 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).
  110102. * * 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
  110103. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  110104. * * 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
  110105. * * 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.
  110106. * * If `enclose` is false, a ring surface is one element.
  110107. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  110108. * * 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
  110109. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  110110. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  110111. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  110112. * @param name defines the name of the mesh
  110113. * @param options defines the options used to create the mesh
  110114. * @param scene defines the hosting scene
  110115. * @returns the cylinder mesh
  110116. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  110117. */
  110118. static CreateCylinder(name: string, options: {
  110119. height?: number;
  110120. diameterTop?: number;
  110121. diameterBottom?: number;
  110122. diameter?: number;
  110123. tessellation?: number;
  110124. subdivisions?: number;
  110125. arc?: number;
  110126. faceColors?: Color4[];
  110127. faceUV?: Vector4[];
  110128. updatable?: boolean;
  110129. hasRings?: boolean;
  110130. enclose?: boolean;
  110131. cap?: number;
  110132. sideOrientation?: number;
  110133. frontUVs?: Vector4;
  110134. backUVs?: Vector4;
  110135. }, scene: any): Mesh;
  110136. }
  110137. }
  110138. declare module BABYLON {
  110139. /**
  110140. * Options to modify the vr teleportation behavior.
  110141. */
  110142. export interface VRTeleportationOptions {
  110143. /**
  110144. * The name of the mesh which should be used as the teleportation floor. (default: null)
  110145. */
  110146. floorMeshName?: string;
  110147. /**
  110148. * A list of meshes to be used as the teleportation floor. (default: empty)
  110149. */
  110150. floorMeshes?: Mesh[];
  110151. /**
  110152. * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
  110153. */
  110154. teleportationMode?: number;
  110155. /**
  110156. * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
  110157. */
  110158. teleportationTime?: number;
  110159. /**
  110160. * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
  110161. */
  110162. teleportationSpeed?: number;
  110163. }
  110164. /**
  110165. * Options to modify the vr experience helper's behavior.
  110166. */
  110167. export interface VRExperienceHelperOptions extends WebVROptions {
  110168. /**
  110169. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  110170. */
  110171. createDeviceOrientationCamera?: boolean;
  110172. /**
  110173. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  110174. */
  110175. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  110176. /**
  110177. * Uses the main button on the controller to toggle the laser casted. (default: true)
  110178. */
  110179. laserToggle?: boolean;
  110180. /**
  110181. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  110182. */
  110183. floorMeshes?: Mesh[];
  110184. /**
  110185. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  110186. */
  110187. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  110188. }
  110189. /**
  110190. * Event containing information after VR has been entered
  110191. */
  110192. export class OnAfterEnteringVRObservableEvent {
  110193. /**
  110194. * If entering vr was successful
  110195. */
  110196. success: boolean;
  110197. }
  110198. /**
  110199. * Helps to quickly add VR support to an existing scene.
  110200. * See http://doc.babylonjs.com/how_to/webvr_helper
  110201. */
  110202. export class VRExperienceHelper {
  110203. /** Options to modify the vr experience helper's behavior. */
  110204. webVROptions: VRExperienceHelperOptions;
  110205. private _scene;
  110206. private _position;
  110207. private _btnVR;
  110208. private _btnVRDisplayed;
  110209. private _webVRsupported;
  110210. private _webVRready;
  110211. private _webVRrequesting;
  110212. private _webVRpresenting;
  110213. private _hasEnteredVR;
  110214. private _fullscreenVRpresenting;
  110215. private _inputElement;
  110216. private _webVRCamera;
  110217. private _vrDeviceOrientationCamera;
  110218. private _deviceOrientationCamera;
  110219. private _existingCamera;
  110220. private _onKeyDown;
  110221. private _onVrDisplayPresentChange;
  110222. private _onVRDisplayChanged;
  110223. private _onVRRequestPresentStart;
  110224. private _onVRRequestPresentComplete;
  110225. /**
  110226. * 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)
  110227. */
  110228. enableGazeEvenWhenNoPointerLock: boolean;
  110229. /**
  110230. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  110231. */
  110232. exitVROnDoubleTap: boolean;
  110233. /**
  110234. * Observable raised right before entering VR.
  110235. */
  110236. onEnteringVRObservable: Observable<VRExperienceHelper>;
  110237. /**
  110238. * Observable raised when entering VR has completed.
  110239. */
  110240. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  110241. /**
  110242. * Observable raised when exiting VR.
  110243. */
  110244. onExitingVRObservable: Observable<VRExperienceHelper>;
  110245. /**
  110246. * Observable raised when controller mesh is loaded.
  110247. */
  110248. onControllerMeshLoadedObservable: Observable<WebVRController>;
  110249. /** Return this.onEnteringVRObservable
  110250. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  110251. */
  110252. readonly onEnteringVR: Observable<VRExperienceHelper>;
  110253. /** Return this.onExitingVRObservable
  110254. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  110255. */
  110256. readonly onExitingVR: Observable<VRExperienceHelper>;
  110257. /** Return this.onControllerMeshLoadedObservable
  110258. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  110259. */
  110260. readonly onControllerMeshLoaded: Observable<WebVRController>;
  110261. private _rayLength;
  110262. private _useCustomVRButton;
  110263. private _teleportationRequested;
  110264. private _teleportActive;
  110265. private _floorMeshName;
  110266. private _floorMeshesCollection;
  110267. private _teleportationMode;
  110268. private _teleportationTime;
  110269. private _teleportationSpeed;
  110270. private _rotationAllowed;
  110271. private _teleportBackwardsVector;
  110272. private _teleportationTarget;
  110273. private _isDefaultTeleportationTarget;
  110274. private _postProcessMove;
  110275. private _teleportationFillColor;
  110276. private _teleportationBorderColor;
  110277. private _rotationAngle;
  110278. private _haloCenter;
  110279. private _cameraGazer;
  110280. private _padSensibilityUp;
  110281. private _padSensibilityDown;
  110282. private _leftController;
  110283. private _rightController;
  110284. /**
  110285. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  110286. */
  110287. onNewMeshSelected: Observable<AbstractMesh>;
  110288. /**
  110289. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  110290. * This observable will provide the mesh and the controller used to select the mesh
  110291. */
  110292. onMeshSelectedWithController: Observable<{
  110293. mesh: AbstractMesh;
  110294. controller: WebVRController;
  110295. }>;
  110296. /**
  110297. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  110298. */
  110299. onNewMeshPicked: Observable<PickingInfo>;
  110300. private _circleEase;
  110301. /**
  110302. * Observable raised before camera teleportation
  110303. */
  110304. onBeforeCameraTeleport: Observable<Vector3>;
  110305. /**
  110306. * Observable raised after camera teleportation
  110307. */
  110308. onAfterCameraTeleport: Observable<Vector3>;
  110309. /**
  110310. * Observable raised when current selected mesh gets unselected
  110311. */
  110312. onSelectedMeshUnselected: Observable<AbstractMesh>;
  110313. private _raySelectionPredicate;
  110314. /**
  110315. * To be optionaly changed by user to define custom ray selection
  110316. */
  110317. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  110318. /**
  110319. * To be optionaly changed by user to define custom selection logic (after ray selection)
  110320. */
  110321. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  110322. /**
  110323. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  110324. */
  110325. teleportationEnabled: boolean;
  110326. private _defaultHeight;
  110327. private _teleportationInitialized;
  110328. private _interactionsEnabled;
  110329. private _interactionsRequested;
  110330. private _displayGaze;
  110331. private _displayLaserPointer;
  110332. /**
  110333. * The mesh used to display where the user is going to teleport.
  110334. */
  110335. /**
  110336. * Sets the mesh to be used to display where the user is going to teleport.
  110337. */
  110338. teleportationTarget: Mesh;
  110339. /**
  110340. * 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
  110341. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  110342. * See http://doc.babylonjs.com/resources/baking_transformations
  110343. */
  110344. gazeTrackerMesh: Mesh;
  110345. /**
  110346. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  110347. */
  110348. updateGazeTrackerScale: boolean;
  110349. /**
  110350. * If the gaze trackers color should be updated when selecting meshes
  110351. */
  110352. updateGazeTrackerColor: boolean;
  110353. /**
  110354. * If the controller laser color should be updated when selecting meshes
  110355. */
  110356. updateControllerLaserColor: boolean;
  110357. /**
  110358. * The gaze tracking mesh corresponding to the left controller
  110359. */
  110360. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  110361. /**
  110362. * The gaze tracking mesh corresponding to the right controller
  110363. */
  110364. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  110365. /**
  110366. * If the ray of the gaze should be displayed.
  110367. */
  110368. /**
  110369. * Sets if the ray of the gaze should be displayed.
  110370. */
  110371. displayGaze: boolean;
  110372. /**
  110373. * If the ray of the LaserPointer should be displayed.
  110374. */
  110375. /**
  110376. * Sets if the ray of the LaserPointer should be displayed.
  110377. */
  110378. displayLaserPointer: boolean;
  110379. /**
  110380. * The deviceOrientationCamera used as the camera when not in VR.
  110381. */
  110382. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  110383. /**
  110384. * Based on the current WebVR support, returns the current VR camera used.
  110385. */
  110386. readonly currentVRCamera: Nullable<Camera>;
  110387. /**
  110388. * The webVRCamera which is used when in VR.
  110389. */
  110390. readonly webVRCamera: WebVRFreeCamera;
  110391. /**
  110392. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  110393. */
  110394. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  110395. /**
  110396. * The html button that is used to trigger entering into VR.
  110397. */
  110398. readonly vrButton: Nullable<HTMLButtonElement>;
  110399. private readonly _teleportationRequestInitiated;
  110400. /**
  110401. * Defines wether or not Pointer lock should be requested when switching to
  110402. * full screen.
  110403. */
  110404. requestPointerLockOnFullScreen: boolean;
  110405. /**
  110406. * Instantiates a VRExperienceHelper.
  110407. * Helps to quickly add VR support to an existing scene.
  110408. * @param scene The scene the VRExperienceHelper belongs to.
  110409. * @param webVROptions Options to modify the vr experience helper's behavior.
  110410. */
  110411. constructor(scene: Scene,
  110412. /** Options to modify the vr experience helper's behavior. */
  110413. webVROptions?: VRExperienceHelperOptions);
  110414. private _onDefaultMeshLoaded;
  110415. private _onResize;
  110416. private _onFullscreenChange;
  110417. /**
  110418. * Gets a value indicating if we are currently in VR mode.
  110419. */
  110420. readonly isInVRMode: boolean;
  110421. private onVrDisplayPresentChange;
  110422. private onVRDisplayChanged;
  110423. private moveButtonToBottomRight;
  110424. private displayVRButton;
  110425. private updateButtonVisibility;
  110426. private _cachedAngularSensibility;
  110427. /**
  110428. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  110429. * Otherwise, will use the fullscreen API.
  110430. */
  110431. enterVR(): void;
  110432. /**
  110433. * Attempt to exit VR, or fullscreen.
  110434. */
  110435. exitVR(): void;
  110436. /**
  110437. * The position of the vr experience helper.
  110438. */
  110439. /**
  110440. * Sets the position of the vr experience helper.
  110441. */
  110442. position: Vector3;
  110443. /**
  110444. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  110445. */
  110446. enableInteractions(): void;
  110447. private readonly _noControllerIsActive;
  110448. private beforeRender;
  110449. private _isTeleportationFloor;
  110450. /**
  110451. * Adds a floor mesh to be used for teleportation.
  110452. * @param floorMesh the mesh to be used for teleportation.
  110453. */
  110454. addFloorMesh(floorMesh: Mesh): void;
  110455. /**
  110456. * Removes a floor mesh from being used for teleportation.
  110457. * @param floorMesh the mesh to be removed.
  110458. */
  110459. removeFloorMesh(floorMesh: Mesh): void;
  110460. /**
  110461. * Enables interactions and teleportation using the VR controllers and gaze.
  110462. * @param vrTeleportationOptions options to modify teleportation behavior.
  110463. */
  110464. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  110465. private _onNewGamepadConnected;
  110466. private _tryEnableInteractionOnController;
  110467. private _onNewGamepadDisconnected;
  110468. private _enableInteractionOnController;
  110469. private _checkTeleportWithRay;
  110470. private _checkRotate;
  110471. private _checkTeleportBackwards;
  110472. private _enableTeleportationOnController;
  110473. private _createTeleportationCircles;
  110474. private _displayTeleportationTarget;
  110475. private _hideTeleportationTarget;
  110476. private _rotateCamera;
  110477. private _moveTeleportationSelectorTo;
  110478. private _workingVector;
  110479. private _workingQuaternion;
  110480. private _workingMatrix;
  110481. /**
  110482. * Time Constant Teleportation Mode
  110483. */
  110484. static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
  110485. /**
  110486. * Speed Constant Teleportation Mode
  110487. */
  110488. static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
  110489. /**
  110490. * Teleports the users feet to the desired location
  110491. * @param location The location where the user's feet should be placed
  110492. */
  110493. teleportCamera(location: Vector3): void;
  110494. private _convertNormalToDirectionOfRay;
  110495. private _castRayAndSelectObject;
  110496. private _notifySelectedMeshUnselected;
  110497. /**
  110498. * Sets the color of the laser ray from the vr controllers.
  110499. * @param color new color for the ray.
  110500. */
  110501. changeLaserColor(color: Color3): void;
  110502. /**
  110503. * Sets the color of the ray from the vr headsets gaze.
  110504. * @param color new color for the ray.
  110505. */
  110506. changeGazeColor(color: Color3): void;
  110507. /**
  110508. * Exits VR and disposes of the vr experience helper
  110509. */
  110510. dispose(): void;
  110511. /**
  110512. * Gets the name of the VRExperienceHelper class
  110513. * @returns "VRExperienceHelper"
  110514. */
  110515. getClassName(): string;
  110516. }
  110517. }
  110518. declare module BABYLON {
  110519. /**
  110520. * States of the webXR experience
  110521. */
  110522. export enum WebXRState {
  110523. /**
  110524. * Transitioning to being in XR mode
  110525. */
  110526. ENTERING_XR = 0,
  110527. /**
  110528. * Transitioning to non XR mode
  110529. */
  110530. EXITING_XR = 1,
  110531. /**
  110532. * In XR mode and presenting
  110533. */
  110534. IN_XR = 2,
  110535. /**
  110536. * Not entered XR mode
  110537. */
  110538. NOT_IN_XR = 3
  110539. }
  110540. /**
  110541. * Abstraction of the XR render target
  110542. */
  110543. export interface WebXRRenderTarget extends IDisposable {
  110544. /**
  110545. * xrpresent context of the canvas which can be used to display/mirror xr content
  110546. */
  110547. canvasContext: WebGLRenderingContext;
  110548. /**
  110549. * xr layer for the canvas
  110550. */
  110551. xrLayer: Nullable<XRWebGLLayer>;
  110552. /**
  110553. * Initializes the xr layer for the session
  110554. * @param xrSession xr session
  110555. * @returns a promise that will resolve once the XR Layer has been created
  110556. */
  110557. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  110558. }
  110559. }
  110560. declare module BABYLON {
  110561. /**
  110562. * COnfiguration object for WebXR output canvas
  110563. */
  110564. export class WebXRManagedOutputCanvasOptions {
  110565. /**
  110566. * Options for this XR Layer output
  110567. */
  110568. canvasOptions: XRWebGLLayerOptions;
  110569. /**
  110570. * CSS styling for a newly created canvas (if not provided)
  110571. */
  110572. newCanvasCssStyle?: string;
  110573. /**
  110574. * Get the default values of the configuration object
  110575. * @returns default values of this configuration object
  110576. */
  110577. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  110578. }
  110579. /**
  110580. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  110581. */
  110582. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  110583. private configuration;
  110584. private _engine;
  110585. private _canvas;
  110586. /**
  110587. * xrpresent context of the canvas which can be used to display/mirror xr content
  110588. */
  110589. canvasContext: WebGLRenderingContext;
  110590. /**
  110591. * xr layer for the canvas
  110592. */
  110593. xrLayer: Nullable<XRWebGLLayer>;
  110594. /**
  110595. * Initializes the xr layer for the session
  110596. * @param xrSession xr session
  110597. * @returns a promise that will resolve once the XR Layer has been created
  110598. */
  110599. initializeXRLayerAsync(xrSession: any): any;
  110600. /**
  110601. * Initializes the canvas to be added/removed upon entering/exiting xr
  110602. * @param engine the Babylon engine
  110603. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  110604. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  110605. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  110606. */
  110607. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  110608. /**
  110609. * Disposes of the object
  110610. */
  110611. dispose(): void;
  110612. private _setManagedOutputCanvas;
  110613. private _addCanvas;
  110614. private _removeCanvas;
  110615. }
  110616. }
  110617. declare module BABYLON {
  110618. /**
  110619. * Manages an XRSession to work with Babylon's engine
  110620. * @see https://doc.babylonjs.com/how_to/webxr
  110621. */
  110622. export class WebXRSessionManager implements IDisposable {
  110623. private scene;
  110624. /**
  110625. * Fires every time a new xrFrame arrives which can be used to update the camera
  110626. */
  110627. onXRFrameObservable: Observable<any>;
  110628. /**
  110629. * Fires when the xr session is ended either by the device or manually done
  110630. */
  110631. onXRSessionEnded: Observable<any>;
  110632. /**
  110633. * Underlying xr session
  110634. */
  110635. session: XRSession;
  110636. /**
  110637. * Type of reference space used when creating the session
  110638. */
  110639. referenceSpace: XRReferenceSpace;
  110640. /**
  110641. * Current XR frame
  110642. */
  110643. currentFrame: Nullable<XRFrame>;
  110644. private _xrNavigator;
  110645. private baseLayer;
  110646. private _rttProvider;
  110647. private _sessionEnded;
  110648. /**
  110649. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  110650. * @param scene The scene which the session should be created for
  110651. */
  110652. constructor(scene: Scene);
  110653. /**
  110654. * Initializes the manager
  110655. * After initialization enterXR can be called to start an XR session
  110656. * @returns Promise which resolves after it is initialized
  110657. */
  110658. initializeAsync(): Promise<void>;
  110659. /**
  110660. * Initializes an xr session
  110661. * @param xrSessionMode mode to initialize
  110662. * @param optionalFeatures defines optional values to pass to the session builder
  110663. * @returns a promise which will resolve once the session has been initialized
  110664. */
  110665. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
  110666. /**
  110667. * Sets the reference space on the xr session
  110668. * @param referenceSpace space to set
  110669. * @returns a promise that will resolve once the reference space has been set
  110670. */
  110671. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  110672. /**
  110673. * Updates the render state of the session
  110674. * @param state state to set
  110675. * @returns a promise that resolves once the render state has been updated
  110676. */
  110677. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  110678. /**
  110679. * Starts rendering to the xr layer
  110680. * @returns a promise that will resolve once rendering has started
  110681. */
  110682. startRenderingToXRAsync(): Promise<void>;
  110683. /**
  110684. * Gets the correct render target texture to be rendered this frame for this eye
  110685. * @param eye the eye for which to get the render target
  110686. * @returns the render target for the specified eye
  110687. */
  110688. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  110689. /**
  110690. * Stops the xrSession and restores the renderloop
  110691. * @returns Promise which resolves after it exits XR
  110692. */
  110693. exitXRAsync(): Promise<void>;
  110694. /**
  110695. * Checks if a session would be supported for the creation options specified
  110696. * @param sessionMode session mode to check if supported eg. immersive-vr
  110697. * @returns true if supported
  110698. */
  110699. supportsSessionAsync(sessionMode: XRSessionMode): any;
  110700. /**
  110701. * Creates a WebXRRenderTarget object for the XR session
  110702. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  110703. * @param options optional options to provide when creating a new render target
  110704. * @returns a WebXR render target to which the session can render
  110705. */
  110706. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  110707. /**
  110708. * @hidden
  110709. * Converts the render layer of xrSession to a render target
  110710. * @param session session to create render target for
  110711. * @param scene scene the new render target should be created for
  110712. */
  110713. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  110714. /**
  110715. * Disposes of the session manager
  110716. */
  110717. dispose(): void;
  110718. }
  110719. }
  110720. declare module BABYLON {
  110721. /**
  110722. * WebXR Camera which holds the views for the xrSession
  110723. * @see https://doc.babylonjs.com/how_to/webxr
  110724. */
  110725. export class WebXRCamera extends FreeCamera {
  110726. /**
  110727. * Is the camera in debug mode. Used when using an emulator
  110728. */
  110729. debugMode: boolean;
  110730. /**
  110731. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  110732. * @param name the name of the camera
  110733. * @param scene the scene to add the camera to
  110734. */
  110735. constructor(name: string, scene: Scene);
  110736. private _updateNumberOfRigCameras;
  110737. /** @hidden */
  110738. _updateForDualEyeDebugging(): void;
  110739. /**
  110740. * Updates the cameras position from the current pose information of the XR session
  110741. * @param xrSessionManager the session containing pose information
  110742. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  110743. */
  110744. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  110745. }
  110746. }
  110747. declare module BABYLON {
  110748. /**
  110749. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  110750. * @see https://doc.babylonjs.com/how_to/webxr
  110751. */
  110752. export class WebXRExperienceHelper implements IDisposable {
  110753. private scene;
  110754. /**
  110755. * 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
  110756. */
  110757. container: AbstractMesh;
  110758. /**
  110759. * Camera used to render xr content
  110760. */
  110761. camera: WebXRCamera;
  110762. /**
  110763. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  110764. */
  110765. state: WebXRState;
  110766. private _setState;
  110767. private static _TmpVector;
  110768. /**
  110769. * Fires when the state of the experience helper has changed
  110770. */
  110771. onStateChangedObservable: Observable<WebXRState>;
  110772. /** Session manager used to keep track of xr session */
  110773. sessionManager: WebXRSessionManager;
  110774. private _nonVRCamera;
  110775. private _originalSceneAutoClear;
  110776. private _supported;
  110777. /**
  110778. * Creates the experience helper
  110779. * @param scene the scene to attach the experience helper to
  110780. * @returns a promise for the experience helper
  110781. */
  110782. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  110783. /**
  110784. * Creates a WebXRExperienceHelper
  110785. * @param scene The scene the helper should be created in
  110786. */
  110787. private constructor();
  110788. /**
  110789. * Exits XR mode and returns the scene to its original state
  110790. * @returns promise that resolves after xr mode has exited
  110791. */
  110792. exitXRAsync(): Promise<void>;
  110793. /**
  110794. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  110795. * @param sessionMode options for the XR session
  110796. * @param referenceSpaceType frame of reference of the XR session
  110797. * @param renderTarget the output canvas that will be used to enter XR mode
  110798. * @returns promise that resolves after xr mode has entered
  110799. */
  110800. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
  110801. /**
  110802. * Updates the global position of the camera by moving the camera's container
  110803. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  110804. * @param position The desired global position of the camera
  110805. */
  110806. setPositionOfCameraUsingContainer(position: Vector3): void;
  110807. /**
  110808. * Rotates the xr camera by rotating the camera's container around the camera's position
  110809. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  110810. * @param rotation the desired quaternion rotation to apply to the camera
  110811. */
  110812. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  110813. /**
  110814. * Disposes of the experience helper
  110815. */
  110816. dispose(): void;
  110817. }
  110818. }
  110819. declare module BABYLON {
  110820. /**
  110821. * Button which can be used to enter a different mode of XR
  110822. */
  110823. export class WebXREnterExitUIButton {
  110824. /** button element */
  110825. element: HTMLElement;
  110826. /** XR initialization options for the button */
  110827. sessionMode: XRSessionMode;
  110828. /** Reference space type */
  110829. referenceSpaceType: XRReferenceSpaceType;
  110830. /**
  110831. * Creates a WebXREnterExitUIButton
  110832. * @param element button element
  110833. * @param sessionMode XR initialization session mode
  110834. * @param referenceSpaceType the type of reference space to be used
  110835. */
  110836. constructor(
  110837. /** button element */
  110838. element: HTMLElement,
  110839. /** XR initialization options for the button */
  110840. sessionMode: XRSessionMode,
  110841. /** Reference space type */
  110842. referenceSpaceType: XRReferenceSpaceType);
  110843. /**
  110844. * Overwritable function which can be used to update the button's visuals when the state changes
  110845. * @param activeButton the current active button in the UI
  110846. */
  110847. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  110848. }
  110849. /**
  110850. * Options to create the webXR UI
  110851. */
  110852. export class WebXREnterExitUIOptions {
  110853. /**
  110854. * Context to enter xr with
  110855. */
  110856. renderTarget?: Nullable<WebXRRenderTarget>;
  110857. /**
  110858. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  110859. */
  110860. customButtons?: Array<WebXREnterExitUIButton>;
  110861. /**
  110862. * A session mode to use when creating the default button.
  110863. * Default is immersive-vr
  110864. */
  110865. sessionMode?: XRSessionMode;
  110866. /**
  110867. * A reference space type to use when creating the default button.
  110868. * Default is local-floor
  110869. */
  110870. referenceSpaceType?: XRReferenceSpaceType;
  110871. }
  110872. /**
  110873. * UI to allow the user to enter/exit XR mode
  110874. */
  110875. export class WebXREnterExitUI implements IDisposable {
  110876. private scene;
  110877. private _overlay;
  110878. private _buttons;
  110879. private _activeButton;
  110880. /**
  110881. * Fired every time the active button is changed.
  110882. *
  110883. * When xr is entered via a button that launches xr that button will be the callback parameter
  110884. *
  110885. * When exiting xr the callback parameter will be null)
  110886. */
  110887. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  110888. /**
  110889. * Creates UI to allow the user to enter/exit XR mode
  110890. * @param scene the scene to add the ui to
  110891. * @param helper the xr experience helper to enter/exit xr with
  110892. * @param options options to configure the UI
  110893. * @returns the created ui
  110894. */
  110895. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  110896. private constructor();
  110897. private _updateButtons;
  110898. /**
  110899. * Disposes of the object
  110900. */
  110901. dispose(): void;
  110902. }
  110903. }
  110904. declare module BABYLON {
  110905. /**
  110906. * Represents an XR input
  110907. */
  110908. export class WebXRController {
  110909. private scene;
  110910. /** The underlying input source for the controller */
  110911. inputSource: XRInputSource;
  110912. private parentContainer;
  110913. /**
  110914. * 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
  110915. */
  110916. grip?: AbstractMesh;
  110917. /**
  110918. * Pointer which can be used to select objects or attach a visible laser to
  110919. */
  110920. pointer: AbstractMesh;
  110921. private _gamepadMode;
  110922. /**
  110923. * If available, this is the gamepad object related to this controller.
  110924. * Using this object it is possible to get click events and trackpad changes of the
  110925. * webxr controller that is currently being used.
  110926. */
  110927. gamepadController?: WebVRController;
  110928. /**
  110929. * Event that fires when the controller is removed/disposed
  110930. */
  110931. onDisposeObservable: Observable<{}>;
  110932. private _tmpMatrix;
  110933. private _tmpQuaternion;
  110934. private _tmpVector;
  110935. /**
  110936. * Creates the controller
  110937. * @see https://doc.babylonjs.com/how_to/webxr
  110938. * @param scene the scene which the controller should be associated to
  110939. * @param inputSource the underlying input source for the controller
  110940. * @param parentContainer parent that the controller meshes should be children of
  110941. */
  110942. constructor(scene: Scene,
  110943. /** The underlying input source for the controller */
  110944. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  110945. /**
  110946. * Updates the controller pose based on the given XRFrame
  110947. * @param xrFrame xr frame to update the pose with
  110948. * @param referenceSpace reference space to use
  110949. */
  110950. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  110951. /**
  110952. * Gets a world space ray coming from the controller
  110953. * @param result the resulting ray
  110954. */
  110955. getWorldPointerRayToRef(result: Ray): void;
  110956. /**
  110957. * Get the scene associated with this controller
  110958. * @returns the scene object
  110959. */
  110960. getScene(): Scene;
  110961. /**
  110962. * Disposes of the object
  110963. */
  110964. dispose(): void;
  110965. }
  110966. }
  110967. declare module BABYLON {
  110968. /**
  110969. * XR input used to track XR inputs such as controllers/rays
  110970. */
  110971. export class WebXRInput implements IDisposable {
  110972. /**
  110973. * Base experience the input listens to
  110974. */
  110975. baseExperience: WebXRExperienceHelper;
  110976. /**
  110977. * XR controllers being tracked
  110978. */
  110979. controllers: Array<WebXRController>;
  110980. private _frameObserver;
  110981. private _stateObserver;
  110982. /**
  110983. * Event when a controller has been connected/added
  110984. */
  110985. onControllerAddedObservable: Observable<WebXRController>;
  110986. /**
  110987. * Event when a controller has been removed/disconnected
  110988. */
  110989. onControllerRemovedObservable: Observable<WebXRController>;
  110990. /**
  110991. * Initializes the WebXRInput
  110992. * @param baseExperience experience helper which the input should be created for
  110993. */
  110994. constructor(
  110995. /**
  110996. * Base experience the input listens to
  110997. */
  110998. baseExperience: WebXRExperienceHelper);
  110999. private _onInputSourcesChange;
  111000. private _addAndRemoveControllers;
  111001. /**
  111002. * Disposes of the object
  111003. */
  111004. dispose(): void;
  111005. }
  111006. }
  111007. declare module BABYLON {
  111008. /**
  111009. * Enables teleportation
  111010. */
  111011. export class WebXRControllerTeleportation {
  111012. private _teleportationFillColor;
  111013. private _teleportationBorderColor;
  111014. private _tmpRay;
  111015. private _tmpVector;
  111016. /**
  111017. * Creates a WebXRControllerTeleportation
  111018. * @param input input manager to add teleportation to
  111019. * @param floorMeshes floormeshes which can be teleported to
  111020. */
  111021. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  111022. }
  111023. }
  111024. declare module BABYLON {
  111025. /**
  111026. * Handles pointer input automatically for the pointer of XR controllers
  111027. */
  111028. export class WebXRControllerPointerSelection {
  111029. private static _idCounter;
  111030. private _tmpRay;
  111031. /**
  111032. * Creates a WebXRControllerPointerSelection
  111033. * @param input input manager to setup pointer selection
  111034. */
  111035. constructor(input: WebXRInput);
  111036. private _convertNormalToDirectionOfRay;
  111037. private _updatePointerDistance;
  111038. }
  111039. }
  111040. declare module BABYLON {
  111041. /**
  111042. * Class used to represent data loading progression
  111043. */
  111044. export class SceneLoaderProgressEvent {
  111045. /** defines if data length to load can be evaluated */
  111046. readonly lengthComputable: boolean;
  111047. /** defines the loaded data length */
  111048. readonly loaded: number;
  111049. /** defines the data length to load */
  111050. readonly total: number;
  111051. /**
  111052. * Create a new progress event
  111053. * @param lengthComputable defines if data length to load can be evaluated
  111054. * @param loaded defines the loaded data length
  111055. * @param total defines the data length to load
  111056. */
  111057. constructor(
  111058. /** defines if data length to load can be evaluated */
  111059. lengthComputable: boolean,
  111060. /** defines the loaded data length */
  111061. loaded: number,
  111062. /** defines the data length to load */
  111063. total: number);
  111064. /**
  111065. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  111066. * @param event defines the source event
  111067. * @returns a new SceneLoaderProgressEvent
  111068. */
  111069. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  111070. }
  111071. /**
  111072. * Interface used by SceneLoader plugins to define supported file extensions
  111073. */
  111074. export interface ISceneLoaderPluginExtensions {
  111075. /**
  111076. * Defines the list of supported extensions
  111077. */
  111078. [extension: string]: {
  111079. isBinary: boolean;
  111080. };
  111081. }
  111082. /**
  111083. * Interface used by SceneLoader plugin factory
  111084. */
  111085. export interface ISceneLoaderPluginFactory {
  111086. /**
  111087. * Defines the name of the factory
  111088. */
  111089. name: string;
  111090. /**
  111091. * Function called to create a new plugin
  111092. * @return the new plugin
  111093. */
  111094. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  111095. /**
  111096. * The callback that returns true if the data can be directly loaded.
  111097. * @param data string containing the file data
  111098. * @returns if the data can be loaded directly
  111099. */
  111100. canDirectLoad?(data: string): boolean;
  111101. }
  111102. /**
  111103. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  111104. */
  111105. export interface ISceneLoaderPluginBase {
  111106. /**
  111107. * The friendly name of this plugin.
  111108. */
  111109. name: string;
  111110. /**
  111111. * The file extensions supported by this plugin.
  111112. */
  111113. extensions: string | ISceneLoaderPluginExtensions;
  111114. /**
  111115. * The callback called when loading from a url.
  111116. * @param scene scene loading this url
  111117. * @param url url to load
  111118. * @param onSuccess callback called when the file successfully loads
  111119. * @param onProgress callback called while file is loading (if the server supports this mode)
  111120. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  111121. * @param onError callback called when the file fails to load
  111122. * @returns a file request object
  111123. */
  111124. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  111125. /**
  111126. * The callback called when loading from a file object.
  111127. * @param scene scene loading this file
  111128. * @param file defines the file to load
  111129. * @param onSuccess defines the callback to call when data is loaded
  111130. * @param onProgress defines the callback to call during loading process
  111131. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  111132. * @param onError defines the callback to call when an error occurs
  111133. * @returns a file request object
  111134. */
  111135. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  111136. /**
  111137. * The callback that returns true if the data can be directly loaded.
  111138. * @param data string containing the file data
  111139. * @returns if the data can be loaded directly
  111140. */
  111141. canDirectLoad?(data: string): boolean;
  111142. /**
  111143. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  111144. * @param scene scene loading this data
  111145. * @param data string containing the data
  111146. * @returns data to pass to the plugin
  111147. */
  111148. directLoad?(scene: Scene, data: string): any;
  111149. /**
  111150. * The callback that allows custom handling of the root url based on the response url.
  111151. * @param rootUrl the original root url
  111152. * @param responseURL the response url if available
  111153. * @returns the new root url
  111154. */
  111155. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  111156. }
  111157. /**
  111158. * Interface used to define a SceneLoader plugin
  111159. */
  111160. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  111161. /**
  111162. * Import meshes into a scene.
  111163. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111164. * @param scene The scene to import into
  111165. * @param data The data to import
  111166. * @param rootUrl The root url for scene and resources
  111167. * @param meshes The meshes array to import into
  111168. * @param particleSystems The particle systems array to import into
  111169. * @param skeletons The skeletons array to import into
  111170. * @param onError The callback when import fails
  111171. * @returns True if successful or false otherwise
  111172. */
  111173. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  111174. /**
  111175. * Load into a scene.
  111176. * @param scene The scene to load into
  111177. * @param data The data to import
  111178. * @param rootUrl The root url for scene and resources
  111179. * @param onError The callback when import fails
  111180. * @returns True if successful or false otherwise
  111181. */
  111182. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  111183. /**
  111184. * Load into an asset container.
  111185. * @param scene The scene to load into
  111186. * @param data The data to import
  111187. * @param rootUrl The root url for scene and resources
  111188. * @param onError The callback when import fails
  111189. * @returns The loaded asset container
  111190. */
  111191. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  111192. }
  111193. /**
  111194. * Interface used to define an async SceneLoader plugin
  111195. */
  111196. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  111197. /**
  111198. * Import meshes into a scene.
  111199. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111200. * @param scene The scene to import into
  111201. * @param data The data to import
  111202. * @param rootUrl The root url for scene and resources
  111203. * @param onProgress The callback when the load progresses
  111204. * @param fileName Defines the name of the file to load
  111205. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  111206. */
  111207. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  111208. meshes: AbstractMesh[];
  111209. particleSystems: IParticleSystem[];
  111210. skeletons: Skeleton[];
  111211. animationGroups: AnimationGroup[];
  111212. }>;
  111213. /**
  111214. * Load into a scene.
  111215. * @param scene The scene to load into
  111216. * @param data The data to import
  111217. * @param rootUrl The root url for scene and resources
  111218. * @param onProgress The callback when the load progresses
  111219. * @param fileName Defines the name of the file to load
  111220. * @returns Nothing
  111221. */
  111222. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  111223. /**
  111224. * Load into an asset container.
  111225. * @param scene The scene to load into
  111226. * @param data The data to import
  111227. * @param rootUrl The root url for scene and resources
  111228. * @param onProgress The callback when the load progresses
  111229. * @param fileName Defines the name of the file to load
  111230. * @returns The loaded asset container
  111231. */
  111232. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  111233. }
  111234. /**
  111235. * Class used to load scene from various file formats using registered plugins
  111236. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  111237. */
  111238. export class SceneLoader {
  111239. /**
  111240. * No logging while loading
  111241. */
  111242. static readonly NO_LOGGING: number;
  111243. /**
  111244. * Minimal logging while loading
  111245. */
  111246. static readonly MINIMAL_LOGGING: number;
  111247. /**
  111248. * Summary logging while loading
  111249. */
  111250. static readonly SUMMARY_LOGGING: number;
  111251. /**
  111252. * Detailled logging while loading
  111253. */
  111254. static readonly DETAILED_LOGGING: number;
  111255. /**
  111256. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  111257. */
  111258. static ForceFullSceneLoadingForIncremental: boolean;
  111259. /**
  111260. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  111261. */
  111262. static ShowLoadingScreen: boolean;
  111263. /**
  111264. * Defines the current logging level (while loading the scene)
  111265. * @ignorenaming
  111266. */
  111267. static loggingLevel: number;
  111268. /**
  111269. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  111270. */
  111271. static CleanBoneMatrixWeights: boolean;
  111272. /**
  111273. * Event raised when a plugin is used to load a scene
  111274. */
  111275. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  111276. private static _registeredPlugins;
  111277. private static _getDefaultPlugin;
  111278. private static _getPluginForExtension;
  111279. private static _getPluginForDirectLoad;
  111280. private static _getPluginForFilename;
  111281. private static _getDirectLoad;
  111282. private static _loadData;
  111283. private static _getFileInfo;
  111284. /**
  111285. * Gets a plugin that can load the given extension
  111286. * @param extension defines the extension to load
  111287. * @returns a plugin or null if none works
  111288. */
  111289. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  111290. /**
  111291. * Gets a boolean indicating that the given extension can be loaded
  111292. * @param extension defines the extension to load
  111293. * @returns true if the extension is supported
  111294. */
  111295. static IsPluginForExtensionAvailable(extension: string): boolean;
  111296. /**
  111297. * Adds a new plugin to the list of registered plugins
  111298. * @param plugin defines the plugin to add
  111299. */
  111300. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  111301. /**
  111302. * Import meshes into a scene
  111303. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111304. * @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)
  111305. * @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)
  111306. * @param scene the instance of BABYLON.Scene to append to
  111307. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  111308. * @param onProgress a callback with a progress event for each file being loaded
  111309. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111310. * @param pluginExtension the extension used to determine the plugin
  111311. * @returns The loaded plugin
  111312. */
  111313. 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>;
  111314. /**
  111315. * Import meshes into a scene
  111316. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111317. * @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)
  111318. * @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)
  111319. * @param scene the instance of BABYLON.Scene to append to
  111320. * @param onProgress a callback with a progress event for each file being loaded
  111321. * @param pluginExtension the extension used to determine the plugin
  111322. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  111323. */
  111324. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  111325. meshes: AbstractMesh[];
  111326. particleSystems: IParticleSystem[];
  111327. skeletons: Skeleton[];
  111328. animationGroups: AnimationGroup[];
  111329. }>;
  111330. /**
  111331. * Load a scene
  111332. * @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)
  111333. * @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)
  111334. * @param engine is the instance of BABYLON.Engine to use to create the scene
  111335. * @param onSuccess a callback with the scene when import succeeds
  111336. * @param onProgress a callback with a progress event for each file being loaded
  111337. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111338. * @param pluginExtension the extension used to determine the plugin
  111339. * @returns The loaded plugin
  111340. */
  111341. 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>;
  111342. /**
  111343. * Load a scene
  111344. * @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)
  111345. * @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)
  111346. * @param engine is the instance of BABYLON.Engine to use to create the scene
  111347. * @param onProgress a callback with a progress event for each file being loaded
  111348. * @param pluginExtension the extension used to determine the plugin
  111349. * @returns The loaded scene
  111350. */
  111351. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  111352. /**
  111353. * Append a scene
  111354. * @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)
  111355. * @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)
  111356. * @param scene is the instance of BABYLON.Scene to append to
  111357. * @param onSuccess a callback with the scene when import succeeds
  111358. * @param onProgress a callback with a progress event for each file being loaded
  111359. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111360. * @param pluginExtension the extension used to determine the plugin
  111361. * @returns The loaded plugin
  111362. */
  111363. 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>;
  111364. /**
  111365. * Append a scene
  111366. * @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)
  111367. * @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)
  111368. * @param scene is the instance of BABYLON.Scene to append to
  111369. * @param onProgress a callback with a progress event for each file being loaded
  111370. * @param pluginExtension the extension used to determine the plugin
  111371. * @returns The given scene
  111372. */
  111373. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  111374. /**
  111375. * Load a scene into an asset container
  111376. * @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)
  111377. * @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)
  111378. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  111379. * @param onSuccess a callback with the scene when import succeeds
  111380. * @param onProgress a callback with a progress event for each file being loaded
  111381. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111382. * @param pluginExtension the extension used to determine the plugin
  111383. * @returns The loaded plugin
  111384. */
  111385. 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>;
  111386. /**
  111387. * Load a scene into an asset container
  111388. * @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)
  111389. * @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)
  111390. * @param scene is the instance of Scene to append to
  111391. * @param onProgress a callback with a progress event for each file being loaded
  111392. * @param pluginExtension the extension used to determine the plugin
  111393. * @returns The loaded asset container
  111394. */
  111395. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  111396. }
  111397. }
  111398. declare module BABYLON {
  111399. /**
  111400. * Generic Controller
  111401. */
  111402. export class GenericController extends WebVRController {
  111403. /**
  111404. * Base Url for the controller model.
  111405. */
  111406. static readonly MODEL_BASE_URL: string;
  111407. /**
  111408. * File name for the controller model.
  111409. */
  111410. static readonly MODEL_FILENAME: string;
  111411. /**
  111412. * Creates a new GenericController from a gamepad
  111413. * @param vrGamepad the gamepad that the controller should be created from
  111414. */
  111415. constructor(vrGamepad: any);
  111416. /**
  111417. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111418. * @param scene scene in which to add meshes
  111419. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111420. */
  111421. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111422. /**
  111423. * Called once for each button that changed state since the last frame
  111424. * @param buttonIdx Which button index changed
  111425. * @param state New state of the button
  111426. * @param changes Which properties on the state changed since last frame
  111427. */
  111428. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111429. }
  111430. }
  111431. declare module BABYLON {
  111432. /**
  111433. * Defines the WindowsMotionController object that the state of the windows motion controller
  111434. */
  111435. export class WindowsMotionController extends WebVRController {
  111436. /**
  111437. * The base url used to load the left and right controller models
  111438. */
  111439. static MODEL_BASE_URL: string;
  111440. /**
  111441. * The name of the left controller model file
  111442. */
  111443. static MODEL_LEFT_FILENAME: string;
  111444. /**
  111445. * The name of the right controller model file
  111446. */
  111447. static MODEL_RIGHT_FILENAME: string;
  111448. /**
  111449. * The controller name prefix for this controller type
  111450. */
  111451. static readonly GAMEPAD_ID_PREFIX: string;
  111452. /**
  111453. * The controller id pattern for this controller type
  111454. */
  111455. private static readonly GAMEPAD_ID_PATTERN;
  111456. private _loadedMeshInfo;
  111457. private readonly _mapping;
  111458. /**
  111459. * Fired when the trackpad on this controller is clicked
  111460. */
  111461. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  111462. /**
  111463. * Fired when the trackpad on this controller is modified
  111464. */
  111465. onTrackpadValuesChangedObservable: Observable<StickValues>;
  111466. /**
  111467. * The current x and y values of this controller's trackpad
  111468. */
  111469. trackpad: StickValues;
  111470. /**
  111471. * Creates a new WindowsMotionController from a gamepad
  111472. * @param vrGamepad the gamepad that the controller should be created from
  111473. */
  111474. constructor(vrGamepad: any);
  111475. /**
  111476. * Fired when the trigger on this controller is modified
  111477. */
  111478. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111479. /**
  111480. * Fired when the menu button on this controller is modified
  111481. */
  111482. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111483. /**
  111484. * Fired when the grip button on this controller is modified
  111485. */
  111486. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111487. /**
  111488. * Fired when the thumbstick button on this controller is modified
  111489. */
  111490. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111491. /**
  111492. * Fired when the touchpad button on this controller is modified
  111493. */
  111494. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111495. /**
  111496. * Fired when the touchpad values on this controller are modified
  111497. */
  111498. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  111499. private _updateTrackpad;
  111500. /**
  111501. * Called once per frame by the engine.
  111502. */
  111503. update(): void;
  111504. /**
  111505. * Called once for each button that changed state since the last frame
  111506. * @param buttonIdx Which button index changed
  111507. * @param state New state of the button
  111508. * @param changes Which properties on the state changed since last frame
  111509. */
  111510. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111511. /**
  111512. * Moves the buttons on the controller mesh based on their current state
  111513. * @param buttonName the name of the button to move
  111514. * @param buttonValue the value of the button which determines the buttons new position
  111515. */
  111516. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  111517. /**
  111518. * Moves the axis on the controller mesh based on its current state
  111519. * @param axis the index of the axis
  111520. * @param axisValue the value of the axis which determines the meshes new position
  111521. * @hidden
  111522. */
  111523. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  111524. /**
  111525. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111526. * @param scene scene in which to add meshes
  111527. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111528. */
  111529. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  111530. /**
  111531. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  111532. * can be transformed by button presses and axes values, based on this._mapping.
  111533. *
  111534. * @param scene scene in which the meshes exist
  111535. * @param meshes list of meshes that make up the controller model to process
  111536. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  111537. */
  111538. private processModel;
  111539. private createMeshInfo;
  111540. /**
  111541. * Gets the ray of the controller in the direction the controller is pointing
  111542. * @param length the length the resulting ray should be
  111543. * @returns a ray in the direction the controller is pointing
  111544. */
  111545. getForwardRay(length?: number): Ray;
  111546. /**
  111547. * Disposes of the controller
  111548. */
  111549. dispose(): void;
  111550. }
  111551. }
  111552. declare module BABYLON {
  111553. /**
  111554. * Oculus Touch Controller
  111555. */
  111556. export class OculusTouchController extends WebVRController {
  111557. /**
  111558. * Base Url for the controller model.
  111559. */
  111560. static MODEL_BASE_URL: string;
  111561. /**
  111562. * File name for the left controller model.
  111563. */
  111564. static MODEL_LEFT_FILENAME: string;
  111565. /**
  111566. * File name for the right controller model.
  111567. */
  111568. static MODEL_RIGHT_FILENAME: string;
  111569. /**
  111570. * Base Url for the Quest controller model.
  111571. */
  111572. static QUEST_MODEL_BASE_URL: string;
  111573. /**
  111574. * @hidden
  111575. * If the controllers are running on a device that needs the updated Quest controller models
  111576. */
  111577. static _IsQuest: boolean;
  111578. /**
  111579. * Fired when the secondary trigger on this controller is modified
  111580. */
  111581. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  111582. /**
  111583. * Fired when the thumb rest on this controller is modified
  111584. */
  111585. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  111586. /**
  111587. * Creates a new OculusTouchController from a gamepad
  111588. * @param vrGamepad the gamepad that the controller should be created from
  111589. */
  111590. constructor(vrGamepad: any);
  111591. /**
  111592. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111593. * @param scene scene in which to add meshes
  111594. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111595. */
  111596. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111597. /**
  111598. * Fired when the A button on this controller is modified
  111599. */
  111600. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111601. /**
  111602. * Fired when the B button on this controller is modified
  111603. */
  111604. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111605. /**
  111606. * Fired when the X button on this controller is modified
  111607. */
  111608. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111609. /**
  111610. * Fired when the Y button on this controller is modified
  111611. */
  111612. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111613. /**
  111614. * Called once for each button that changed state since the last frame
  111615. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  111616. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  111617. * 2) secondary trigger (same)
  111618. * 3) A (right) X (left), touch, pressed = value
  111619. * 4) B / Y
  111620. * 5) thumb rest
  111621. * @param buttonIdx Which button index changed
  111622. * @param state New state of the button
  111623. * @param changes Which properties on the state changed since last frame
  111624. */
  111625. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111626. }
  111627. }
  111628. declare module BABYLON {
  111629. /**
  111630. * Vive Controller
  111631. */
  111632. export class ViveController extends WebVRController {
  111633. /**
  111634. * Base Url for the controller model.
  111635. */
  111636. static MODEL_BASE_URL: string;
  111637. /**
  111638. * File name for the controller model.
  111639. */
  111640. static MODEL_FILENAME: string;
  111641. /**
  111642. * Creates a new ViveController from a gamepad
  111643. * @param vrGamepad the gamepad that the controller should be created from
  111644. */
  111645. constructor(vrGamepad: any);
  111646. /**
  111647. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111648. * @param scene scene in which to add meshes
  111649. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111650. */
  111651. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111652. /**
  111653. * Fired when the left button on this controller is modified
  111654. */
  111655. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111656. /**
  111657. * Fired when the right button on this controller is modified
  111658. */
  111659. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111660. /**
  111661. * Fired when the menu button on this controller is modified
  111662. */
  111663. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111664. /**
  111665. * Called once for each button that changed state since the last frame
  111666. * Vive mapping:
  111667. * 0: touchpad
  111668. * 1: trigger
  111669. * 2: left AND right buttons
  111670. * 3: menu button
  111671. * @param buttonIdx Which button index changed
  111672. * @param state New state of the button
  111673. * @param changes Which properties on the state changed since last frame
  111674. */
  111675. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111676. }
  111677. }
  111678. declare module BABYLON {
  111679. /**
  111680. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  111681. */
  111682. export class WebXRControllerModelLoader {
  111683. /**
  111684. * an observable that triggers when a new model (the mesh itself) was initialized.
  111685. * To know when the mesh was loaded use the controller's own modelLoaded() method
  111686. */
  111687. onControllerModelLoaded: Observable<WebXRController>;
  111688. /**
  111689. * Creates the WebXRControllerModelLoader
  111690. * @param input xr input that creates the controllers
  111691. */
  111692. constructor(input: WebXRInput);
  111693. }
  111694. }
  111695. declare module BABYLON {
  111696. /**
  111697. * Options for the default xr helper
  111698. */
  111699. export class WebXRDefaultExperienceOptions {
  111700. /**
  111701. * Floor meshes that should be used for teleporting
  111702. */
  111703. floorMeshes: Array<AbstractMesh>;
  111704. /**
  111705. * Enable or disable default UI to enter XR
  111706. */
  111707. disableDefaultUI: boolean;
  111708. /**
  111709. * optional configuration for the output canvas
  111710. */
  111711. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  111712. }
  111713. /**
  111714. * Default experience which provides a similar setup to the previous webVRExperience
  111715. */
  111716. export class WebXRDefaultExperience {
  111717. /**
  111718. * Base experience
  111719. */
  111720. baseExperience: WebXRExperienceHelper;
  111721. /**
  111722. * Input experience extension
  111723. */
  111724. input: WebXRInput;
  111725. /**
  111726. * Loads the controller models
  111727. */
  111728. controllerModelLoader: WebXRControllerModelLoader;
  111729. /**
  111730. * Enables laser pointer and selection
  111731. */
  111732. pointerSelection: WebXRControllerPointerSelection;
  111733. /**
  111734. * Enables teleportation
  111735. */
  111736. teleportation: WebXRControllerTeleportation;
  111737. /**
  111738. * Enables ui for enetering/exiting xr
  111739. */
  111740. enterExitUI: WebXREnterExitUI;
  111741. /**
  111742. * Default target xr should render to
  111743. */
  111744. renderTarget: WebXRRenderTarget;
  111745. /**
  111746. * Creates the default xr experience
  111747. * @param scene scene
  111748. * @param options options for basic configuration
  111749. * @returns resulting WebXRDefaultExperience
  111750. */
  111751. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111752. private constructor();
  111753. /**
  111754. * DIsposes of the experience helper
  111755. */
  111756. dispose(): void;
  111757. }
  111758. }
  111759. declare module BABYLON {
  111760. /**
  111761. * Contains an array of blocks representing the octree
  111762. */
  111763. export interface IOctreeContainer<T> {
  111764. /**
  111765. * Blocks within the octree
  111766. */
  111767. blocks: Array<OctreeBlock<T>>;
  111768. }
  111769. /**
  111770. * Class used to store a cell in an octree
  111771. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111772. */
  111773. export class OctreeBlock<T> {
  111774. /**
  111775. * Gets the content of the current block
  111776. */
  111777. entries: T[];
  111778. /**
  111779. * Gets the list of block children
  111780. */
  111781. blocks: Array<OctreeBlock<T>>;
  111782. private _depth;
  111783. private _maxDepth;
  111784. private _capacity;
  111785. private _minPoint;
  111786. private _maxPoint;
  111787. private _boundingVectors;
  111788. private _creationFunc;
  111789. /**
  111790. * Creates a new block
  111791. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  111792. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  111793. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111794. * @param depth defines the current depth of this block in the octree
  111795. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  111796. * @param creationFunc defines a callback to call when an element is added to the block
  111797. */
  111798. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  111799. /**
  111800. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111801. */
  111802. readonly capacity: number;
  111803. /**
  111804. * Gets the minimum vector (in world space) of the block's bounding box
  111805. */
  111806. readonly minPoint: Vector3;
  111807. /**
  111808. * Gets the maximum vector (in world space) of the block's bounding box
  111809. */
  111810. readonly maxPoint: Vector3;
  111811. /**
  111812. * Add a new element to this block
  111813. * @param entry defines the element to add
  111814. */
  111815. addEntry(entry: T): void;
  111816. /**
  111817. * Remove an element from this block
  111818. * @param entry defines the element to remove
  111819. */
  111820. removeEntry(entry: T): void;
  111821. /**
  111822. * Add an array of elements to this block
  111823. * @param entries defines the array of elements to add
  111824. */
  111825. addEntries(entries: T[]): void;
  111826. /**
  111827. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  111828. * @param frustumPlanes defines the frustum planes to test
  111829. * @param selection defines the array to store current content if selection is positive
  111830. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111831. */
  111832. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111833. /**
  111834. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  111835. * @param sphereCenter defines the bounding sphere center
  111836. * @param sphereRadius defines the bounding sphere radius
  111837. * @param selection defines the array to store current content if selection is positive
  111838. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111839. */
  111840. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111841. /**
  111842. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  111843. * @param ray defines the ray to test with
  111844. * @param selection defines the array to store current content if selection is positive
  111845. */
  111846. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  111847. /**
  111848. * Subdivide the content into child blocks (this block will then be empty)
  111849. */
  111850. createInnerBlocks(): void;
  111851. /**
  111852. * @hidden
  111853. */
  111854. 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;
  111855. }
  111856. }
  111857. declare module BABYLON {
  111858. /**
  111859. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  111860. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111861. */
  111862. export class Octree<T> {
  111863. /** 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.) */
  111864. maxDepth: number;
  111865. /**
  111866. * Blocks within the octree containing objects
  111867. */
  111868. blocks: Array<OctreeBlock<T>>;
  111869. /**
  111870. * Content stored in the octree
  111871. */
  111872. dynamicContent: T[];
  111873. private _maxBlockCapacity;
  111874. private _selectionContent;
  111875. private _creationFunc;
  111876. /**
  111877. * Creates a octree
  111878. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111879. * @param creationFunc function to be used to instatiate the octree
  111880. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  111881. * @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.)
  111882. */
  111883. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  111884. /** 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.) */
  111885. maxDepth?: number);
  111886. /**
  111887. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  111888. * @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);
  111889. * @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);
  111890. * @param entries meshes to be added to the octree blocks
  111891. */
  111892. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  111893. /**
  111894. * Adds a mesh to the octree
  111895. * @param entry Mesh to add to the octree
  111896. */
  111897. addMesh(entry: T): void;
  111898. /**
  111899. * Remove an element from the octree
  111900. * @param entry defines the element to remove
  111901. */
  111902. removeMesh(entry: T): void;
  111903. /**
  111904. * Selects an array of meshes within the frustum
  111905. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  111906. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  111907. * @returns array of meshes within the frustum
  111908. */
  111909. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  111910. /**
  111911. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  111912. * @param sphereCenter defines the bounding sphere center
  111913. * @param sphereRadius defines the bounding sphere radius
  111914. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111915. * @returns an array of objects that intersect the sphere
  111916. */
  111917. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  111918. /**
  111919. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  111920. * @param ray defines the ray to test with
  111921. * @returns array of intersected objects
  111922. */
  111923. intersectsRay(ray: Ray): SmartArray<T>;
  111924. /**
  111925. * Adds a mesh into the octree block if it intersects the block
  111926. */
  111927. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  111928. /**
  111929. * Adds a submesh into the octree block if it intersects the block
  111930. */
  111931. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  111932. }
  111933. }
  111934. declare module BABYLON {
  111935. interface Scene {
  111936. /**
  111937. * @hidden
  111938. * Backing Filed
  111939. */
  111940. _selectionOctree: Octree<AbstractMesh>;
  111941. /**
  111942. * Gets the octree used to boost mesh selection (picking)
  111943. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111944. */
  111945. selectionOctree: Octree<AbstractMesh>;
  111946. /**
  111947. * Creates or updates the octree used to boost selection (picking)
  111948. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111949. * @param maxCapacity defines the maximum capacity per leaf
  111950. * @param maxDepth defines the maximum depth of the octree
  111951. * @returns an octree of AbstractMesh
  111952. */
  111953. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  111954. }
  111955. interface AbstractMesh {
  111956. /**
  111957. * @hidden
  111958. * Backing Field
  111959. */
  111960. _submeshesOctree: Octree<SubMesh>;
  111961. /**
  111962. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  111963. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  111964. * @param maxCapacity defines the maximum size of each block (64 by default)
  111965. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  111966. * @returns the new octree
  111967. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  111968. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111969. */
  111970. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  111971. }
  111972. /**
  111973. * Defines the octree scene component responsible to manage any octrees
  111974. * in a given scene.
  111975. */
  111976. export class OctreeSceneComponent {
  111977. /**
  111978. * The component name help to identify the component in the list of scene components.
  111979. */
  111980. readonly name: string;
  111981. /**
  111982. * The scene the component belongs to.
  111983. */
  111984. scene: Scene;
  111985. /**
  111986. * Indicates if the meshes have been checked to make sure they are isEnabled()
  111987. */
  111988. readonly checksIsEnabled: boolean;
  111989. /**
  111990. * Creates a new instance of the component for the given scene
  111991. * @param scene Defines the scene to register the component in
  111992. */
  111993. constructor(scene: Scene);
  111994. /**
  111995. * Registers the component in a given scene
  111996. */
  111997. register(): void;
  111998. /**
  111999. * Return the list of active meshes
  112000. * @returns the list of active meshes
  112001. */
  112002. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  112003. /**
  112004. * Return the list of active sub meshes
  112005. * @param mesh The mesh to get the candidates sub meshes from
  112006. * @returns the list of active sub meshes
  112007. */
  112008. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  112009. private _tempRay;
  112010. /**
  112011. * Return the list of sub meshes intersecting with a given local ray
  112012. * @param mesh defines the mesh to find the submesh for
  112013. * @param localRay defines the ray in local space
  112014. * @returns the list of intersecting sub meshes
  112015. */
  112016. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  112017. /**
  112018. * Return the list of sub meshes colliding with a collider
  112019. * @param mesh defines the mesh to find the submesh for
  112020. * @param collider defines the collider to evaluate the collision against
  112021. * @returns the list of colliding sub meshes
  112022. */
  112023. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  112024. /**
  112025. * Rebuilds the elements related to this component in case of
  112026. * context lost for instance.
  112027. */
  112028. rebuild(): void;
  112029. /**
  112030. * Disposes the component and the associated ressources.
  112031. */
  112032. dispose(): void;
  112033. }
  112034. }
  112035. declare module BABYLON {
  112036. /**
  112037. * Renders a layer on top of an existing scene
  112038. */
  112039. export class UtilityLayerRenderer implements IDisposable {
  112040. /** the original scene that will be rendered on top of */
  112041. originalScene: Scene;
  112042. private _pointerCaptures;
  112043. private _lastPointerEvents;
  112044. private static _DefaultUtilityLayer;
  112045. private static _DefaultKeepDepthUtilityLayer;
  112046. private _sharedGizmoLight;
  112047. private _renderCamera;
  112048. /**
  112049. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  112050. * @returns the camera that is used when rendering the utility layer
  112051. */
  112052. getRenderCamera(): Nullable<Camera>;
  112053. /**
  112054. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  112055. * @param cam the camera that should be used when rendering the utility layer
  112056. */
  112057. setRenderCamera(cam: Nullable<Camera>): void;
  112058. /**
  112059. * @hidden
  112060. * Light which used by gizmos to get light shading
  112061. */
  112062. _getSharedGizmoLight(): HemisphericLight;
  112063. /**
  112064. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  112065. */
  112066. pickUtilitySceneFirst: boolean;
  112067. /**
  112068. * 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)
  112069. */
  112070. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  112071. /**
  112072. * 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)
  112073. */
  112074. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  112075. /**
  112076. * The scene that is rendered on top of the original scene
  112077. */
  112078. utilityLayerScene: Scene;
  112079. /**
  112080. * If the utility layer should automatically be rendered on top of existing scene
  112081. */
  112082. shouldRender: boolean;
  112083. /**
  112084. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  112085. */
  112086. onlyCheckPointerDownEvents: boolean;
  112087. /**
  112088. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  112089. */
  112090. processAllEvents: boolean;
  112091. /**
  112092. * Observable raised when the pointer move from the utility layer scene to the main scene
  112093. */
  112094. onPointerOutObservable: Observable<number>;
  112095. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  112096. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  112097. private _afterRenderObserver;
  112098. private _sceneDisposeObserver;
  112099. private _originalPointerObserver;
  112100. /**
  112101. * Instantiates a UtilityLayerRenderer
  112102. * @param originalScene the original scene that will be rendered on top of
  112103. * @param handleEvents boolean indicating if the utility layer should handle events
  112104. */
  112105. constructor(
  112106. /** the original scene that will be rendered on top of */
  112107. originalScene: Scene, handleEvents?: boolean);
  112108. private _notifyObservers;
  112109. /**
  112110. * Renders the utility layers scene on top of the original scene
  112111. */
  112112. render(): void;
  112113. /**
  112114. * Disposes of the renderer
  112115. */
  112116. dispose(): void;
  112117. private _updateCamera;
  112118. }
  112119. }
  112120. declare module BABYLON {
  112121. /**
  112122. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  112123. */
  112124. export class Gizmo implements IDisposable {
  112125. /** The utility layer the gizmo will be added to */
  112126. gizmoLayer: UtilityLayerRenderer;
  112127. /**
  112128. * The root mesh of the gizmo
  112129. */
  112130. _rootMesh: Mesh;
  112131. private _attachedMesh;
  112132. /**
  112133. * Ratio for the scale of the gizmo (Default: 1)
  112134. */
  112135. scaleRatio: number;
  112136. /**
  112137. * If a custom mesh has been set (Default: false)
  112138. */
  112139. protected _customMeshSet: boolean;
  112140. /**
  112141. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  112142. * * When set, interactions will be enabled
  112143. */
  112144. attachedMesh: Nullable<AbstractMesh>;
  112145. /**
  112146. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  112147. * @param mesh The mesh to replace the default mesh of the gizmo
  112148. */
  112149. setCustomMesh(mesh: Mesh): void;
  112150. /**
  112151. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  112152. */
  112153. updateGizmoRotationToMatchAttachedMesh: boolean;
  112154. /**
  112155. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  112156. */
  112157. updateGizmoPositionToMatchAttachedMesh: boolean;
  112158. /**
  112159. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  112160. */
  112161. updateScale: boolean;
  112162. protected _interactionsEnabled: boolean;
  112163. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112164. private _beforeRenderObserver;
  112165. private _tempVector;
  112166. /**
  112167. * Creates a gizmo
  112168. * @param gizmoLayer The utility layer the gizmo will be added to
  112169. */
  112170. constructor(
  112171. /** The utility layer the gizmo will be added to */
  112172. gizmoLayer?: UtilityLayerRenderer);
  112173. /**
  112174. * Updates the gizmo to match the attached mesh's position/rotation
  112175. */
  112176. protected _update(): void;
  112177. /**
  112178. * Disposes of the gizmo
  112179. */
  112180. dispose(): void;
  112181. }
  112182. }
  112183. declare module BABYLON {
  112184. /**
  112185. * Single plane drag gizmo
  112186. */
  112187. export class PlaneDragGizmo extends Gizmo {
  112188. /**
  112189. * Drag behavior responsible for the gizmos dragging interactions
  112190. */
  112191. dragBehavior: PointerDragBehavior;
  112192. private _pointerObserver;
  112193. /**
  112194. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112195. */
  112196. snapDistance: number;
  112197. /**
  112198. * Event that fires each time the gizmo snaps to a new location.
  112199. * * snapDistance is the the change in distance
  112200. */
  112201. onSnapObservable: Observable<{
  112202. snapDistance: number;
  112203. }>;
  112204. private _plane;
  112205. private _coloredMaterial;
  112206. private _hoverMaterial;
  112207. private _isEnabled;
  112208. private _parent;
  112209. /** @hidden */
  112210. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  112211. /** @hidden */
  112212. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  112213. /**
  112214. * Creates a PlaneDragGizmo
  112215. * @param gizmoLayer The utility layer the gizmo will be added to
  112216. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  112217. * @param color The color of the gizmo
  112218. */
  112219. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  112220. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112221. /**
  112222. * If the gizmo is enabled
  112223. */
  112224. isEnabled: boolean;
  112225. /**
  112226. * Disposes of the gizmo
  112227. */
  112228. dispose(): void;
  112229. }
  112230. }
  112231. declare module BABYLON {
  112232. /**
  112233. * Gizmo that enables dragging a mesh along 3 axis
  112234. */
  112235. export class PositionGizmo extends Gizmo {
  112236. /**
  112237. * Internal gizmo used for interactions on the x axis
  112238. */
  112239. xGizmo: AxisDragGizmo;
  112240. /**
  112241. * Internal gizmo used for interactions on the y axis
  112242. */
  112243. yGizmo: AxisDragGizmo;
  112244. /**
  112245. * Internal gizmo used for interactions on the z axis
  112246. */
  112247. zGizmo: AxisDragGizmo;
  112248. /**
  112249. * Internal gizmo used for interactions on the yz plane
  112250. */
  112251. xPlaneGizmo: PlaneDragGizmo;
  112252. /**
  112253. * Internal gizmo used for interactions on the xz plane
  112254. */
  112255. yPlaneGizmo: PlaneDragGizmo;
  112256. /**
  112257. * Internal gizmo used for interactions on the xy plane
  112258. */
  112259. zPlaneGizmo: PlaneDragGizmo;
  112260. /**
  112261. * private variables
  112262. */
  112263. private _meshAttached;
  112264. private _updateGizmoRotationToMatchAttachedMesh;
  112265. private _snapDistance;
  112266. private _scaleRatio;
  112267. /** Fires an event when any of it's sub gizmos are dragged */
  112268. onDragStartObservable: Observable<unknown>;
  112269. /** Fires an event when any of it's sub gizmos are released from dragging */
  112270. onDragEndObservable: Observable<unknown>;
  112271. /**
  112272. * If set to true, planar drag is enabled
  112273. */
  112274. private _planarGizmoEnabled;
  112275. attachedMesh: Nullable<AbstractMesh>;
  112276. /**
  112277. * Creates a PositionGizmo
  112278. * @param gizmoLayer The utility layer the gizmo will be added to
  112279. */
  112280. constructor(gizmoLayer?: UtilityLayerRenderer);
  112281. /**
  112282. * If the planar drag gizmo is enabled
  112283. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  112284. */
  112285. planarGizmoEnabled: boolean;
  112286. updateGizmoRotationToMatchAttachedMesh: boolean;
  112287. /**
  112288. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112289. */
  112290. snapDistance: number;
  112291. /**
  112292. * Ratio for the scale of the gizmo (Default: 1)
  112293. */
  112294. scaleRatio: number;
  112295. /**
  112296. * Disposes of the gizmo
  112297. */
  112298. dispose(): void;
  112299. /**
  112300. * CustomMeshes are not supported by this gizmo
  112301. * @param mesh The mesh to replace the default mesh of the gizmo
  112302. */
  112303. setCustomMesh(mesh: Mesh): void;
  112304. }
  112305. }
  112306. declare module BABYLON {
  112307. /**
  112308. * Single axis drag gizmo
  112309. */
  112310. export class AxisDragGizmo extends Gizmo {
  112311. /**
  112312. * Drag behavior responsible for the gizmos dragging interactions
  112313. */
  112314. dragBehavior: PointerDragBehavior;
  112315. private _pointerObserver;
  112316. /**
  112317. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112318. */
  112319. snapDistance: number;
  112320. /**
  112321. * Event that fires each time the gizmo snaps to a new location.
  112322. * * snapDistance is the the change in distance
  112323. */
  112324. onSnapObservable: Observable<{
  112325. snapDistance: number;
  112326. }>;
  112327. private _isEnabled;
  112328. private _parent;
  112329. private _arrow;
  112330. private _coloredMaterial;
  112331. private _hoverMaterial;
  112332. /** @hidden */
  112333. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  112334. /** @hidden */
  112335. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  112336. /**
  112337. * Creates an AxisDragGizmo
  112338. * @param gizmoLayer The utility layer the gizmo will be added to
  112339. * @param dragAxis The axis which the gizmo will be able to drag on
  112340. * @param color The color of the gizmo
  112341. */
  112342. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  112343. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112344. /**
  112345. * If the gizmo is enabled
  112346. */
  112347. isEnabled: boolean;
  112348. /**
  112349. * Disposes of the gizmo
  112350. */
  112351. dispose(): void;
  112352. }
  112353. }
  112354. declare module BABYLON.Debug {
  112355. /**
  112356. * The Axes viewer will show 3 axes in a specific point in space
  112357. */
  112358. export class AxesViewer {
  112359. private _xAxis;
  112360. private _yAxis;
  112361. private _zAxis;
  112362. private _scaleLinesFactor;
  112363. private _instanced;
  112364. /**
  112365. * Gets the hosting scene
  112366. */
  112367. scene: Scene;
  112368. /**
  112369. * Gets or sets a number used to scale line length
  112370. */
  112371. scaleLines: number;
  112372. /** Gets the node hierarchy used to render x-axis */
  112373. readonly xAxis: TransformNode;
  112374. /** Gets the node hierarchy used to render y-axis */
  112375. readonly yAxis: TransformNode;
  112376. /** Gets the node hierarchy used to render z-axis */
  112377. readonly zAxis: TransformNode;
  112378. /**
  112379. * Creates a new AxesViewer
  112380. * @param scene defines the hosting scene
  112381. * @param scaleLines defines a number used to scale line length (1 by default)
  112382. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  112383. * @param xAxis defines the node hierarchy used to render the x-axis
  112384. * @param yAxis defines the node hierarchy used to render the y-axis
  112385. * @param zAxis defines the node hierarchy used to render the z-axis
  112386. */
  112387. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  112388. /**
  112389. * Force the viewer to update
  112390. * @param position defines the position of the viewer
  112391. * @param xaxis defines the x axis of the viewer
  112392. * @param yaxis defines the y axis of the viewer
  112393. * @param zaxis defines the z axis of the viewer
  112394. */
  112395. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  112396. /**
  112397. * Creates an instance of this axes viewer.
  112398. * @returns a new axes viewer with instanced meshes
  112399. */
  112400. createInstance(): AxesViewer;
  112401. /** Releases resources */
  112402. dispose(): void;
  112403. private static _SetRenderingGroupId;
  112404. }
  112405. }
  112406. declare module BABYLON.Debug {
  112407. /**
  112408. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  112409. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  112410. */
  112411. export class BoneAxesViewer extends AxesViewer {
  112412. /**
  112413. * Gets or sets the target mesh where to display the axes viewer
  112414. */
  112415. mesh: Nullable<Mesh>;
  112416. /**
  112417. * Gets or sets the target bone where to display the axes viewer
  112418. */
  112419. bone: Nullable<Bone>;
  112420. /** Gets current position */
  112421. pos: Vector3;
  112422. /** Gets direction of X axis */
  112423. xaxis: Vector3;
  112424. /** Gets direction of Y axis */
  112425. yaxis: Vector3;
  112426. /** Gets direction of Z axis */
  112427. zaxis: Vector3;
  112428. /**
  112429. * Creates a new BoneAxesViewer
  112430. * @param scene defines the hosting scene
  112431. * @param bone defines the target bone
  112432. * @param mesh defines the target mesh
  112433. * @param scaleLines defines a scaling factor for line length (1 by default)
  112434. */
  112435. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  112436. /**
  112437. * Force the viewer to update
  112438. */
  112439. update(): void;
  112440. /** Releases resources */
  112441. dispose(): void;
  112442. }
  112443. }
  112444. declare module BABYLON {
  112445. /**
  112446. * Interface used to define scene explorer extensibility option
  112447. */
  112448. export interface IExplorerExtensibilityOption {
  112449. /**
  112450. * Define the option label
  112451. */
  112452. label: string;
  112453. /**
  112454. * Defines the action to execute on click
  112455. */
  112456. action: (entity: any) => void;
  112457. }
  112458. /**
  112459. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  112460. */
  112461. export interface IExplorerExtensibilityGroup {
  112462. /**
  112463. * Defines a predicate to test if a given type mut be extended
  112464. */
  112465. predicate: (entity: any) => boolean;
  112466. /**
  112467. * Gets the list of options added to a type
  112468. */
  112469. entries: IExplorerExtensibilityOption[];
  112470. }
  112471. /**
  112472. * Interface used to define the options to use to create the Inspector
  112473. */
  112474. export interface IInspectorOptions {
  112475. /**
  112476. * Display in overlay mode (default: false)
  112477. */
  112478. overlay?: boolean;
  112479. /**
  112480. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  112481. */
  112482. globalRoot?: HTMLElement;
  112483. /**
  112484. * Display the Scene explorer
  112485. */
  112486. showExplorer?: boolean;
  112487. /**
  112488. * Display the property inspector
  112489. */
  112490. showInspector?: boolean;
  112491. /**
  112492. * Display in embed mode (both panes on the right)
  112493. */
  112494. embedMode?: boolean;
  112495. /**
  112496. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  112497. */
  112498. handleResize?: boolean;
  112499. /**
  112500. * Allow the panes to popup (default: true)
  112501. */
  112502. enablePopup?: boolean;
  112503. /**
  112504. * Allow the panes to be closed by users (default: true)
  112505. */
  112506. enableClose?: boolean;
  112507. /**
  112508. * Optional list of extensibility entries
  112509. */
  112510. explorerExtensibility?: IExplorerExtensibilityGroup[];
  112511. /**
  112512. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  112513. */
  112514. inspectorURL?: string;
  112515. }
  112516. interface Scene {
  112517. /**
  112518. * @hidden
  112519. * Backing field
  112520. */
  112521. _debugLayer: DebugLayer;
  112522. /**
  112523. * Gets the debug layer (aka Inspector) associated with the scene
  112524. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112525. */
  112526. debugLayer: DebugLayer;
  112527. }
  112528. /**
  112529. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112530. * what is happening in your scene
  112531. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112532. */
  112533. export class DebugLayer {
  112534. /**
  112535. * Define the url to get the inspector script from.
  112536. * By default it uses the babylonjs CDN.
  112537. * @ignoreNaming
  112538. */
  112539. static InspectorURL: string;
  112540. private _scene;
  112541. private BJSINSPECTOR;
  112542. private _onPropertyChangedObservable?;
  112543. /**
  112544. * Observable triggered when a property is changed through the inspector.
  112545. */
  112546. readonly onPropertyChangedObservable: any;
  112547. /**
  112548. * Instantiates a new debug layer.
  112549. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112550. * what is happening in your scene
  112551. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112552. * @param scene Defines the scene to inspect
  112553. */
  112554. constructor(scene: Scene);
  112555. /** Creates the inspector window. */
  112556. private _createInspector;
  112557. /**
  112558. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  112559. * @param entity defines the entity to select
  112560. * @param lineContainerTitle defines the specific block to highlight
  112561. */
  112562. select(entity: any, lineContainerTitle?: string): void;
  112563. /** Get the inspector from bundle or global */
  112564. private _getGlobalInspector;
  112565. /**
  112566. * Get if the inspector is visible or not.
  112567. * @returns true if visible otherwise, false
  112568. */
  112569. isVisible(): boolean;
  112570. /**
  112571. * Hide the inspector and close its window.
  112572. */
  112573. hide(): void;
  112574. /**
  112575. * Launch the debugLayer.
  112576. * @param config Define the configuration of the inspector
  112577. * @return a promise fulfilled when the debug layer is visible
  112578. */
  112579. show(config?: IInspectorOptions): Promise<DebugLayer>;
  112580. }
  112581. }
  112582. declare module BABYLON {
  112583. /**
  112584. * Class containing static functions to help procedurally build meshes
  112585. */
  112586. export class BoxBuilder {
  112587. /**
  112588. * Creates a box mesh
  112589. * * The parameter `size` sets the size (float) of each box side (default 1)
  112590. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  112591. * * 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)
  112592. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  112593. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112594. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  112595. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112596. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  112597. * @param name defines the name of the mesh
  112598. * @param options defines the options used to create the mesh
  112599. * @param scene defines the hosting scene
  112600. * @returns the box mesh
  112601. */
  112602. static CreateBox(name: string, options: {
  112603. size?: number;
  112604. width?: number;
  112605. height?: number;
  112606. depth?: number;
  112607. faceUV?: Vector4[];
  112608. faceColors?: Color4[];
  112609. sideOrientation?: number;
  112610. frontUVs?: Vector4;
  112611. backUVs?: Vector4;
  112612. wrap?: boolean;
  112613. topBaseAt?: number;
  112614. bottomBaseAt?: number;
  112615. updatable?: boolean;
  112616. }, scene?: Nullable<Scene>): Mesh;
  112617. }
  112618. }
  112619. declare module BABYLON {
  112620. /**
  112621. * Class containing static functions to help procedurally build meshes
  112622. */
  112623. export class SphereBuilder {
  112624. /**
  112625. * Creates a sphere mesh
  112626. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  112627. * * 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`)
  112628. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  112629. * * 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
  112630. * * 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)
  112631. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112632. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  112633. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112634. * @param name defines the name of the mesh
  112635. * @param options defines the options used to create the mesh
  112636. * @param scene defines the hosting scene
  112637. * @returns the sphere mesh
  112638. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  112639. */
  112640. static CreateSphere(name: string, options: {
  112641. segments?: number;
  112642. diameter?: number;
  112643. diameterX?: number;
  112644. diameterY?: number;
  112645. diameterZ?: number;
  112646. arc?: number;
  112647. slice?: number;
  112648. sideOrientation?: number;
  112649. frontUVs?: Vector4;
  112650. backUVs?: Vector4;
  112651. updatable?: boolean;
  112652. }, scene?: Nullable<Scene>): Mesh;
  112653. }
  112654. }
  112655. declare module BABYLON.Debug {
  112656. /**
  112657. * Used to show the physics impostor around the specific mesh
  112658. */
  112659. export class PhysicsViewer {
  112660. /** @hidden */
  112661. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  112662. /** @hidden */
  112663. protected _meshes: Array<Nullable<AbstractMesh>>;
  112664. /** @hidden */
  112665. protected _scene: Nullable<Scene>;
  112666. /** @hidden */
  112667. protected _numMeshes: number;
  112668. /** @hidden */
  112669. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  112670. private _renderFunction;
  112671. private _utilityLayer;
  112672. private _debugBoxMesh;
  112673. private _debugSphereMesh;
  112674. private _debugCylinderMesh;
  112675. private _debugMaterial;
  112676. private _debugMeshMeshes;
  112677. /**
  112678. * Creates a new PhysicsViewer
  112679. * @param scene defines the hosting scene
  112680. */
  112681. constructor(scene: Scene);
  112682. /** @hidden */
  112683. protected _updateDebugMeshes(): void;
  112684. /**
  112685. * Renders a specified physic impostor
  112686. * @param impostor defines the impostor to render
  112687. * @param targetMesh defines the mesh represented by the impostor
  112688. * @returns the new debug mesh used to render the impostor
  112689. */
  112690. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  112691. /**
  112692. * Hides a specified physic impostor
  112693. * @param impostor defines the impostor to hide
  112694. */
  112695. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  112696. private _getDebugMaterial;
  112697. private _getDebugBoxMesh;
  112698. private _getDebugSphereMesh;
  112699. private _getDebugCylinderMesh;
  112700. private _getDebugMeshMesh;
  112701. private _getDebugMesh;
  112702. /** Releases all resources */
  112703. dispose(): void;
  112704. }
  112705. }
  112706. declare module BABYLON {
  112707. /**
  112708. * Class containing static functions to help procedurally build meshes
  112709. */
  112710. export class LinesBuilder {
  112711. /**
  112712. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  112713. * * 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
  112714. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  112715. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  112716. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  112717. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  112718. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  112719. * * 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
  112720. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  112721. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112722. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  112723. * @param name defines the name of the new line system
  112724. * @param options defines the options used to create the line system
  112725. * @param scene defines the hosting scene
  112726. * @returns a new line system mesh
  112727. */
  112728. static CreateLineSystem(name: string, options: {
  112729. lines: Vector3[][];
  112730. updatable?: boolean;
  112731. instance?: Nullable<LinesMesh>;
  112732. colors?: Nullable<Color4[][]>;
  112733. useVertexAlpha?: boolean;
  112734. }, scene: Nullable<Scene>): LinesMesh;
  112735. /**
  112736. * Creates a line mesh
  112737. * 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
  112738. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112739. * * The parameter `points` is an array successive Vector3
  112740. * * 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
  112741. * * The optional parameter `colors` is an array of successive Color4, one per line point
  112742. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  112743. * * When updating an instance, remember that only point positions can change, not the number of points
  112744. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112745. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  112746. * @param name defines the name of the new line system
  112747. * @param options defines the options used to create the line system
  112748. * @param scene defines the hosting scene
  112749. * @returns a new line mesh
  112750. */
  112751. static CreateLines(name: string, options: {
  112752. points: Vector3[];
  112753. updatable?: boolean;
  112754. instance?: Nullable<LinesMesh>;
  112755. colors?: Color4[];
  112756. useVertexAlpha?: boolean;
  112757. }, scene?: Nullable<Scene>): LinesMesh;
  112758. /**
  112759. * Creates a dashed line mesh
  112760. * * 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
  112761. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112762. * * The parameter `points` is an array successive Vector3
  112763. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  112764. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  112765. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  112766. * * 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
  112767. * * When updating an instance, remember that only point positions can change, not the number of points
  112768. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112769. * @param name defines the name of the mesh
  112770. * @param options defines the options used to create the mesh
  112771. * @param scene defines the hosting scene
  112772. * @returns the dashed line mesh
  112773. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  112774. */
  112775. static CreateDashedLines(name: string, options: {
  112776. points: Vector3[];
  112777. dashSize?: number;
  112778. gapSize?: number;
  112779. dashNb?: number;
  112780. updatable?: boolean;
  112781. instance?: LinesMesh;
  112782. }, scene?: Nullable<Scene>): LinesMesh;
  112783. }
  112784. }
  112785. declare module BABYLON {
  112786. /**
  112787. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112788. * in order to better appreciate the issue one might have.
  112789. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112790. */
  112791. export class RayHelper {
  112792. /**
  112793. * Defines the ray we are currently tryin to visualize.
  112794. */
  112795. ray: Nullable<Ray>;
  112796. private _renderPoints;
  112797. private _renderLine;
  112798. private _renderFunction;
  112799. private _scene;
  112800. private _updateToMeshFunction;
  112801. private _attachedToMesh;
  112802. private _meshSpaceDirection;
  112803. private _meshSpaceOrigin;
  112804. /**
  112805. * Helper function to create a colored helper in a scene in one line.
  112806. * @param ray Defines the ray we are currently tryin to visualize
  112807. * @param scene Defines the scene the ray is used in
  112808. * @param color Defines the color we want to see the ray in
  112809. * @returns The newly created ray helper.
  112810. */
  112811. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  112812. /**
  112813. * Instantiate a new ray helper.
  112814. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112815. * in order to better appreciate the issue one might have.
  112816. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112817. * @param ray Defines the ray we are currently tryin to visualize
  112818. */
  112819. constructor(ray: Ray);
  112820. /**
  112821. * Shows the ray we are willing to debug.
  112822. * @param scene Defines the scene the ray needs to be rendered in
  112823. * @param color Defines the color the ray needs to be rendered in
  112824. */
  112825. show(scene: Scene, color?: Color3): void;
  112826. /**
  112827. * Hides the ray we are debugging.
  112828. */
  112829. hide(): void;
  112830. private _render;
  112831. /**
  112832. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  112833. * @param mesh Defines the mesh we want the helper attached to
  112834. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  112835. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  112836. * @param length Defines the length of the ray
  112837. */
  112838. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  112839. /**
  112840. * Detach the ray helper from the mesh it has previously been attached to.
  112841. */
  112842. detachFromMesh(): void;
  112843. private _updateToMesh;
  112844. /**
  112845. * Dispose the helper and release its associated resources.
  112846. */
  112847. dispose(): void;
  112848. }
  112849. }
  112850. declare module BABYLON.Debug {
  112851. /**
  112852. * Class used to render a debug view of a given skeleton
  112853. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  112854. */
  112855. export class SkeletonViewer {
  112856. /** defines the skeleton to render */
  112857. skeleton: Skeleton;
  112858. /** defines the mesh attached to the skeleton */
  112859. mesh: AbstractMesh;
  112860. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112861. autoUpdateBonesMatrices: boolean;
  112862. /** defines the rendering group id to use with the viewer */
  112863. renderingGroupId: number;
  112864. /** Gets or sets the color used to render the skeleton */
  112865. color: Color3;
  112866. private _scene;
  112867. private _debugLines;
  112868. private _debugMesh;
  112869. private _isEnabled;
  112870. private _renderFunction;
  112871. private _utilityLayer;
  112872. /**
  112873. * Returns the mesh used to render the bones
  112874. */
  112875. readonly debugMesh: Nullable<LinesMesh>;
  112876. /**
  112877. * Creates a new SkeletonViewer
  112878. * @param skeleton defines the skeleton to render
  112879. * @param mesh defines the mesh attached to the skeleton
  112880. * @param scene defines the hosting scene
  112881. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  112882. * @param renderingGroupId defines the rendering group id to use with the viewer
  112883. */
  112884. constructor(
  112885. /** defines the skeleton to render */
  112886. skeleton: Skeleton,
  112887. /** defines the mesh attached to the skeleton */
  112888. mesh: AbstractMesh, scene: Scene,
  112889. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112890. autoUpdateBonesMatrices?: boolean,
  112891. /** defines the rendering group id to use with the viewer */
  112892. renderingGroupId?: number);
  112893. /** Gets or sets a boolean indicating if the viewer is enabled */
  112894. isEnabled: boolean;
  112895. private _getBonePosition;
  112896. private _getLinesForBonesWithLength;
  112897. private _getLinesForBonesNoLength;
  112898. /** Update the viewer to sync with current skeleton state */
  112899. update(): void;
  112900. /** Release associated resources */
  112901. dispose(): void;
  112902. }
  112903. }
  112904. declare module BABYLON {
  112905. /**
  112906. * Options to create the null engine
  112907. */
  112908. export class NullEngineOptions {
  112909. /**
  112910. * Render width (Default: 512)
  112911. */
  112912. renderWidth: number;
  112913. /**
  112914. * Render height (Default: 256)
  112915. */
  112916. renderHeight: number;
  112917. /**
  112918. * Texture size (Default: 512)
  112919. */
  112920. textureSize: number;
  112921. /**
  112922. * If delta time between frames should be constant
  112923. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112924. */
  112925. deterministicLockstep: boolean;
  112926. /**
  112927. * Maximum about of steps between frames (Default: 4)
  112928. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112929. */
  112930. lockstepMaxSteps: number;
  112931. }
  112932. /**
  112933. * The null engine class provides support for headless version of babylon.js.
  112934. * This can be used in server side scenario or for testing purposes
  112935. */
  112936. export class NullEngine extends Engine {
  112937. private _options;
  112938. /**
  112939. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  112940. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112941. * @returns true if engine is in deterministic lock step mode
  112942. */
  112943. isDeterministicLockStep(): boolean;
  112944. /**
  112945. * Gets the max steps when engine is running in deterministic lock step
  112946. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112947. * @returns the max steps
  112948. */
  112949. getLockstepMaxSteps(): number;
  112950. /**
  112951. * Gets the current hardware scaling level.
  112952. * By default the hardware scaling level is computed from the window device ratio.
  112953. * 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.
  112954. * @returns a number indicating the current hardware scaling level
  112955. */
  112956. getHardwareScalingLevel(): number;
  112957. constructor(options?: NullEngineOptions);
  112958. /**
  112959. * Creates a vertex buffer
  112960. * @param vertices the data for the vertex buffer
  112961. * @returns the new WebGL static buffer
  112962. */
  112963. createVertexBuffer(vertices: FloatArray): DataBuffer;
  112964. /**
  112965. * Creates a new index buffer
  112966. * @param indices defines the content of the index buffer
  112967. * @param updatable defines if the index buffer must be updatable
  112968. * @returns a new webGL buffer
  112969. */
  112970. createIndexBuffer(indices: IndicesArray): DataBuffer;
  112971. /**
  112972. * Clear the current render buffer or the current render target (if any is set up)
  112973. * @param color defines the color to use
  112974. * @param backBuffer defines if the back buffer must be cleared
  112975. * @param depth defines if the depth buffer must be cleared
  112976. * @param stencil defines if the stencil buffer must be cleared
  112977. */
  112978. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112979. /**
  112980. * Gets the current render width
  112981. * @param useScreen defines if screen size must be used (or the current render target if any)
  112982. * @returns a number defining the current render width
  112983. */
  112984. getRenderWidth(useScreen?: boolean): number;
  112985. /**
  112986. * Gets the current render height
  112987. * @param useScreen defines if screen size must be used (or the current render target if any)
  112988. * @returns a number defining the current render height
  112989. */
  112990. getRenderHeight(useScreen?: boolean): number;
  112991. /**
  112992. * Set the WebGL's viewport
  112993. * @param viewport defines the viewport element to be used
  112994. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  112995. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  112996. */
  112997. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  112998. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  112999. /**
  113000. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  113001. * @param pipelineContext defines the pipeline context to use
  113002. * @param uniformsNames defines the list of uniform names
  113003. * @returns an array of webGL uniform locations
  113004. */
  113005. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  113006. /**
  113007. * Gets the lsit of active attributes for a given webGL program
  113008. * @param pipelineContext defines the pipeline context to use
  113009. * @param attributesNames defines the list of attribute names to get
  113010. * @returns an array of indices indicating the offset of each attribute
  113011. */
  113012. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  113013. /**
  113014. * Binds an effect to the webGL context
  113015. * @param effect defines the effect to bind
  113016. */
  113017. bindSamplers(effect: Effect): void;
  113018. /**
  113019. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  113020. * @param effect defines the effect to activate
  113021. */
  113022. enableEffect(effect: Effect): void;
  113023. /**
  113024. * Set various states to the webGL context
  113025. * @param culling defines backface culling state
  113026. * @param zOffset defines the value to apply to zOffset (0 by default)
  113027. * @param force defines if states must be applied even if cache is up to date
  113028. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  113029. */
  113030. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  113031. /**
  113032. * Set the value of an uniform to an array of int32
  113033. * @param uniform defines the webGL uniform location where to store the value
  113034. * @param array defines the array of int32 to store
  113035. */
  113036. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  113037. /**
  113038. * Set the value of an uniform to an array of int32 (stored as vec2)
  113039. * @param uniform defines the webGL uniform location where to store the value
  113040. * @param array defines the array of int32 to store
  113041. */
  113042. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  113043. /**
  113044. * Set the value of an uniform to an array of int32 (stored as vec3)
  113045. * @param uniform defines the webGL uniform location where to store the value
  113046. * @param array defines the array of int32 to store
  113047. */
  113048. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  113049. /**
  113050. * Set the value of an uniform to an array of int32 (stored as vec4)
  113051. * @param uniform defines the webGL uniform location where to store the value
  113052. * @param array defines the array of int32 to store
  113053. */
  113054. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  113055. /**
  113056. * Set the value of an uniform to an array of float32
  113057. * @param uniform defines the webGL uniform location where to store the value
  113058. * @param array defines the array of float32 to store
  113059. */
  113060. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  113061. /**
  113062. * Set the value of an uniform to an array of float32 (stored as vec2)
  113063. * @param uniform defines the webGL uniform location where to store the value
  113064. * @param array defines the array of float32 to store
  113065. */
  113066. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  113067. /**
  113068. * Set the value of an uniform to an array of float32 (stored as vec3)
  113069. * @param uniform defines the webGL uniform location where to store the value
  113070. * @param array defines the array of float32 to store
  113071. */
  113072. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  113073. /**
  113074. * Set the value of an uniform to an array of float32 (stored as vec4)
  113075. * @param uniform defines the webGL uniform location where to store the value
  113076. * @param array defines the array of float32 to store
  113077. */
  113078. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  113079. /**
  113080. * Set the value of an uniform to an array of number
  113081. * @param uniform defines the webGL uniform location where to store the value
  113082. * @param array defines the array of number to store
  113083. */
  113084. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  113085. /**
  113086. * Set the value of an uniform to an array of number (stored as vec2)
  113087. * @param uniform defines the webGL uniform location where to store the value
  113088. * @param array defines the array of number to store
  113089. */
  113090. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  113091. /**
  113092. * Set the value of an uniform to an array of number (stored as vec3)
  113093. * @param uniform defines the webGL uniform location where to store the value
  113094. * @param array defines the array of number to store
  113095. */
  113096. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  113097. /**
  113098. * Set the value of an uniform to an array of number (stored as vec4)
  113099. * @param uniform defines the webGL uniform location where to store the value
  113100. * @param array defines the array of number to store
  113101. */
  113102. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  113103. /**
  113104. * Set the value of an uniform to an array of float32 (stored as matrices)
  113105. * @param uniform defines the webGL uniform location where to store the value
  113106. * @param matrices defines the array of float32 to store
  113107. */
  113108. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  113109. /**
  113110. * Set the value of an uniform to a matrix (3x3)
  113111. * @param uniform defines the webGL uniform location where to store the value
  113112. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  113113. */
  113114. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113115. /**
  113116. * Set the value of an uniform to a matrix (2x2)
  113117. * @param uniform defines the webGL uniform location where to store the value
  113118. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  113119. */
  113120. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113121. /**
  113122. * Set the value of an uniform to a number (float)
  113123. * @param uniform defines the webGL uniform location where to store the value
  113124. * @param value defines the float number to store
  113125. */
  113126. setFloat(uniform: WebGLUniformLocation, value: number): void;
  113127. /**
  113128. * Set the value of an uniform to a vec2
  113129. * @param uniform defines the webGL uniform location where to store the value
  113130. * @param x defines the 1st component of the value
  113131. * @param y defines the 2nd component of the value
  113132. */
  113133. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  113134. /**
  113135. * Set the value of an uniform to a vec3
  113136. * @param uniform defines the webGL uniform location where to store the value
  113137. * @param x defines the 1st component of the value
  113138. * @param y defines the 2nd component of the value
  113139. * @param z defines the 3rd component of the value
  113140. */
  113141. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  113142. /**
  113143. * Set the value of an uniform to a boolean
  113144. * @param uniform defines the webGL uniform location where to store the value
  113145. * @param bool defines the boolean to store
  113146. */
  113147. setBool(uniform: WebGLUniformLocation, bool: number): void;
  113148. /**
  113149. * Set the value of an uniform to a vec4
  113150. * @param uniform defines the webGL uniform location where to store the value
  113151. * @param x defines the 1st component of the value
  113152. * @param y defines the 2nd component of the value
  113153. * @param z defines the 3rd component of the value
  113154. * @param w defines the 4th component of the value
  113155. */
  113156. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  113157. /**
  113158. * Sets the current alpha mode
  113159. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  113160. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  113161. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113162. */
  113163. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  113164. /**
  113165. * Bind webGl buffers directly to the webGL context
  113166. * @param vertexBuffers defines the vertex buffer to bind
  113167. * @param indexBuffer defines the index buffer to bind
  113168. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  113169. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  113170. * @param effect defines the effect associated with the vertex buffer
  113171. */
  113172. bindBuffers(vertexBuffers: {
  113173. [key: string]: VertexBuffer;
  113174. }, indexBuffer: DataBuffer, effect: Effect): void;
  113175. /**
  113176. * Force the entire cache to be cleared
  113177. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  113178. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  113179. */
  113180. wipeCaches(bruteForce?: boolean): void;
  113181. /**
  113182. * Send a draw order
  113183. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  113184. * @param indexStart defines the starting index
  113185. * @param indexCount defines the number of index to draw
  113186. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113187. */
  113188. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  113189. /**
  113190. * Draw a list of indexed primitives
  113191. * @param fillMode defines the primitive to use
  113192. * @param indexStart defines the starting index
  113193. * @param indexCount defines the number of index to draw
  113194. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113195. */
  113196. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  113197. /**
  113198. * Draw a list of unindexed primitives
  113199. * @param fillMode defines the primitive to use
  113200. * @param verticesStart defines the index of first vertex to draw
  113201. * @param verticesCount defines the count of vertices to draw
  113202. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113203. */
  113204. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  113205. /** @hidden */
  113206. _createTexture(): WebGLTexture;
  113207. /** @hidden */
  113208. _releaseTexture(texture: InternalTexture): void;
  113209. /**
  113210. * Usually called from Texture.ts.
  113211. * Passed information to create a WebGLTexture
  113212. * @param urlArg defines a value which contains one of the following:
  113213. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  113214. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  113215. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  113216. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  113217. * @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)
  113218. * @param scene needed for loading to the correct scene
  113219. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  113220. * @param onLoad optional callback to be called upon successful completion
  113221. * @param onError optional callback to be called upon failure
  113222. * @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
  113223. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  113224. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  113225. * @param forcedExtension defines the extension to use to pick the right loader
  113226. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  113227. * @returns a InternalTexture for assignment back into BABYLON.Texture
  113228. */
  113229. 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;
  113230. /**
  113231. * Creates a new render target texture
  113232. * @param size defines the size of the texture
  113233. * @param options defines the options used to create the texture
  113234. * @returns a new render target texture stored in an InternalTexture
  113235. */
  113236. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  113237. /**
  113238. * Update the sampling mode of a given texture
  113239. * @param samplingMode defines the required sampling mode
  113240. * @param texture defines the texture to update
  113241. */
  113242. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  113243. /**
  113244. * Binds the frame buffer to the specified texture.
  113245. * @param texture The texture to render to or null for the default canvas
  113246. * @param faceIndex The face of the texture to render to in case of cube texture
  113247. * @param requiredWidth The width of the target to render to
  113248. * @param requiredHeight The height of the target to render to
  113249. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  113250. * @param depthStencilTexture The depth stencil texture to use to render
  113251. * @param lodLevel defines le lod level to bind to the frame buffer
  113252. */
  113253. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  113254. /**
  113255. * Unbind the current render target texture from the webGL context
  113256. * @param texture defines the render target texture to unbind
  113257. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  113258. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  113259. */
  113260. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  113261. /**
  113262. * Creates a dynamic vertex buffer
  113263. * @param vertices the data for the dynamic vertex buffer
  113264. * @returns the new WebGL dynamic buffer
  113265. */
  113266. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  113267. /**
  113268. * Update the content of a dynamic texture
  113269. * @param texture defines the texture to update
  113270. * @param canvas defines the canvas containing the source
  113271. * @param invertY defines if data must be stored with Y axis inverted
  113272. * @param premulAlpha defines if alpha is stored as premultiplied
  113273. * @param format defines the format of the data
  113274. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  113275. */
  113276. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  113277. /**
  113278. * Gets a boolean indicating if all created effects are ready
  113279. * @returns true if all effects are ready
  113280. */
  113281. areAllEffectsReady(): boolean;
  113282. /**
  113283. * @hidden
  113284. * Get the current error code of the webGL context
  113285. * @returns the error code
  113286. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  113287. */
  113288. getError(): number;
  113289. /** @hidden */
  113290. _getUnpackAlignement(): number;
  113291. /** @hidden */
  113292. _unpackFlipY(value: boolean): void;
  113293. /**
  113294. * Update a dynamic index buffer
  113295. * @param indexBuffer defines the target index buffer
  113296. * @param indices defines the data to update
  113297. * @param offset defines the offset in the target index buffer where update should start
  113298. */
  113299. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  113300. /**
  113301. * Updates a dynamic vertex buffer.
  113302. * @param vertexBuffer the vertex buffer to update
  113303. * @param vertices the data used to update the vertex buffer
  113304. * @param byteOffset the byte offset of the data (optional)
  113305. * @param byteLength the byte length of the data (optional)
  113306. */
  113307. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  113308. /** @hidden */
  113309. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  113310. /** @hidden */
  113311. _bindTexture(channel: number, texture: InternalTexture): void;
  113312. protected _deleteBuffer(buffer: WebGLBuffer): void;
  113313. /**
  113314. * 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
  113315. */
  113316. releaseEffects(): void;
  113317. displayLoadingUI(): void;
  113318. hideLoadingUI(): void;
  113319. /** @hidden */
  113320. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113321. /** @hidden */
  113322. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113323. /** @hidden */
  113324. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113325. /** @hidden */
  113326. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  113327. }
  113328. }
  113329. declare module BABYLON {
  113330. /** @hidden */
  113331. export class _OcclusionDataStorage {
  113332. /** @hidden */
  113333. occlusionInternalRetryCounter: number;
  113334. /** @hidden */
  113335. isOcclusionQueryInProgress: boolean;
  113336. /** @hidden */
  113337. isOccluded: boolean;
  113338. /** @hidden */
  113339. occlusionRetryCount: number;
  113340. /** @hidden */
  113341. occlusionType: number;
  113342. /** @hidden */
  113343. occlusionQueryAlgorithmType: number;
  113344. }
  113345. interface Engine {
  113346. /**
  113347. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  113348. * @return the new query
  113349. */
  113350. createQuery(): WebGLQuery;
  113351. /**
  113352. * Delete and release a webGL query
  113353. * @param query defines the query to delete
  113354. * @return the current engine
  113355. */
  113356. deleteQuery(query: WebGLQuery): Engine;
  113357. /**
  113358. * Check if a given query has resolved and got its value
  113359. * @param query defines the query to check
  113360. * @returns true if the query got its value
  113361. */
  113362. isQueryResultAvailable(query: WebGLQuery): boolean;
  113363. /**
  113364. * Gets the value of a given query
  113365. * @param query defines the query to check
  113366. * @returns the value of the query
  113367. */
  113368. getQueryResult(query: WebGLQuery): number;
  113369. /**
  113370. * Initiates an occlusion query
  113371. * @param algorithmType defines the algorithm to use
  113372. * @param query defines the query to use
  113373. * @returns the current engine
  113374. * @see http://doc.babylonjs.com/features/occlusionquery
  113375. */
  113376. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  113377. /**
  113378. * Ends an occlusion query
  113379. * @see http://doc.babylonjs.com/features/occlusionquery
  113380. * @param algorithmType defines the algorithm to use
  113381. * @returns the current engine
  113382. */
  113383. endOcclusionQuery(algorithmType: number): Engine;
  113384. /**
  113385. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  113386. * Please note that only one query can be issued at a time
  113387. * @returns a time token used to track the time span
  113388. */
  113389. startTimeQuery(): Nullable<_TimeToken>;
  113390. /**
  113391. * Ends a time query
  113392. * @param token defines the token used to measure the time span
  113393. * @returns the time spent (in ns)
  113394. */
  113395. endTimeQuery(token: _TimeToken): int;
  113396. /** @hidden */
  113397. _currentNonTimestampToken: Nullable<_TimeToken>;
  113398. /** @hidden */
  113399. _createTimeQuery(): WebGLQuery;
  113400. /** @hidden */
  113401. _deleteTimeQuery(query: WebGLQuery): void;
  113402. /** @hidden */
  113403. _getGlAlgorithmType(algorithmType: number): number;
  113404. /** @hidden */
  113405. _getTimeQueryResult(query: WebGLQuery): any;
  113406. /** @hidden */
  113407. _getTimeQueryAvailability(query: WebGLQuery): any;
  113408. }
  113409. interface AbstractMesh {
  113410. /**
  113411. * Backing filed
  113412. * @hidden
  113413. */
  113414. __occlusionDataStorage: _OcclusionDataStorage;
  113415. /**
  113416. * Access property
  113417. * @hidden
  113418. */
  113419. _occlusionDataStorage: _OcclusionDataStorage;
  113420. /**
  113421. * 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.
  113422. * The default value is -1 which means don't break the query and wait till the result
  113423. * @see http://doc.babylonjs.com/features/occlusionquery
  113424. */
  113425. occlusionRetryCount: number;
  113426. /**
  113427. * 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:
  113428. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  113429. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  113430. * * 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.
  113431. * @see http://doc.babylonjs.com/features/occlusionquery
  113432. */
  113433. occlusionType: number;
  113434. /**
  113435. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  113436. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  113437. * * 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.
  113438. * @see http://doc.babylonjs.com/features/occlusionquery
  113439. */
  113440. occlusionQueryAlgorithmType: number;
  113441. /**
  113442. * 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
  113443. * @see http://doc.babylonjs.com/features/occlusionquery
  113444. */
  113445. isOccluded: boolean;
  113446. /**
  113447. * Flag to check the progress status of the query
  113448. * @see http://doc.babylonjs.com/features/occlusionquery
  113449. */
  113450. isOcclusionQueryInProgress: boolean;
  113451. }
  113452. }
  113453. declare module BABYLON {
  113454. /** @hidden */
  113455. export var _forceTransformFeedbackToBundle: boolean;
  113456. interface Engine {
  113457. /**
  113458. * Creates a webGL transform feedback object
  113459. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  113460. * @returns the webGL transform feedback object
  113461. */
  113462. createTransformFeedback(): WebGLTransformFeedback;
  113463. /**
  113464. * Delete a webGL transform feedback object
  113465. * @param value defines the webGL transform feedback object to delete
  113466. */
  113467. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  113468. /**
  113469. * Bind a webGL transform feedback object to the webgl context
  113470. * @param value defines the webGL transform feedback object to bind
  113471. */
  113472. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  113473. /**
  113474. * Begins a transform feedback operation
  113475. * @param usePoints defines if points or triangles must be used
  113476. */
  113477. beginTransformFeedback(usePoints: boolean): void;
  113478. /**
  113479. * Ends a transform feedback operation
  113480. */
  113481. endTransformFeedback(): void;
  113482. /**
  113483. * Specify the varyings to use with transform feedback
  113484. * @param program defines the associated webGL program
  113485. * @param value defines the list of strings representing the varying names
  113486. */
  113487. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  113488. /**
  113489. * Bind a webGL buffer for a transform feedback operation
  113490. * @param value defines the webGL buffer to bind
  113491. */
  113492. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  113493. }
  113494. }
  113495. declare module BABYLON {
  113496. /**
  113497. * Creation options of the multi render target texture.
  113498. */
  113499. export interface IMultiRenderTargetOptions {
  113500. /**
  113501. * Define if the texture needs to create mip maps after render.
  113502. */
  113503. generateMipMaps?: boolean;
  113504. /**
  113505. * Define the types of all the draw buffers we want to create
  113506. */
  113507. types?: number[];
  113508. /**
  113509. * Define the sampling modes of all the draw buffers we want to create
  113510. */
  113511. samplingModes?: number[];
  113512. /**
  113513. * Define if a depth buffer is required
  113514. */
  113515. generateDepthBuffer?: boolean;
  113516. /**
  113517. * Define if a stencil buffer is required
  113518. */
  113519. generateStencilBuffer?: boolean;
  113520. /**
  113521. * Define if a depth texture is required instead of a depth buffer
  113522. */
  113523. generateDepthTexture?: boolean;
  113524. /**
  113525. * Define the number of desired draw buffers
  113526. */
  113527. textureCount?: number;
  113528. /**
  113529. * Define if aspect ratio should be adapted to the texture or stay the scene one
  113530. */
  113531. doNotChangeAspectRatio?: boolean;
  113532. /**
  113533. * Define the default type of the buffers we are creating
  113534. */
  113535. defaultType?: number;
  113536. }
  113537. /**
  113538. * A multi render target, like a render target provides the ability to render to a texture.
  113539. * Unlike the render target, it can render to several draw buffers in one draw.
  113540. * This is specially interesting in deferred rendering or for any effects requiring more than
  113541. * just one color from a single pass.
  113542. */
  113543. export class MultiRenderTarget extends RenderTargetTexture {
  113544. private _internalTextures;
  113545. private _textures;
  113546. private _multiRenderTargetOptions;
  113547. /**
  113548. * Get if draw buffers are currently supported by the used hardware and browser.
  113549. */
  113550. readonly isSupported: boolean;
  113551. /**
  113552. * Get the list of textures generated by the multi render target.
  113553. */
  113554. readonly textures: Texture[];
  113555. /**
  113556. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  113557. */
  113558. readonly depthTexture: Texture;
  113559. /**
  113560. * Set the wrapping mode on U of all the textures we are rendering to.
  113561. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113562. */
  113563. wrapU: number;
  113564. /**
  113565. * Set the wrapping mode on V of all the textures we are rendering to.
  113566. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113567. */
  113568. wrapV: number;
  113569. /**
  113570. * Instantiate a new multi render target texture.
  113571. * A multi render target, like a render target provides the ability to render to a texture.
  113572. * Unlike the render target, it can render to several draw buffers in one draw.
  113573. * This is specially interesting in deferred rendering or for any effects requiring more than
  113574. * just one color from a single pass.
  113575. * @param name Define the name of the texture
  113576. * @param size Define the size of the buffers to render to
  113577. * @param count Define the number of target we are rendering into
  113578. * @param scene Define the scene the texture belongs to
  113579. * @param options Define the options used to create the multi render target
  113580. */
  113581. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  113582. /** @hidden */
  113583. _rebuild(): void;
  113584. private _createInternalTextures;
  113585. private _createTextures;
  113586. /**
  113587. * Define the number of samples used if MSAA is enabled.
  113588. */
  113589. samples: number;
  113590. /**
  113591. * Resize all the textures in the multi render target.
  113592. * Be carrefull as it will recreate all the data in the new texture.
  113593. * @param size Define the new size
  113594. */
  113595. resize(size: any): void;
  113596. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  113597. /**
  113598. * Dispose the render targets and their associated resources
  113599. */
  113600. dispose(): void;
  113601. /**
  113602. * Release all the underlying texture used as draw buffers.
  113603. */
  113604. releaseInternalTextures(): void;
  113605. }
  113606. }
  113607. declare module BABYLON {
  113608. interface ThinEngine {
  113609. /**
  113610. * Unbind a list of render target textures from the webGL context
  113611. * This is used only when drawBuffer extension or webGL2 are active
  113612. * @param textures defines the render target textures to unbind
  113613. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  113614. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  113615. */
  113616. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  113617. /**
  113618. * Create a multi render target texture
  113619. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  113620. * @param size defines the size of the texture
  113621. * @param options defines the creation options
  113622. * @returns the cube texture as an InternalTexture
  113623. */
  113624. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  113625. /**
  113626. * Update the sample count for a given multiple render target texture
  113627. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  113628. * @param textures defines the textures to update
  113629. * @param samples defines the sample count to set
  113630. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  113631. */
  113632. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  113633. }
  113634. }
  113635. declare module BABYLON {
  113636. /**
  113637. * Class used to define an additional view for the engine
  113638. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113639. */
  113640. export class EngineView {
  113641. /** Defines the canvas where to render the view */
  113642. target: HTMLCanvasElement;
  113643. /** Defines an optional camera used to render the view (will use active camera else) */
  113644. camera?: Camera;
  113645. }
  113646. interface Engine {
  113647. /**
  113648. * Gets or sets the HTML element to use for attaching events
  113649. */
  113650. inputElement: Nullable<HTMLElement>;
  113651. /**
  113652. * Gets the current engine view
  113653. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113654. */
  113655. activeView: Nullable<EngineView>;
  113656. /** Gets or sets the list of views */
  113657. views: EngineView[];
  113658. /**
  113659. * Register a new child canvas
  113660. * @param canvas defines the canvas to register
  113661. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  113662. * @returns the associated view
  113663. */
  113664. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  113665. /**
  113666. * Remove a registered child canvas
  113667. * @param canvas defines the canvas to remove
  113668. * @returns the current engine
  113669. */
  113670. unRegisterView(canvas: HTMLCanvasElement): Engine;
  113671. }
  113672. }
  113673. declare module BABYLON {
  113674. /**
  113675. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  113676. */
  113677. export interface CubeMapInfo {
  113678. /**
  113679. * The pixel array for the front face.
  113680. * This is stored in format, left to right, up to down format.
  113681. */
  113682. front: Nullable<ArrayBufferView>;
  113683. /**
  113684. * The pixel array for the back face.
  113685. * This is stored in format, left to right, up to down format.
  113686. */
  113687. back: Nullable<ArrayBufferView>;
  113688. /**
  113689. * The pixel array for the left face.
  113690. * This is stored in format, left to right, up to down format.
  113691. */
  113692. left: Nullable<ArrayBufferView>;
  113693. /**
  113694. * The pixel array for the right face.
  113695. * This is stored in format, left to right, up to down format.
  113696. */
  113697. right: Nullable<ArrayBufferView>;
  113698. /**
  113699. * The pixel array for the up face.
  113700. * This is stored in format, left to right, up to down format.
  113701. */
  113702. up: Nullable<ArrayBufferView>;
  113703. /**
  113704. * The pixel array for the down face.
  113705. * This is stored in format, left to right, up to down format.
  113706. */
  113707. down: Nullable<ArrayBufferView>;
  113708. /**
  113709. * The size of the cubemap stored.
  113710. *
  113711. * Each faces will be size * size pixels.
  113712. */
  113713. size: number;
  113714. /**
  113715. * The format of the texture.
  113716. *
  113717. * RGBA, RGB.
  113718. */
  113719. format: number;
  113720. /**
  113721. * The type of the texture data.
  113722. *
  113723. * UNSIGNED_INT, FLOAT.
  113724. */
  113725. type: number;
  113726. /**
  113727. * Specifies whether the texture is in gamma space.
  113728. */
  113729. gammaSpace: boolean;
  113730. }
  113731. /**
  113732. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  113733. */
  113734. export class PanoramaToCubeMapTools {
  113735. private static FACE_FRONT;
  113736. private static FACE_BACK;
  113737. private static FACE_RIGHT;
  113738. private static FACE_LEFT;
  113739. private static FACE_DOWN;
  113740. private static FACE_UP;
  113741. /**
  113742. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  113743. *
  113744. * @param float32Array The source data.
  113745. * @param inputWidth The width of the input panorama.
  113746. * @param inputHeight The height of the input panorama.
  113747. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  113748. * @return The cubemap data
  113749. */
  113750. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  113751. private static CreateCubemapTexture;
  113752. private static CalcProjectionSpherical;
  113753. }
  113754. }
  113755. declare module BABYLON {
  113756. /**
  113757. * Helper class dealing with the extraction of spherical polynomial dataArray
  113758. * from a cube map.
  113759. */
  113760. export class CubeMapToSphericalPolynomialTools {
  113761. private static FileFaces;
  113762. /**
  113763. * Converts a texture to the according Spherical Polynomial data.
  113764. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113765. *
  113766. * @param texture The texture to extract the information from.
  113767. * @return The Spherical Polynomial data.
  113768. */
  113769. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  113770. /**
  113771. * Converts a cubemap to the according Spherical Polynomial data.
  113772. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113773. *
  113774. * @param cubeInfo The Cube map to extract the information from.
  113775. * @return The Spherical Polynomial data.
  113776. */
  113777. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  113778. }
  113779. }
  113780. declare module BABYLON {
  113781. interface BaseTexture {
  113782. /**
  113783. * Get the polynomial representation of the texture data.
  113784. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  113785. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  113786. */
  113787. sphericalPolynomial: Nullable<SphericalPolynomial>;
  113788. }
  113789. }
  113790. declare module BABYLON {
  113791. /** @hidden */
  113792. export var rgbdEncodePixelShader: {
  113793. name: string;
  113794. shader: string;
  113795. };
  113796. }
  113797. declare module BABYLON {
  113798. /** @hidden */
  113799. export var rgbdDecodePixelShader: {
  113800. name: string;
  113801. shader: string;
  113802. };
  113803. }
  113804. declare module BABYLON {
  113805. /**
  113806. * Raw texture data and descriptor sufficient for WebGL texture upload
  113807. */
  113808. export interface EnvironmentTextureInfo {
  113809. /**
  113810. * Version of the environment map
  113811. */
  113812. version: number;
  113813. /**
  113814. * Width of image
  113815. */
  113816. width: number;
  113817. /**
  113818. * Irradiance information stored in the file.
  113819. */
  113820. irradiance: any;
  113821. /**
  113822. * Specular information stored in the file.
  113823. */
  113824. specular: any;
  113825. }
  113826. /**
  113827. * Defines One Image in the file. It requires only the position in the file
  113828. * as well as the length.
  113829. */
  113830. interface BufferImageData {
  113831. /**
  113832. * Length of the image data.
  113833. */
  113834. length: number;
  113835. /**
  113836. * Position of the data from the null terminator delimiting the end of the JSON.
  113837. */
  113838. position: number;
  113839. }
  113840. /**
  113841. * Defines the specular data enclosed in the file.
  113842. * This corresponds to the version 1 of the data.
  113843. */
  113844. export interface EnvironmentTextureSpecularInfoV1 {
  113845. /**
  113846. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  113847. */
  113848. specularDataPosition?: number;
  113849. /**
  113850. * This contains all the images data needed to reconstruct the cubemap.
  113851. */
  113852. mipmaps: Array<BufferImageData>;
  113853. /**
  113854. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  113855. */
  113856. lodGenerationScale: number;
  113857. }
  113858. /**
  113859. * Sets of helpers addressing the serialization and deserialization of environment texture
  113860. * stored in a BabylonJS env file.
  113861. * Those files are usually stored as .env files.
  113862. */
  113863. export class EnvironmentTextureTools {
  113864. /**
  113865. * Magic number identifying the env file.
  113866. */
  113867. private static _MagicBytes;
  113868. /**
  113869. * Gets the environment info from an env file.
  113870. * @param data The array buffer containing the .env bytes.
  113871. * @returns the environment file info (the json header) if successfully parsed.
  113872. */
  113873. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  113874. /**
  113875. * Creates an environment texture from a loaded cube texture.
  113876. * @param texture defines the cube texture to convert in env file
  113877. * @return a promise containing the environment data if succesfull.
  113878. */
  113879. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  113880. /**
  113881. * Creates a JSON representation of the spherical data.
  113882. * @param texture defines the texture containing the polynomials
  113883. * @return the JSON representation of the spherical info
  113884. */
  113885. private static _CreateEnvTextureIrradiance;
  113886. /**
  113887. * Creates the ArrayBufferViews used for initializing environment texture image data.
  113888. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  113889. * @param info parameters that determine what views will be created for accessing the underlying buffer
  113890. * @return the views described by info providing access to the underlying buffer
  113891. */
  113892. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  113893. /**
  113894. * Uploads the texture info contained in the env file to the GPU.
  113895. * @param texture defines the internal texture to upload to
  113896. * @param arrayBuffer defines the buffer cotaining the data to load
  113897. * @param info defines the texture info retrieved through the GetEnvInfo method
  113898. * @returns a promise
  113899. */
  113900. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  113901. private static _OnImageReadyAsync;
  113902. /**
  113903. * Uploads the levels of image data to the GPU.
  113904. * @param texture defines the internal texture to upload to
  113905. * @param imageData defines the array buffer views of image data [mipmap][face]
  113906. * @returns a promise
  113907. */
  113908. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  113909. /**
  113910. * Uploads spherical polynomials information to the texture.
  113911. * @param texture defines the texture we are trying to upload the information to
  113912. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  113913. */
  113914. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  113915. /** @hidden */
  113916. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  113917. }
  113918. }
  113919. declare module BABYLON {
  113920. /**
  113921. * Contains position and normal vectors for a vertex
  113922. */
  113923. export class PositionNormalVertex {
  113924. /** the position of the vertex (defaut: 0,0,0) */
  113925. position: Vector3;
  113926. /** the normal of the vertex (defaut: 0,1,0) */
  113927. normal: Vector3;
  113928. /**
  113929. * Creates a PositionNormalVertex
  113930. * @param position the position of the vertex (defaut: 0,0,0)
  113931. * @param normal the normal of the vertex (defaut: 0,1,0)
  113932. */
  113933. constructor(
  113934. /** the position of the vertex (defaut: 0,0,0) */
  113935. position?: Vector3,
  113936. /** the normal of the vertex (defaut: 0,1,0) */
  113937. normal?: Vector3);
  113938. /**
  113939. * Clones the PositionNormalVertex
  113940. * @returns the cloned PositionNormalVertex
  113941. */
  113942. clone(): PositionNormalVertex;
  113943. }
  113944. /**
  113945. * Contains position, normal and uv vectors for a vertex
  113946. */
  113947. export class PositionNormalTextureVertex {
  113948. /** the position of the vertex (defaut: 0,0,0) */
  113949. position: Vector3;
  113950. /** the normal of the vertex (defaut: 0,1,0) */
  113951. normal: Vector3;
  113952. /** the uv of the vertex (default: 0,0) */
  113953. uv: Vector2;
  113954. /**
  113955. * Creates a PositionNormalTextureVertex
  113956. * @param position the position of the vertex (defaut: 0,0,0)
  113957. * @param normal the normal of the vertex (defaut: 0,1,0)
  113958. * @param uv the uv of the vertex (default: 0,0)
  113959. */
  113960. constructor(
  113961. /** the position of the vertex (defaut: 0,0,0) */
  113962. position?: Vector3,
  113963. /** the normal of the vertex (defaut: 0,1,0) */
  113964. normal?: Vector3,
  113965. /** the uv of the vertex (default: 0,0) */
  113966. uv?: Vector2);
  113967. /**
  113968. * Clones the PositionNormalTextureVertex
  113969. * @returns the cloned PositionNormalTextureVertex
  113970. */
  113971. clone(): PositionNormalTextureVertex;
  113972. }
  113973. }
  113974. declare module BABYLON {
  113975. /** @hidden */
  113976. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  113977. private _genericAttributeLocation;
  113978. private _varyingLocationCount;
  113979. private _varyingLocationMap;
  113980. private _replacements;
  113981. private _textureCount;
  113982. private _uniforms;
  113983. lineProcessor(line: string): string;
  113984. attributeProcessor(attribute: string): string;
  113985. varyingProcessor(varying: string, isFragment: boolean): string;
  113986. uniformProcessor(uniform: string): string;
  113987. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  113988. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  113989. }
  113990. }
  113991. declare module BABYLON {
  113992. /**
  113993. * Container for accessors for natively-stored mesh data buffers.
  113994. */
  113995. class NativeDataBuffer extends DataBuffer {
  113996. /**
  113997. * Accessor value used to identify/retrieve a natively-stored index buffer.
  113998. */
  113999. nativeIndexBuffer?: any;
  114000. /**
  114001. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  114002. */
  114003. nativeVertexBuffer?: any;
  114004. }
  114005. /** @hidden */
  114006. class NativeTexture extends InternalTexture {
  114007. getInternalTexture(): InternalTexture;
  114008. getViewCount(): number;
  114009. }
  114010. /** @hidden */
  114011. export class NativeEngine extends Engine {
  114012. private readonly _native;
  114013. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  114014. private readonly INVALID_HANDLE;
  114015. getHardwareScalingLevel(): number;
  114016. constructor();
  114017. /**
  114018. * Can be used to override the current requestAnimationFrame requester.
  114019. * @hidden
  114020. */
  114021. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  114022. /**
  114023. * Override default engine behavior.
  114024. * @param color
  114025. * @param backBuffer
  114026. * @param depth
  114027. * @param stencil
  114028. */
  114029. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  114030. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  114031. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  114032. createVertexBuffer(data: DataArray): NativeDataBuffer;
  114033. recordVertexArrayObject(vertexBuffers: {
  114034. [key: string]: VertexBuffer;
  114035. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  114036. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  114037. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  114038. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  114039. /**
  114040. * Draw a list of indexed primitives
  114041. * @param fillMode defines the primitive to use
  114042. * @param indexStart defines the starting index
  114043. * @param indexCount defines the number of index to draw
  114044. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  114045. */
  114046. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  114047. /**
  114048. * Draw a list of unindexed primitives
  114049. * @param fillMode defines the primitive to use
  114050. * @param verticesStart defines the index of first vertex to draw
  114051. * @param verticesCount defines the count of vertices to draw
  114052. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  114053. */
  114054. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  114055. createPipelineContext(): IPipelineContext;
  114056. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  114057. /** @hidden */
  114058. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  114059. /** @hidden */
  114060. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  114061. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  114062. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  114063. protected _setProgram(program: WebGLProgram): void;
  114064. _releaseEffect(effect: Effect): void;
  114065. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  114066. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  114067. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  114068. bindSamplers(effect: Effect): void;
  114069. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  114070. getRenderWidth(useScreen?: boolean): number;
  114071. getRenderHeight(useScreen?: boolean): number;
  114072. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  114073. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  114074. /**
  114075. * Set the z offset to apply to current rendering
  114076. * @param value defines the offset to apply
  114077. */
  114078. setZOffset(value: number): void;
  114079. /**
  114080. * Gets the current value of the zOffset
  114081. * @returns the current zOffset state
  114082. */
  114083. getZOffset(): number;
  114084. /**
  114085. * Enable or disable depth buffering
  114086. * @param enable defines the state to set
  114087. */
  114088. setDepthBuffer(enable: boolean): void;
  114089. /**
  114090. * Gets a boolean indicating if depth writing is enabled
  114091. * @returns the current depth writing state
  114092. */
  114093. getDepthWrite(): boolean;
  114094. /**
  114095. * Enable or disable depth writing
  114096. * @param enable defines the state to set
  114097. */
  114098. setDepthWrite(enable: boolean): void;
  114099. /**
  114100. * Enable or disable color writing
  114101. * @param enable defines the state to set
  114102. */
  114103. setColorWrite(enable: boolean): void;
  114104. /**
  114105. * Gets a boolean indicating if color writing is enabled
  114106. * @returns the current color writing state
  114107. */
  114108. getColorWrite(): boolean;
  114109. /**
  114110. * Sets alpha constants used by some alpha blending modes
  114111. * @param r defines the red component
  114112. * @param g defines the green component
  114113. * @param b defines the blue component
  114114. * @param a defines the alpha component
  114115. */
  114116. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  114117. /**
  114118. * Sets the current alpha mode
  114119. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  114120. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  114121. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  114122. */
  114123. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  114124. /**
  114125. * Gets the current alpha mode
  114126. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  114127. * @returns the current alpha mode
  114128. */
  114129. getAlphaMode(): number;
  114130. setInt(uniform: WebGLUniformLocation, int: number): void;
  114131. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  114132. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  114133. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  114134. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  114135. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  114136. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  114137. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  114138. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  114139. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  114140. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  114141. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  114142. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  114143. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  114144. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  114145. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  114146. setFloat(uniform: WebGLUniformLocation, value: number): void;
  114147. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  114148. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  114149. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  114150. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  114151. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  114152. wipeCaches(bruteForce?: boolean): void;
  114153. _createTexture(): WebGLTexture;
  114154. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  114155. /**
  114156. * Usually called from BABYLON.Texture.ts.
  114157. * Passed information to create a WebGLTexture
  114158. * @param urlArg defines a value which contains one of the following:
  114159. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  114160. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  114161. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  114162. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  114163. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  114164. * @param scene needed for loading to the correct scene
  114165. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114166. * @param onLoad optional callback to be called upon successful completion
  114167. * @param onError optional callback to be called upon failure
  114168. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  114169. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  114170. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  114171. * @param forcedExtension defines the extension to use to pick the right loader
  114172. * @returns a InternalTexture for assignment back into BABYLON.Texture
  114173. */
  114174. 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;
  114175. /**
  114176. * Creates a cube texture
  114177. * @param rootUrl defines the url where the files to load is located
  114178. * @param scene defines the current scene
  114179. * @param files defines the list of files to load (1 per face)
  114180. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  114181. * @param onLoad defines an optional callback raised when the texture is loaded
  114182. * @param onError defines an optional callback raised if there is an issue to load the texture
  114183. * @param format defines the format of the data
  114184. * @param forcedExtension defines the extension to use to pick the right loader
  114185. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  114186. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  114187. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  114188. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  114189. * @returns the cube texture as an InternalTexture
  114190. */
  114191. 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;
  114192. private _getSamplingFilter;
  114193. private static _GetNativeTextureFormat;
  114194. createRenderTargetTexture(size: number | {
  114195. width: number;
  114196. height: number;
  114197. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  114198. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  114199. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  114200. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  114201. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  114202. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  114203. /**
  114204. * Updates a dynamic vertex buffer.
  114205. * @param vertexBuffer the vertex buffer to update
  114206. * @param data the data used to update the vertex buffer
  114207. * @param byteOffset the byte offset of the data (optional)
  114208. * @param byteLength the byte length of the data (optional)
  114209. */
  114210. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  114211. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  114212. private _updateAnisotropicLevel;
  114213. private _getAddressMode;
  114214. /** @hidden */
  114215. _bindTexture(channel: number, texture: InternalTexture): void;
  114216. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  114217. releaseEffects(): void;
  114218. /** @hidden */
  114219. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  114220. /** @hidden */
  114221. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  114222. /** @hidden */
  114223. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  114224. /** @hidden */
  114225. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  114226. }
  114227. }
  114228. declare module BABYLON {
  114229. /**
  114230. * Gather the list of clipboard event types as constants.
  114231. */
  114232. export class ClipboardEventTypes {
  114233. /**
  114234. * The clipboard event is fired when a copy command is active (pressed).
  114235. */
  114236. static readonly COPY: number;
  114237. /**
  114238. * The clipboard event is fired when a cut command is active (pressed).
  114239. */
  114240. static readonly CUT: number;
  114241. /**
  114242. * The clipboard event is fired when a paste command is active (pressed).
  114243. */
  114244. static readonly PASTE: number;
  114245. }
  114246. /**
  114247. * This class is used to store clipboard related info for the onClipboardObservable event.
  114248. */
  114249. export class ClipboardInfo {
  114250. /**
  114251. * Defines the type of event (BABYLON.ClipboardEventTypes)
  114252. */
  114253. type: number;
  114254. /**
  114255. * Defines the related dom event
  114256. */
  114257. event: ClipboardEvent;
  114258. /**
  114259. *Creates an instance of ClipboardInfo.
  114260. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  114261. * @param event Defines the related dom event
  114262. */
  114263. constructor(
  114264. /**
  114265. * Defines the type of event (BABYLON.ClipboardEventTypes)
  114266. */
  114267. type: number,
  114268. /**
  114269. * Defines the related dom event
  114270. */
  114271. event: ClipboardEvent);
  114272. /**
  114273. * Get the clipboard event's type from the keycode.
  114274. * @param keyCode Defines the keyCode for the current keyboard event.
  114275. * @return {number}
  114276. */
  114277. static GetTypeFromCharacter(keyCode: number): number;
  114278. }
  114279. }
  114280. declare module BABYLON {
  114281. /**
  114282. * Google Daydream controller
  114283. */
  114284. export class DaydreamController extends WebVRController {
  114285. /**
  114286. * Base Url for the controller model.
  114287. */
  114288. static MODEL_BASE_URL: string;
  114289. /**
  114290. * File name for the controller model.
  114291. */
  114292. static MODEL_FILENAME: string;
  114293. /**
  114294. * Gamepad Id prefix used to identify Daydream Controller.
  114295. */
  114296. static readonly GAMEPAD_ID_PREFIX: string;
  114297. /**
  114298. * Creates a new DaydreamController from a gamepad
  114299. * @param vrGamepad the gamepad that the controller should be created from
  114300. */
  114301. constructor(vrGamepad: any);
  114302. /**
  114303. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  114304. * @param scene scene in which to add meshes
  114305. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  114306. */
  114307. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  114308. /**
  114309. * Called once for each button that changed state since the last frame
  114310. * @param buttonIdx Which button index changed
  114311. * @param state New state of the button
  114312. * @param changes Which properties on the state changed since last frame
  114313. */
  114314. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  114315. }
  114316. }
  114317. declare module BABYLON {
  114318. /**
  114319. * Gear VR Controller
  114320. */
  114321. export class GearVRController extends WebVRController {
  114322. /**
  114323. * Base Url for the controller model.
  114324. */
  114325. static MODEL_BASE_URL: string;
  114326. /**
  114327. * File name for the controller model.
  114328. */
  114329. static MODEL_FILENAME: string;
  114330. /**
  114331. * Gamepad Id prefix used to identify this controller.
  114332. */
  114333. static readonly GAMEPAD_ID_PREFIX: string;
  114334. private readonly _buttonIndexToObservableNameMap;
  114335. /**
  114336. * Creates a new GearVRController from a gamepad
  114337. * @param vrGamepad the gamepad that the controller should be created from
  114338. */
  114339. constructor(vrGamepad: any);
  114340. /**
  114341. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  114342. * @param scene scene in which to add meshes
  114343. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  114344. */
  114345. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  114346. /**
  114347. * Called once for each button that changed state since the last frame
  114348. * @param buttonIdx Which button index changed
  114349. * @param state New state of the button
  114350. * @param changes Which properties on the state changed since last frame
  114351. */
  114352. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  114353. }
  114354. }
  114355. declare module BABYLON {
  114356. /**
  114357. * Class containing static functions to help procedurally build meshes
  114358. */
  114359. export class PolyhedronBuilder {
  114360. /**
  114361. * Creates a polyhedron mesh
  114362. * * 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
  114363. * * The parameter `size` (positive float, default 1) sets the polygon size
  114364. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  114365. * * 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`
  114366. * * 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
  114367. * * 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)`)
  114368. * * 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
  114369. * * 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
  114370. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114371. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114372. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114373. * @param name defines the name of the mesh
  114374. * @param options defines the options used to create the mesh
  114375. * @param scene defines the hosting scene
  114376. * @returns the polyhedron mesh
  114377. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  114378. */
  114379. static CreatePolyhedron(name: string, options: {
  114380. type?: number;
  114381. size?: number;
  114382. sizeX?: number;
  114383. sizeY?: number;
  114384. sizeZ?: number;
  114385. custom?: any;
  114386. faceUV?: Vector4[];
  114387. faceColors?: Color4[];
  114388. flat?: boolean;
  114389. updatable?: boolean;
  114390. sideOrientation?: number;
  114391. frontUVs?: Vector4;
  114392. backUVs?: Vector4;
  114393. }, scene?: Nullable<Scene>): Mesh;
  114394. }
  114395. }
  114396. declare module BABYLON {
  114397. /**
  114398. * Gizmo that enables scaling a mesh along 3 axis
  114399. */
  114400. export class ScaleGizmo extends Gizmo {
  114401. /**
  114402. * Internal gizmo used for interactions on the x axis
  114403. */
  114404. xGizmo: AxisScaleGizmo;
  114405. /**
  114406. * Internal gizmo used for interactions on the y axis
  114407. */
  114408. yGizmo: AxisScaleGizmo;
  114409. /**
  114410. * Internal gizmo used for interactions on the z axis
  114411. */
  114412. zGizmo: AxisScaleGizmo;
  114413. /**
  114414. * Internal gizmo used to scale all axis equally
  114415. */
  114416. uniformScaleGizmo: AxisScaleGizmo;
  114417. private _meshAttached;
  114418. private _updateGizmoRotationToMatchAttachedMesh;
  114419. private _snapDistance;
  114420. private _scaleRatio;
  114421. private _uniformScalingMesh;
  114422. private _octahedron;
  114423. private _sensitivity;
  114424. /** Fires an event when any of it's sub gizmos are dragged */
  114425. onDragStartObservable: Observable<unknown>;
  114426. /** Fires an event when any of it's sub gizmos are released from dragging */
  114427. onDragEndObservable: Observable<unknown>;
  114428. attachedMesh: Nullable<AbstractMesh>;
  114429. /**
  114430. * Creates a ScaleGizmo
  114431. * @param gizmoLayer The utility layer the gizmo will be added to
  114432. */
  114433. constructor(gizmoLayer?: UtilityLayerRenderer);
  114434. updateGizmoRotationToMatchAttachedMesh: boolean;
  114435. /**
  114436. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114437. */
  114438. snapDistance: number;
  114439. /**
  114440. * Ratio for the scale of the gizmo (Default: 1)
  114441. */
  114442. scaleRatio: number;
  114443. /**
  114444. * Sensitivity factor for dragging (Default: 1)
  114445. */
  114446. sensitivity: number;
  114447. /**
  114448. * Disposes of the gizmo
  114449. */
  114450. dispose(): void;
  114451. }
  114452. }
  114453. declare module BABYLON {
  114454. /**
  114455. * Single axis scale gizmo
  114456. */
  114457. export class AxisScaleGizmo extends Gizmo {
  114458. /**
  114459. * Drag behavior responsible for the gizmos dragging interactions
  114460. */
  114461. dragBehavior: PointerDragBehavior;
  114462. private _pointerObserver;
  114463. /**
  114464. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114465. */
  114466. snapDistance: number;
  114467. /**
  114468. * Event that fires each time the gizmo snaps to a new location.
  114469. * * snapDistance is the the change in distance
  114470. */
  114471. onSnapObservable: Observable<{
  114472. snapDistance: number;
  114473. }>;
  114474. /**
  114475. * If the scaling operation should be done on all axis (default: false)
  114476. */
  114477. uniformScaling: boolean;
  114478. /**
  114479. * Custom sensitivity value for the drag strength
  114480. */
  114481. sensitivity: number;
  114482. private _isEnabled;
  114483. private _parent;
  114484. private _arrow;
  114485. private _coloredMaterial;
  114486. private _hoverMaterial;
  114487. /**
  114488. * Creates an AxisScaleGizmo
  114489. * @param gizmoLayer The utility layer the gizmo will be added to
  114490. * @param dragAxis The axis which the gizmo will be able to scale on
  114491. * @param color The color of the gizmo
  114492. */
  114493. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  114494. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114495. /**
  114496. * If the gizmo is enabled
  114497. */
  114498. isEnabled: boolean;
  114499. /**
  114500. * Disposes of the gizmo
  114501. */
  114502. dispose(): void;
  114503. /**
  114504. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  114505. * @param mesh The mesh to replace the default mesh of the gizmo
  114506. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  114507. */
  114508. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  114509. }
  114510. }
  114511. declare module BABYLON {
  114512. /**
  114513. * Bounding box gizmo
  114514. */
  114515. export class BoundingBoxGizmo extends Gizmo {
  114516. private _lineBoundingBox;
  114517. private _rotateSpheresParent;
  114518. private _scaleBoxesParent;
  114519. private _boundingDimensions;
  114520. private _renderObserver;
  114521. private _pointerObserver;
  114522. private _scaleDragSpeed;
  114523. private _tmpQuaternion;
  114524. private _tmpVector;
  114525. private _tmpRotationMatrix;
  114526. /**
  114527. * 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)
  114528. */
  114529. ignoreChildren: boolean;
  114530. /**
  114531. * 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)
  114532. */
  114533. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  114534. /**
  114535. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  114536. */
  114537. rotationSphereSize: number;
  114538. /**
  114539. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  114540. */
  114541. scaleBoxSize: number;
  114542. /**
  114543. * 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)
  114544. */
  114545. fixedDragMeshScreenSize: boolean;
  114546. /**
  114547. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  114548. */
  114549. fixedDragMeshScreenSizeDistanceFactor: number;
  114550. /**
  114551. * Fired when a rotation sphere or scale box is dragged
  114552. */
  114553. onDragStartObservable: Observable<{}>;
  114554. /**
  114555. * Fired when a scale box is dragged
  114556. */
  114557. onScaleBoxDragObservable: Observable<{}>;
  114558. /**
  114559. * Fired when a scale box drag is ended
  114560. */
  114561. onScaleBoxDragEndObservable: Observable<{}>;
  114562. /**
  114563. * Fired when a rotation sphere is dragged
  114564. */
  114565. onRotationSphereDragObservable: Observable<{}>;
  114566. /**
  114567. * Fired when a rotation sphere drag is ended
  114568. */
  114569. onRotationSphereDragEndObservable: Observable<{}>;
  114570. /**
  114571. * 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)
  114572. */
  114573. scalePivot: Nullable<Vector3>;
  114574. /**
  114575. * Mesh used as a pivot to rotate the attached mesh
  114576. */
  114577. private _anchorMesh;
  114578. private _existingMeshScale;
  114579. private _dragMesh;
  114580. private pointerDragBehavior;
  114581. private coloredMaterial;
  114582. private hoverColoredMaterial;
  114583. /**
  114584. * Sets the color of the bounding box gizmo
  114585. * @param color the color to set
  114586. */
  114587. setColor(color: Color3): void;
  114588. /**
  114589. * Creates an BoundingBoxGizmo
  114590. * @param gizmoLayer The utility layer the gizmo will be added to
  114591. * @param color The color of the gizmo
  114592. */
  114593. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  114594. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114595. private _selectNode;
  114596. /**
  114597. * Updates the bounding box information for the Gizmo
  114598. */
  114599. updateBoundingBox(): void;
  114600. private _updateRotationSpheres;
  114601. private _updateScaleBoxes;
  114602. /**
  114603. * Enables rotation on the specified axis and disables rotation on the others
  114604. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  114605. */
  114606. setEnabledRotationAxis(axis: string): void;
  114607. /**
  114608. * Enables/disables scaling
  114609. * @param enable if scaling should be enabled
  114610. */
  114611. setEnabledScaling(enable: boolean): void;
  114612. private _updateDummy;
  114613. /**
  114614. * Enables a pointer drag behavior on the bounding box of the gizmo
  114615. */
  114616. enableDragBehavior(): void;
  114617. /**
  114618. * Disposes of the gizmo
  114619. */
  114620. dispose(): void;
  114621. /**
  114622. * 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)
  114623. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  114624. * @returns the bounding box mesh with the passed in mesh as a child
  114625. */
  114626. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  114627. /**
  114628. * CustomMeshes are not supported by this gizmo
  114629. * @param mesh The mesh to replace the default mesh of the gizmo
  114630. */
  114631. setCustomMesh(mesh: Mesh): void;
  114632. }
  114633. }
  114634. declare module BABYLON {
  114635. /**
  114636. * Single plane rotation gizmo
  114637. */
  114638. export class PlaneRotationGizmo extends Gizmo {
  114639. /**
  114640. * Drag behavior responsible for the gizmos dragging interactions
  114641. */
  114642. dragBehavior: PointerDragBehavior;
  114643. private _pointerObserver;
  114644. /**
  114645. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  114646. */
  114647. snapDistance: number;
  114648. /**
  114649. * Event that fires each time the gizmo snaps to a new location.
  114650. * * snapDistance is the the change in distance
  114651. */
  114652. onSnapObservable: Observable<{
  114653. snapDistance: number;
  114654. }>;
  114655. private _isEnabled;
  114656. private _parent;
  114657. /**
  114658. * Creates a PlaneRotationGizmo
  114659. * @param gizmoLayer The utility layer the gizmo will be added to
  114660. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  114661. * @param color The color of the gizmo
  114662. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114663. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114664. */
  114665. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  114666. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114667. /**
  114668. * If the gizmo is enabled
  114669. */
  114670. isEnabled: boolean;
  114671. /**
  114672. * Disposes of the gizmo
  114673. */
  114674. dispose(): void;
  114675. }
  114676. }
  114677. declare module BABYLON {
  114678. /**
  114679. * Gizmo that enables rotating a mesh along 3 axis
  114680. */
  114681. export class RotationGizmo extends Gizmo {
  114682. /**
  114683. * Internal gizmo used for interactions on the x axis
  114684. */
  114685. xGizmo: PlaneRotationGizmo;
  114686. /**
  114687. * Internal gizmo used for interactions on the y axis
  114688. */
  114689. yGizmo: PlaneRotationGizmo;
  114690. /**
  114691. * Internal gizmo used for interactions on the z axis
  114692. */
  114693. zGizmo: PlaneRotationGizmo;
  114694. /** Fires an event when any of it's sub gizmos are dragged */
  114695. onDragStartObservable: Observable<unknown>;
  114696. /** Fires an event when any of it's sub gizmos are released from dragging */
  114697. onDragEndObservable: Observable<unknown>;
  114698. private _meshAttached;
  114699. attachedMesh: Nullable<AbstractMesh>;
  114700. /**
  114701. * Creates a RotationGizmo
  114702. * @param gizmoLayer The utility layer the gizmo will be added to
  114703. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114704. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114705. */
  114706. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  114707. updateGizmoRotationToMatchAttachedMesh: boolean;
  114708. /**
  114709. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114710. */
  114711. snapDistance: number;
  114712. /**
  114713. * Ratio for the scale of the gizmo (Default: 1)
  114714. */
  114715. scaleRatio: number;
  114716. /**
  114717. * Disposes of the gizmo
  114718. */
  114719. dispose(): void;
  114720. /**
  114721. * CustomMeshes are not supported by this gizmo
  114722. * @param mesh The mesh to replace the default mesh of the gizmo
  114723. */
  114724. setCustomMesh(mesh: Mesh): void;
  114725. }
  114726. }
  114727. declare module BABYLON {
  114728. /**
  114729. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  114730. */
  114731. export class GizmoManager implements IDisposable {
  114732. private scene;
  114733. /**
  114734. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  114735. */
  114736. gizmos: {
  114737. positionGizmo: Nullable<PositionGizmo>;
  114738. rotationGizmo: Nullable<RotationGizmo>;
  114739. scaleGizmo: Nullable<ScaleGizmo>;
  114740. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  114741. };
  114742. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  114743. clearGizmoOnEmptyPointerEvent: boolean;
  114744. /** Fires an event when the manager is attached to a mesh */
  114745. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  114746. private _gizmosEnabled;
  114747. private _pointerObserver;
  114748. private _attachedMesh;
  114749. private _boundingBoxColor;
  114750. private _defaultUtilityLayer;
  114751. private _defaultKeepDepthUtilityLayer;
  114752. /**
  114753. * When bounding box gizmo is enabled, this can be used to track drag/end events
  114754. */
  114755. boundingBoxDragBehavior: SixDofDragBehavior;
  114756. /**
  114757. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  114758. */
  114759. attachableMeshes: Nullable<Array<AbstractMesh>>;
  114760. /**
  114761. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  114762. */
  114763. usePointerToAttachGizmos: boolean;
  114764. /**
  114765. * Utility layer that the bounding box gizmo belongs to
  114766. */
  114767. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  114768. /**
  114769. * Utility layer that all gizmos besides bounding box belong to
  114770. */
  114771. readonly utilityLayer: UtilityLayerRenderer;
  114772. /**
  114773. * Instatiates a gizmo manager
  114774. * @param scene the scene to overlay the gizmos on top of
  114775. */
  114776. constructor(scene: Scene);
  114777. /**
  114778. * Attaches a set of gizmos to the specified mesh
  114779. * @param mesh The mesh the gizmo's should be attached to
  114780. */
  114781. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  114782. /**
  114783. * If the position gizmo is enabled
  114784. */
  114785. positionGizmoEnabled: boolean;
  114786. /**
  114787. * If the rotation gizmo is enabled
  114788. */
  114789. rotationGizmoEnabled: boolean;
  114790. /**
  114791. * If the scale gizmo is enabled
  114792. */
  114793. scaleGizmoEnabled: boolean;
  114794. /**
  114795. * If the boundingBox gizmo is enabled
  114796. */
  114797. boundingBoxGizmoEnabled: boolean;
  114798. /**
  114799. * Disposes of the gizmo manager
  114800. */
  114801. dispose(): void;
  114802. }
  114803. }
  114804. declare module BABYLON {
  114805. /**
  114806. * A directional light is defined by a direction (what a surprise!).
  114807. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  114808. * 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.
  114809. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114810. */
  114811. export class DirectionalLight extends ShadowLight {
  114812. private _shadowFrustumSize;
  114813. /**
  114814. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  114815. */
  114816. /**
  114817. * Specifies a fix frustum size for the shadow generation.
  114818. */
  114819. shadowFrustumSize: number;
  114820. private _shadowOrthoScale;
  114821. /**
  114822. * Gets the shadow projection scale against the optimal computed one.
  114823. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114824. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114825. */
  114826. /**
  114827. * Sets the shadow projection scale against the optimal computed one.
  114828. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114829. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114830. */
  114831. shadowOrthoScale: number;
  114832. /**
  114833. * Automatically compute the projection matrix to best fit (including all the casters)
  114834. * on each frame.
  114835. */
  114836. autoUpdateExtends: boolean;
  114837. private _orthoLeft;
  114838. private _orthoRight;
  114839. private _orthoTop;
  114840. private _orthoBottom;
  114841. /**
  114842. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  114843. * The directional light is emitted from everywhere in the given direction.
  114844. * It can cast shadows.
  114845. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114846. * @param name The friendly name of the light
  114847. * @param direction The direction of the light
  114848. * @param scene The scene the light belongs to
  114849. */
  114850. constructor(name: string, direction: Vector3, scene: Scene);
  114851. /**
  114852. * Returns the string "DirectionalLight".
  114853. * @return The class name
  114854. */
  114855. getClassName(): string;
  114856. /**
  114857. * Returns the integer 1.
  114858. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114859. */
  114860. getTypeID(): number;
  114861. /**
  114862. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  114863. * Returns the DirectionalLight Shadow projection matrix.
  114864. */
  114865. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114866. /**
  114867. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  114868. * Returns the DirectionalLight Shadow projection matrix.
  114869. */
  114870. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  114871. /**
  114872. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  114873. * Returns the DirectionalLight Shadow projection matrix.
  114874. */
  114875. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114876. protected _buildUniformLayout(): void;
  114877. /**
  114878. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  114879. * @param effect The effect to update
  114880. * @param lightIndex The index of the light in the effect to update
  114881. * @returns The directional light
  114882. */
  114883. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  114884. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  114885. /**
  114886. * Gets the minZ used for shadow according to both the scene and the light.
  114887. *
  114888. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114889. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114890. * @param activeCamera The camera we are returning the min for
  114891. * @returns the depth min z
  114892. */
  114893. getDepthMinZ(activeCamera: Camera): number;
  114894. /**
  114895. * Gets the maxZ used for shadow according to both the scene and the light.
  114896. *
  114897. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114898. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114899. * @param activeCamera The camera we are returning the max for
  114900. * @returns the depth max z
  114901. */
  114902. getDepthMaxZ(activeCamera: Camera): number;
  114903. /**
  114904. * Prepares the list of defines specific to the light type.
  114905. * @param defines the list of defines
  114906. * @param lightIndex defines the index of the light for the effect
  114907. */
  114908. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114909. }
  114910. }
  114911. declare module BABYLON {
  114912. /**
  114913. * Class containing static functions to help procedurally build meshes
  114914. */
  114915. export class HemisphereBuilder {
  114916. /**
  114917. * Creates a hemisphere mesh
  114918. * @param name defines the name of the mesh
  114919. * @param options defines the options used to create the mesh
  114920. * @param scene defines the hosting scene
  114921. * @returns the hemisphere mesh
  114922. */
  114923. static CreateHemisphere(name: string, options: {
  114924. segments?: number;
  114925. diameter?: number;
  114926. sideOrientation?: number;
  114927. }, scene: any): Mesh;
  114928. }
  114929. }
  114930. declare module BABYLON {
  114931. /**
  114932. * A spot light is defined by a position, a direction, an angle, and an exponent.
  114933. * These values define a cone of light starting from the position, emitting toward the direction.
  114934. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  114935. * and the exponent defines the speed of the decay of the light with distance (reach).
  114936. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114937. */
  114938. export class SpotLight extends ShadowLight {
  114939. private _angle;
  114940. private _innerAngle;
  114941. private _cosHalfAngle;
  114942. private _lightAngleScale;
  114943. private _lightAngleOffset;
  114944. /**
  114945. * Gets the cone angle of the spot light in Radians.
  114946. */
  114947. /**
  114948. * Sets the cone angle of the spot light in Radians.
  114949. */
  114950. angle: number;
  114951. /**
  114952. * Only used in gltf falloff mode, this defines the angle where
  114953. * the directional falloff will start before cutting at angle which could be seen
  114954. * as outer angle.
  114955. */
  114956. /**
  114957. * Only used in gltf falloff mode, this defines the angle where
  114958. * the directional falloff will start before cutting at angle which could be seen
  114959. * as outer angle.
  114960. */
  114961. innerAngle: number;
  114962. private _shadowAngleScale;
  114963. /**
  114964. * Allows scaling the angle of the light for shadow generation only.
  114965. */
  114966. /**
  114967. * Allows scaling the angle of the light for shadow generation only.
  114968. */
  114969. shadowAngleScale: number;
  114970. /**
  114971. * The light decay speed with the distance from the emission spot.
  114972. */
  114973. exponent: number;
  114974. private _projectionTextureMatrix;
  114975. /**
  114976. * Allows reading the projecton texture
  114977. */
  114978. readonly projectionTextureMatrix: Matrix;
  114979. protected _projectionTextureLightNear: number;
  114980. /**
  114981. * Gets the near clip of the Spotlight for texture projection.
  114982. */
  114983. /**
  114984. * Sets the near clip of the Spotlight for texture projection.
  114985. */
  114986. projectionTextureLightNear: number;
  114987. protected _projectionTextureLightFar: number;
  114988. /**
  114989. * Gets the far clip of the Spotlight for texture projection.
  114990. */
  114991. /**
  114992. * Sets the far clip of the Spotlight for texture projection.
  114993. */
  114994. projectionTextureLightFar: number;
  114995. protected _projectionTextureUpDirection: Vector3;
  114996. /**
  114997. * Gets the Up vector of the Spotlight for texture projection.
  114998. */
  114999. /**
  115000. * Sets the Up vector of the Spotlight for texture projection.
  115001. */
  115002. projectionTextureUpDirection: Vector3;
  115003. private _projectionTexture;
  115004. /**
  115005. * Gets the projection texture of the light.
  115006. */
  115007. /**
  115008. * Sets the projection texture of the light.
  115009. */
  115010. projectionTexture: Nullable<BaseTexture>;
  115011. private _projectionTextureViewLightDirty;
  115012. private _projectionTextureProjectionLightDirty;
  115013. private _projectionTextureDirty;
  115014. private _projectionTextureViewTargetVector;
  115015. private _projectionTextureViewLightMatrix;
  115016. private _projectionTextureProjectionLightMatrix;
  115017. private _projectionTextureScalingMatrix;
  115018. /**
  115019. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  115020. * It can cast shadows.
  115021. * Documentation : https://doc.babylonjs.com/babylon101/lights
  115022. * @param name The light friendly name
  115023. * @param position The position of the spot light in the scene
  115024. * @param direction The direction of the light in the scene
  115025. * @param angle The cone angle of the light in Radians
  115026. * @param exponent The light decay speed with the distance from the emission spot
  115027. * @param scene The scene the lights belongs to
  115028. */
  115029. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  115030. /**
  115031. * Returns the string "SpotLight".
  115032. * @returns the class name
  115033. */
  115034. getClassName(): string;
  115035. /**
  115036. * Returns the integer 2.
  115037. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  115038. */
  115039. getTypeID(): number;
  115040. /**
  115041. * Overrides the direction setter to recompute the projection texture view light Matrix.
  115042. */
  115043. protected _setDirection(value: Vector3): void;
  115044. /**
  115045. * Overrides the position setter to recompute the projection texture view light Matrix.
  115046. */
  115047. protected _setPosition(value: Vector3): void;
  115048. /**
  115049. * 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.
  115050. * Returns the SpotLight.
  115051. */
  115052. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  115053. protected _computeProjectionTextureViewLightMatrix(): void;
  115054. protected _computeProjectionTextureProjectionLightMatrix(): void;
  115055. /**
  115056. * Main function for light texture projection matrix computing.
  115057. */
  115058. protected _computeProjectionTextureMatrix(): void;
  115059. protected _buildUniformLayout(): void;
  115060. private _computeAngleValues;
  115061. /**
  115062. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  115063. * @param effect The effect to update
  115064. * @param lightIndex The index of the light in the effect to update
  115065. * @returns The spot light
  115066. */
  115067. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  115068. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  115069. /**
  115070. * Disposes the light and the associated resources.
  115071. */
  115072. dispose(): void;
  115073. /**
  115074. * Prepares the list of defines specific to the light type.
  115075. * @param defines the list of defines
  115076. * @param lightIndex defines the index of the light for the effect
  115077. */
  115078. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  115079. }
  115080. }
  115081. declare module BABYLON {
  115082. /**
  115083. * Gizmo that enables viewing a light
  115084. */
  115085. export class LightGizmo extends Gizmo {
  115086. private _lightMesh;
  115087. private _material;
  115088. private _cachedPosition;
  115089. private _cachedForward;
  115090. private _attachedMeshParent;
  115091. /**
  115092. * Creates a LightGizmo
  115093. * @param gizmoLayer The utility layer the gizmo will be added to
  115094. */
  115095. constructor(gizmoLayer?: UtilityLayerRenderer);
  115096. private _light;
  115097. /**
  115098. * The light that the gizmo is attached to
  115099. */
  115100. light: Nullable<Light>;
  115101. /**
  115102. * Gets the material used to render the light gizmo
  115103. */
  115104. readonly material: StandardMaterial;
  115105. /**
  115106. * @hidden
  115107. * Updates the gizmo to match the attached mesh's position/rotation
  115108. */
  115109. protected _update(): void;
  115110. private static _Scale;
  115111. /**
  115112. * Creates the lines for a light mesh
  115113. */
  115114. private static _CreateLightLines;
  115115. /**
  115116. * Disposes of the light gizmo
  115117. */
  115118. dispose(): void;
  115119. private static _CreateHemisphericLightMesh;
  115120. private static _CreatePointLightMesh;
  115121. private static _CreateSpotLightMesh;
  115122. private static _CreateDirectionalLightMesh;
  115123. }
  115124. }
  115125. declare module BABYLON {
  115126. /** @hidden */
  115127. export var backgroundFragmentDeclaration: {
  115128. name: string;
  115129. shader: string;
  115130. };
  115131. }
  115132. declare module BABYLON {
  115133. /** @hidden */
  115134. export var backgroundUboDeclaration: {
  115135. name: string;
  115136. shader: string;
  115137. };
  115138. }
  115139. declare module BABYLON {
  115140. /** @hidden */
  115141. export var backgroundPixelShader: {
  115142. name: string;
  115143. shader: string;
  115144. };
  115145. }
  115146. declare module BABYLON {
  115147. /** @hidden */
  115148. export var backgroundVertexDeclaration: {
  115149. name: string;
  115150. shader: string;
  115151. };
  115152. }
  115153. declare module BABYLON {
  115154. /** @hidden */
  115155. export var backgroundVertexShader: {
  115156. name: string;
  115157. shader: string;
  115158. };
  115159. }
  115160. declare module BABYLON {
  115161. /**
  115162. * Background material used to create an efficient environement around your scene.
  115163. */
  115164. export class BackgroundMaterial extends PushMaterial {
  115165. /**
  115166. * Standard reflectance value at parallel view angle.
  115167. */
  115168. static StandardReflectance0: number;
  115169. /**
  115170. * Standard reflectance value at grazing angle.
  115171. */
  115172. static StandardReflectance90: number;
  115173. protected _primaryColor: Color3;
  115174. /**
  115175. * Key light Color (multiply against the environement texture)
  115176. */
  115177. primaryColor: Color3;
  115178. protected __perceptualColor: Nullable<Color3>;
  115179. /**
  115180. * Experimental Internal Use Only.
  115181. *
  115182. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  115183. * This acts as a helper to set the primary color to a more "human friendly" value.
  115184. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  115185. * output color as close as possible from the chosen value.
  115186. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  115187. * part of lighting setup.)
  115188. */
  115189. _perceptualColor: Nullable<Color3>;
  115190. protected _primaryColorShadowLevel: float;
  115191. /**
  115192. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  115193. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  115194. */
  115195. primaryColorShadowLevel: float;
  115196. protected _primaryColorHighlightLevel: float;
  115197. /**
  115198. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  115199. * The primary color is used at the level chosen to define what the white area would look.
  115200. */
  115201. primaryColorHighlightLevel: float;
  115202. protected _reflectionTexture: Nullable<BaseTexture>;
  115203. /**
  115204. * Reflection Texture used in the material.
  115205. * Should be author in a specific way for the best result (refer to the documentation).
  115206. */
  115207. reflectionTexture: Nullable<BaseTexture>;
  115208. protected _reflectionBlur: float;
  115209. /**
  115210. * Reflection Texture level of blur.
  115211. *
  115212. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  115213. * texture twice.
  115214. */
  115215. reflectionBlur: float;
  115216. protected _diffuseTexture: Nullable<BaseTexture>;
  115217. /**
  115218. * Diffuse Texture used in the material.
  115219. * Should be author in a specific way for the best result (refer to the documentation).
  115220. */
  115221. diffuseTexture: Nullable<BaseTexture>;
  115222. protected _shadowLights: Nullable<IShadowLight[]>;
  115223. /**
  115224. * Specify the list of lights casting shadow on the material.
  115225. * All scene shadow lights will be included if null.
  115226. */
  115227. shadowLights: Nullable<IShadowLight[]>;
  115228. protected _shadowLevel: float;
  115229. /**
  115230. * Helps adjusting the shadow to a softer level if required.
  115231. * 0 means black shadows and 1 means no shadows.
  115232. */
  115233. shadowLevel: float;
  115234. protected _sceneCenter: Vector3;
  115235. /**
  115236. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  115237. * It is usually zero but might be interesting to modify according to your setup.
  115238. */
  115239. sceneCenter: Vector3;
  115240. protected _opacityFresnel: boolean;
  115241. /**
  115242. * This helps specifying that the material is falling off to the sky box at grazing angle.
  115243. * This helps ensuring a nice transition when the camera goes under the ground.
  115244. */
  115245. opacityFresnel: boolean;
  115246. protected _reflectionFresnel: boolean;
  115247. /**
  115248. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  115249. * This helps adding a mirror texture on the ground.
  115250. */
  115251. reflectionFresnel: boolean;
  115252. protected _reflectionFalloffDistance: number;
  115253. /**
  115254. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  115255. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  115256. */
  115257. reflectionFalloffDistance: number;
  115258. protected _reflectionAmount: number;
  115259. /**
  115260. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  115261. */
  115262. reflectionAmount: number;
  115263. protected _reflectionReflectance0: number;
  115264. /**
  115265. * This specifies the weight of the reflection at grazing angle.
  115266. */
  115267. reflectionReflectance0: number;
  115268. protected _reflectionReflectance90: number;
  115269. /**
  115270. * This specifies the weight of the reflection at a perpendicular point of view.
  115271. */
  115272. reflectionReflectance90: number;
  115273. /**
  115274. * Sets the reflection reflectance fresnel values according to the default standard
  115275. * empirically know to work well :-)
  115276. */
  115277. reflectionStandardFresnelWeight: number;
  115278. protected _useRGBColor: boolean;
  115279. /**
  115280. * Helps to directly use the maps channels instead of their level.
  115281. */
  115282. useRGBColor: boolean;
  115283. protected _enableNoise: boolean;
  115284. /**
  115285. * This helps reducing the banding effect that could occur on the background.
  115286. */
  115287. enableNoise: boolean;
  115288. /**
  115289. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115290. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  115291. * Recommended to be keep at 1.0 except for special cases.
  115292. */
  115293. fovMultiplier: number;
  115294. private _fovMultiplier;
  115295. /**
  115296. * Enable the FOV adjustment feature controlled by fovMultiplier.
  115297. */
  115298. useEquirectangularFOV: boolean;
  115299. private _maxSimultaneousLights;
  115300. /**
  115301. * Number of Simultaneous lights allowed on the material.
  115302. */
  115303. maxSimultaneousLights: int;
  115304. /**
  115305. * Default configuration related to image processing available in the Background Material.
  115306. */
  115307. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115308. /**
  115309. * Keep track of the image processing observer to allow dispose and replace.
  115310. */
  115311. private _imageProcessingObserver;
  115312. /**
  115313. * Attaches a new image processing configuration to the PBR Material.
  115314. * @param configuration (if null the scene configuration will be use)
  115315. */
  115316. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115317. /**
  115318. * Gets the image processing configuration used either in this material.
  115319. */
  115320. /**
  115321. * Sets the Default image processing configuration used either in the this material.
  115322. *
  115323. * If sets to null, the scene one is in use.
  115324. */
  115325. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  115326. /**
  115327. * Gets wether the color curves effect is enabled.
  115328. */
  115329. /**
  115330. * Sets wether the color curves effect is enabled.
  115331. */
  115332. cameraColorCurvesEnabled: boolean;
  115333. /**
  115334. * Gets wether the color grading effect is enabled.
  115335. */
  115336. /**
  115337. * Gets wether the color grading effect is enabled.
  115338. */
  115339. cameraColorGradingEnabled: boolean;
  115340. /**
  115341. * Gets wether tonemapping is enabled or not.
  115342. */
  115343. /**
  115344. * Sets wether tonemapping is enabled or not
  115345. */
  115346. cameraToneMappingEnabled: boolean;
  115347. /**
  115348. * The camera exposure used on this material.
  115349. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115350. * This corresponds to a photographic exposure.
  115351. */
  115352. /**
  115353. * The camera exposure used on this material.
  115354. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115355. * This corresponds to a photographic exposure.
  115356. */
  115357. cameraExposure: float;
  115358. /**
  115359. * Gets The camera contrast used on this material.
  115360. */
  115361. /**
  115362. * Sets The camera contrast used on this material.
  115363. */
  115364. cameraContrast: float;
  115365. /**
  115366. * Gets the Color Grading 2D Lookup Texture.
  115367. */
  115368. /**
  115369. * Sets the Color Grading 2D Lookup Texture.
  115370. */
  115371. cameraColorGradingTexture: Nullable<BaseTexture>;
  115372. /**
  115373. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115374. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115375. * 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;
  115376. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115377. */
  115378. /**
  115379. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115380. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115381. * 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;
  115382. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115383. */
  115384. cameraColorCurves: Nullable<ColorCurves>;
  115385. /**
  115386. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  115387. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  115388. */
  115389. switchToBGR: boolean;
  115390. private _renderTargets;
  115391. private _reflectionControls;
  115392. private _white;
  115393. private _primaryShadowColor;
  115394. private _primaryHighlightColor;
  115395. /**
  115396. * Instantiates a Background Material in the given scene
  115397. * @param name The friendly name of the material
  115398. * @param scene The scene to add the material to
  115399. */
  115400. constructor(name: string, scene: Scene);
  115401. /**
  115402. * Gets a boolean indicating that current material needs to register RTT
  115403. */
  115404. readonly hasRenderTargetTextures: boolean;
  115405. /**
  115406. * The entire material has been created in order to prevent overdraw.
  115407. * @returns false
  115408. */
  115409. needAlphaTesting(): boolean;
  115410. /**
  115411. * The entire material has been created in order to prevent overdraw.
  115412. * @returns true if blending is enable
  115413. */
  115414. needAlphaBlending(): boolean;
  115415. /**
  115416. * Checks wether the material is ready to be rendered for a given mesh.
  115417. * @param mesh The mesh to render
  115418. * @param subMesh The submesh to check against
  115419. * @param useInstances Specify wether or not the material is used with instances
  115420. * @returns true if all the dependencies are ready (Textures, Effects...)
  115421. */
  115422. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115423. /**
  115424. * Compute the primary color according to the chosen perceptual color.
  115425. */
  115426. private _computePrimaryColorFromPerceptualColor;
  115427. /**
  115428. * Compute the highlights and shadow colors according to their chosen levels.
  115429. */
  115430. private _computePrimaryColors;
  115431. /**
  115432. * Build the uniform buffer used in the material.
  115433. */
  115434. buildUniformLayout(): void;
  115435. /**
  115436. * Unbind the material.
  115437. */
  115438. unbind(): void;
  115439. /**
  115440. * Bind only the world matrix to the material.
  115441. * @param world The world matrix to bind.
  115442. */
  115443. bindOnlyWorldMatrix(world: Matrix): void;
  115444. /**
  115445. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  115446. * @param world The world matrix to bind.
  115447. * @param subMesh The submesh to bind for.
  115448. */
  115449. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115450. /**
  115451. * Checks to see if a texture is used in the material.
  115452. * @param texture - Base texture to use.
  115453. * @returns - Boolean specifying if a texture is used in the material.
  115454. */
  115455. hasTexture(texture: BaseTexture): boolean;
  115456. /**
  115457. * Dispose the material.
  115458. * @param forceDisposeEffect Force disposal of the associated effect.
  115459. * @param forceDisposeTextures Force disposal of the associated textures.
  115460. */
  115461. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  115462. /**
  115463. * Clones the material.
  115464. * @param name The cloned name.
  115465. * @returns The cloned material.
  115466. */
  115467. clone(name: string): BackgroundMaterial;
  115468. /**
  115469. * Serializes the current material to its JSON representation.
  115470. * @returns The JSON representation.
  115471. */
  115472. serialize(): any;
  115473. /**
  115474. * Gets the class name of the material
  115475. * @returns "BackgroundMaterial"
  115476. */
  115477. getClassName(): string;
  115478. /**
  115479. * Parse a JSON input to create back a background material.
  115480. * @param source The JSON data to parse
  115481. * @param scene The scene to create the parsed material in
  115482. * @param rootUrl The root url of the assets the material depends upon
  115483. * @returns the instantiated BackgroundMaterial.
  115484. */
  115485. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  115486. }
  115487. }
  115488. declare module BABYLON {
  115489. /**
  115490. * Represents the different options available during the creation of
  115491. * a Environment helper.
  115492. *
  115493. * This can control the default ground, skybox and image processing setup of your scene.
  115494. */
  115495. export interface IEnvironmentHelperOptions {
  115496. /**
  115497. * Specifies wether or not to create a ground.
  115498. * True by default.
  115499. */
  115500. createGround: boolean;
  115501. /**
  115502. * Specifies the ground size.
  115503. * 15 by default.
  115504. */
  115505. groundSize: number;
  115506. /**
  115507. * The texture used on the ground for the main color.
  115508. * Comes from the BabylonJS CDN by default.
  115509. *
  115510. * Remarks: Can be either a texture or a url.
  115511. */
  115512. groundTexture: string | BaseTexture;
  115513. /**
  115514. * The color mixed in the ground texture by default.
  115515. * BabylonJS clearColor by default.
  115516. */
  115517. groundColor: Color3;
  115518. /**
  115519. * Specifies the ground opacity.
  115520. * 1 by default.
  115521. */
  115522. groundOpacity: number;
  115523. /**
  115524. * Enables the ground to receive shadows.
  115525. * True by default.
  115526. */
  115527. enableGroundShadow: boolean;
  115528. /**
  115529. * Helps preventing the shadow to be fully black on the ground.
  115530. * 0.5 by default.
  115531. */
  115532. groundShadowLevel: number;
  115533. /**
  115534. * Creates a mirror texture attach to the ground.
  115535. * false by default.
  115536. */
  115537. enableGroundMirror: boolean;
  115538. /**
  115539. * Specifies the ground mirror size ratio.
  115540. * 0.3 by default as the default kernel is 64.
  115541. */
  115542. groundMirrorSizeRatio: number;
  115543. /**
  115544. * Specifies the ground mirror blur kernel size.
  115545. * 64 by default.
  115546. */
  115547. groundMirrorBlurKernel: number;
  115548. /**
  115549. * Specifies the ground mirror visibility amount.
  115550. * 1 by default
  115551. */
  115552. groundMirrorAmount: number;
  115553. /**
  115554. * Specifies the ground mirror reflectance weight.
  115555. * This uses the standard weight of the background material to setup the fresnel effect
  115556. * of the mirror.
  115557. * 1 by default.
  115558. */
  115559. groundMirrorFresnelWeight: number;
  115560. /**
  115561. * Specifies the ground mirror Falloff distance.
  115562. * This can helps reducing the size of the reflection.
  115563. * 0 by Default.
  115564. */
  115565. groundMirrorFallOffDistance: number;
  115566. /**
  115567. * Specifies the ground mirror texture type.
  115568. * Unsigned Int by Default.
  115569. */
  115570. groundMirrorTextureType: number;
  115571. /**
  115572. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  115573. * the shown objects.
  115574. */
  115575. groundYBias: number;
  115576. /**
  115577. * Specifies wether or not to create a skybox.
  115578. * True by default.
  115579. */
  115580. createSkybox: boolean;
  115581. /**
  115582. * Specifies the skybox size.
  115583. * 20 by default.
  115584. */
  115585. skyboxSize: number;
  115586. /**
  115587. * The texture used on the skybox for the main color.
  115588. * Comes from the BabylonJS CDN by default.
  115589. *
  115590. * Remarks: Can be either a texture or a url.
  115591. */
  115592. skyboxTexture: string | BaseTexture;
  115593. /**
  115594. * The color mixed in the skybox texture by default.
  115595. * BabylonJS clearColor by default.
  115596. */
  115597. skyboxColor: Color3;
  115598. /**
  115599. * The background rotation around the Y axis of the scene.
  115600. * This helps aligning the key lights of your scene with the background.
  115601. * 0 by default.
  115602. */
  115603. backgroundYRotation: number;
  115604. /**
  115605. * Compute automatically the size of the elements to best fit with the scene.
  115606. */
  115607. sizeAuto: boolean;
  115608. /**
  115609. * Default position of the rootMesh if autoSize is not true.
  115610. */
  115611. rootPosition: Vector3;
  115612. /**
  115613. * Sets up the image processing in the scene.
  115614. * true by default.
  115615. */
  115616. setupImageProcessing: boolean;
  115617. /**
  115618. * The texture used as your environment texture in the scene.
  115619. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  115620. *
  115621. * Remarks: Can be either a texture or a url.
  115622. */
  115623. environmentTexture: string | BaseTexture;
  115624. /**
  115625. * The value of the exposure to apply to the scene.
  115626. * 0.6 by default if setupImageProcessing is true.
  115627. */
  115628. cameraExposure: number;
  115629. /**
  115630. * The value of the contrast to apply to the scene.
  115631. * 1.6 by default if setupImageProcessing is true.
  115632. */
  115633. cameraContrast: number;
  115634. /**
  115635. * Specifies wether or not tonemapping should be enabled in the scene.
  115636. * true by default if setupImageProcessing is true.
  115637. */
  115638. toneMappingEnabled: boolean;
  115639. }
  115640. /**
  115641. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  115642. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  115643. * It also helps with the default setup of your imageProcessing configuration.
  115644. */
  115645. export class EnvironmentHelper {
  115646. /**
  115647. * Default ground texture URL.
  115648. */
  115649. private static _groundTextureCDNUrl;
  115650. /**
  115651. * Default skybox texture URL.
  115652. */
  115653. private static _skyboxTextureCDNUrl;
  115654. /**
  115655. * Default environment texture URL.
  115656. */
  115657. private static _environmentTextureCDNUrl;
  115658. /**
  115659. * Creates the default options for the helper.
  115660. */
  115661. private static _getDefaultOptions;
  115662. private _rootMesh;
  115663. /**
  115664. * Gets the root mesh created by the helper.
  115665. */
  115666. readonly rootMesh: Mesh;
  115667. private _skybox;
  115668. /**
  115669. * Gets the skybox created by the helper.
  115670. */
  115671. readonly skybox: Nullable<Mesh>;
  115672. private _skyboxTexture;
  115673. /**
  115674. * Gets the skybox texture created by the helper.
  115675. */
  115676. readonly skyboxTexture: Nullable<BaseTexture>;
  115677. private _skyboxMaterial;
  115678. /**
  115679. * Gets the skybox material created by the helper.
  115680. */
  115681. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  115682. private _ground;
  115683. /**
  115684. * Gets the ground mesh created by the helper.
  115685. */
  115686. readonly ground: Nullable<Mesh>;
  115687. private _groundTexture;
  115688. /**
  115689. * Gets the ground texture created by the helper.
  115690. */
  115691. readonly groundTexture: Nullable<BaseTexture>;
  115692. private _groundMirror;
  115693. /**
  115694. * Gets the ground mirror created by the helper.
  115695. */
  115696. readonly groundMirror: Nullable<MirrorTexture>;
  115697. /**
  115698. * Gets the ground mirror render list to helps pushing the meshes
  115699. * you wish in the ground reflection.
  115700. */
  115701. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  115702. private _groundMaterial;
  115703. /**
  115704. * Gets the ground material created by the helper.
  115705. */
  115706. readonly groundMaterial: Nullable<BackgroundMaterial>;
  115707. /**
  115708. * Stores the creation options.
  115709. */
  115710. private readonly _scene;
  115711. private _options;
  115712. /**
  115713. * This observable will be notified with any error during the creation of the environment,
  115714. * mainly texture creation errors.
  115715. */
  115716. onErrorObservable: Observable<{
  115717. message?: string;
  115718. exception?: any;
  115719. }>;
  115720. /**
  115721. * constructor
  115722. * @param options Defines the options we want to customize the helper
  115723. * @param scene The scene to add the material to
  115724. */
  115725. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  115726. /**
  115727. * Updates the background according to the new options
  115728. * @param options
  115729. */
  115730. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  115731. /**
  115732. * Sets the primary color of all the available elements.
  115733. * @param color the main color to affect to the ground and the background
  115734. */
  115735. setMainColor(color: Color3): void;
  115736. /**
  115737. * Setup the image processing according to the specified options.
  115738. */
  115739. private _setupImageProcessing;
  115740. /**
  115741. * Setup the environment texture according to the specified options.
  115742. */
  115743. private _setupEnvironmentTexture;
  115744. /**
  115745. * Setup the background according to the specified options.
  115746. */
  115747. private _setupBackground;
  115748. /**
  115749. * Get the scene sizes according to the setup.
  115750. */
  115751. private _getSceneSize;
  115752. /**
  115753. * Setup the ground according to the specified options.
  115754. */
  115755. private _setupGround;
  115756. /**
  115757. * Setup the ground material according to the specified options.
  115758. */
  115759. private _setupGroundMaterial;
  115760. /**
  115761. * Setup the ground diffuse texture according to the specified options.
  115762. */
  115763. private _setupGroundDiffuseTexture;
  115764. /**
  115765. * Setup the ground mirror texture according to the specified options.
  115766. */
  115767. private _setupGroundMirrorTexture;
  115768. /**
  115769. * Setup the ground to receive the mirror texture.
  115770. */
  115771. private _setupMirrorInGroundMaterial;
  115772. /**
  115773. * Setup the skybox according to the specified options.
  115774. */
  115775. private _setupSkybox;
  115776. /**
  115777. * Setup the skybox material according to the specified options.
  115778. */
  115779. private _setupSkyboxMaterial;
  115780. /**
  115781. * Setup the skybox reflection texture according to the specified options.
  115782. */
  115783. private _setupSkyboxReflectionTexture;
  115784. private _errorHandler;
  115785. /**
  115786. * Dispose all the elements created by the Helper.
  115787. */
  115788. dispose(): void;
  115789. }
  115790. }
  115791. declare module BABYLON {
  115792. /**
  115793. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  115794. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  115795. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  115796. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  115797. */
  115798. export class PhotoDome extends TransformNode {
  115799. /**
  115800. * Define the image as a Monoscopic panoramic 360 image.
  115801. */
  115802. static readonly MODE_MONOSCOPIC: number;
  115803. /**
  115804. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115805. */
  115806. static readonly MODE_TOPBOTTOM: number;
  115807. /**
  115808. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115809. */
  115810. static readonly MODE_SIDEBYSIDE: number;
  115811. private _useDirectMapping;
  115812. /**
  115813. * The texture being displayed on the sphere
  115814. */
  115815. protected _photoTexture: Texture;
  115816. /**
  115817. * Gets or sets the texture being displayed on the sphere
  115818. */
  115819. photoTexture: Texture;
  115820. /**
  115821. * Observable raised when an error occured while loading the 360 image
  115822. */
  115823. onLoadErrorObservable: Observable<string>;
  115824. /**
  115825. * The skybox material
  115826. */
  115827. protected _material: BackgroundMaterial;
  115828. /**
  115829. * The surface used for the skybox
  115830. */
  115831. protected _mesh: Mesh;
  115832. /**
  115833. * Gets the mesh used for the skybox.
  115834. */
  115835. readonly mesh: Mesh;
  115836. /**
  115837. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115838. * Also see the options.resolution property.
  115839. */
  115840. fovMultiplier: number;
  115841. private _imageMode;
  115842. /**
  115843. * Gets or set the current video mode for the video. It can be:
  115844. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  115845. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115846. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115847. */
  115848. imageMode: number;
  115849. /**
  115850. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  115851. * @param name Element's name, child elements will append suffixes for their own names.
  115852. * @param urlsOfPhoto defines the url of the photo to display
  115853. * @param options defines an object containing optional or exposed sub element properties
  115854. * @param onError defines a callback called when an error occured while loading the texture
  115855. */
  115856. constructor(name: string, urlOfPhoto: string, options: {
  115857. resolution?: number;
  115858. size?: number;
  115859. useDirectMapping?: boolean;
  115860. faceForward?: boolean;
  115861. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  115862. private _onBeforeCameraRenderObserver;
  115863. private _changeImageMode;
  115864. /**
  115865. * Releases resources associated with this node.
  115866. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  115867. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  115868. */
  115869. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  115870. }
  115871. }
  115872. declare module BABYLON {
  115873. /**
  115874. * Class used to host RGBD texture specific utilities
  115875. */
  115876. export class RGBDTextureTools {
  115877. /**
  115878. * Expand the RGBD Texture from RGBD to Half Float if possible.
  115879. * @param texture the texture to expand.
  115880. */
  115881. static ExpandRGBDTexture(texture: Texture): void;
  115882. }
  115883. }
  115884. declare module BABYLON {
  115885. /**
  115886. * Class used to host texture specific utilities
  115887. */
  115888. export class BRDFTextureTools {
  115889. /**
  115890. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  115891. * @param scene defines the hosting scene
  115892. * @returns the environment BRDF texture
  115893. */
  115894. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  115895. private static _environmentBRDFBase64Texture;
  115896. }
  115897. }
  115898. declare module BABYLON {
  115899. /**
  115900. * @hidden
  115901. */
  115902. export interface IMaterialClearCoatDefines {
  115903. CLEARCOAT: boolean;
  115904. CLEARCOAT_DEFAULTIOR: boolean;
  115905. CLEARCOAT_TEXTURE: boolean;
  115906. CLEARCOAT_TEXTUREDIRECTUV: number;
  115907. CLEARCOAT_BUMP: boolean;
  115908. CLEARCOAT_BUMPDIRECTUV: number;
  115909. CLEARCOAT_TINT: boolean;
  115910. CLEARCOAT_TINT_TEXTURE: boolean;
  115911. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115912. /** @hidden */
  115913. _areTexturesDirty: boolean;
  115914. }
  115915. /**
  115916. * Define the code related to the clear coat parameters of the pbr material.
  115917. */
  115918. export class PBRClearCoatConfiguration {
  115919. /**
  115920. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115921. * The default fits with a polyurethane material.
  115922. */
  115923. private static readonly _DefaultIndexOfRefraction;
  115924. private _isEnabled;
  115925. /**
  115926. * Defines if the clear coat is enabled in the material.
  115927. */
  115928. isEnabled: boolean;
  115929. /**
  115930. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  115931. */
  115932. intensity: number;
  115933. /**
  115934. * Defines the clear coat layer roughness.
  115935. */
  115936. roughness: number;
  115937. private _indexOfRefraction;
  115938. /**
  115939. * Defines the index of refraction of the clear coat.
  115940. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115941. * The default fits with a polyurethane material.
  115942. * Changing the default value is more performance intensive.
  115943. */
  115944. indexOfRefraction: number;
  115945. private _texture;
  115946. /**
  115947. * Stores the clear coat values in a texture.
  115948. */
  115949. texture: Nullable<BaseTexture>;
  115950. private _bumpTexture;
  115951. /**
  115952. * Define the clear coat specific bump texture.
  115953. */
  115954. bumpTexture: Nullable<BaseTexture>;
  115955. private _isTintEnabled;
  115956. /**
  115957. * Defines if the clear coat tint is enabled in the material.
  115958. */
  115959. isTintEnabled: boolean;
  115960. /**
  115961. * Defines the clear coat tint of the material.
  115962. * This is only use if tint is enabled
  115963. */
  115964. tintColor: Color3;
  115965. /**
  115966. * Defines the distance at which the tint color should be found in the
  115967. * clear coat media.
  115968. * This is only use if tint is enabled
  115969. */
  115970. tintColorAtDistance: number;
  115971. /**
  115972. * Defines the clear coat layer thickness.
  115973. * This is only use if tint is enabled
  115974. */
  115975. tintThickness: number;
  115976. private _tintTexture;
  115977. /**
  115978. * Stores the clear tint values in a texture.
  115979. * rgb is tint
  115980. * a is a thickness factor
  115981. */
  115982. tintTexture: Nullable<BaseTexture>;
  115983. /** @hidden */
  115984. private _internalMarkAllSubMeshesAsTexturesDirty;
  115985. /** @hidden */
  115986. _markAllSubMeshesAsTexturesDirty(): void;
  115987. /**
  115988. * Instantiate a new istance of clear coat configuration.
  115989. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115990. */
  115991. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115992. /**
  115993. * Gets wehter the submesh is ready to be used or not.
  115994. * @param defines the list of "defines" to update.
  115995. * @param scene defines the scene the material belongs to.
  115996. * @param engine defines the engine the material belongs to.
  115997. * @param disableBumpMap defines wether the material disables bump or not.
  115998. * @returns - boolean indicating that the submesh is ready or not.
  115999. */
  116000. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  116001. /**
  116002. * Checks to see if a texture is used in the material.
  116003. * @param defines the list of "defines" to update.
  116004. * @param scene defines the scene to the material belongs to.
  116005. */
  116006. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  116007. /**
  116008. * Binds the material data.
  116009. * @param uniformBuffer defines the Uniform buffer to fill in.
  116010. * @param scene defines the scene the material belongs to.
  116011. * @param engine defines the engine the material belongs to.
  116012. * @param disableBumpMap defines wether the material disables bump or not.
  116013. * @param isFrozen defines wether the material is frozen or not.
  116014. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  116015. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  116016. */
  116017. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  116018. /**
  116019. * Checks to see if a texture is used in the material.
  116020. * @param texture - Base texture to use.
  116021. * @returns - Boolean specifying if a texture is used in the material.
  116022. */
  116023. hasTexture(texture: BaseTexture): boolean;
  116024. /**
  116025. * Returns an array of the actively used textures.
  116026. * @param activeTextures Array of BaseTextures
  116027. */
  116028. getActiveTextures(activeTextures: BaseTexture[]): void;
  116029. /**
  116030. * Returns the animatable textures.
  116031. * @param animatables Array of animatable textures.
  116032. */
  116033. getAnimatables(animatables: IAnimatable[]): void;
  116034. /**
  116035. * Disposes the resources of the material.
  116036. * @param forceDisposeTextures - Forces the disposal of all textures.
  116037. */
  116038. dispose(forceDisposeTextures?: boolean): void;
  116039. /**
  116040. * Get the current class name of the texture useful for serialization or dynamic coding.
  116041. * @returns "PBRClearCoatConfiguration"
  116042. */
  116043. getClassName(): string;
  116044. /**
  116045. * Add fallbacks to the effect fallbacks list.
  116046. * @param defines defines the Base texture to use.
  116047. * @param fallbacks defines the current fallback list.
  116048. * @param currentRank defines the current fallback rank.
  116049. * @returns the new fallback rank.
  116050. */
  116051. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116052. /**
  116053. * Add the required uniforms to the current list.
  116054. * @param uniforms defines the current uniform list.
  116055. */
  116056. static AddUniforms(uniforms: string[]): void;
  116057. /**
  116058. * Add the required samplers to the current list.
  116059. * @param samplers defines the current sampler list.
  116060. */
  116061. static AddSamplers(samplers: string[]): void;
  116062. /**
  116063. * Add the required uniforms to the current buffer.
  116064. * @param uniformBuffer defines the current uniform buffer.
  116065. */
  116066. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116067. /**
  116068. * Makes a duplicate of the current configuration into another one.
  116069. * @param clearCoatConfiguration define the config where to copy the info
  116070. */
  116071. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  116072. /**
  116073. * Serializes this clear coat configuration.
  116074. * @returns - An object with the serialized config.
  116075. */
  116076. serialize(): any;
  116077. /**
  116078. * Parses a anisotropy Configuration from a serialized object.
  116079. * @param source - Serialized object.
  116080. * @param scene Defines the scene we are parsing for
  116081. * @param rootUrl Defines the rootUrl to load from
  116082. */
  116083. parse(source: any, scene: Scene, rootUrl: string): void;
  116084. }
  116085. }
  116086. declare module BABYLON {
  116087. /**
  116088. * @hidden
  116089. */
  116090. export interface IMaterialAnisotropicDefines {
  116091. ANISOTROPIC: boolean;
  116092. ANISOTROPIC_TEXTURE: boolean;
  116093. ANISOTROPIC_TEXTUREDIRECTUV: number;
  116094. MAINUV1: boolean;
  116095. _areTexturesDirty: boolean;
  116096. _needUVs: boolean;
  116097. }
  116098. /**
  116099. * Define the code related to the anisotropic parameters of the pbr material.
  116100. */
  116101. export class PBRAnisotropicConfiguration {
  116102. private _isEnabled;
  116103. /**
  116104. * Defines if the anisotropy is enabled in the material.
  116105. */
  116106. isEnabled: boolean;
  116107. /**
  116108. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  116109. */
  116110. intensity: number;
  116111. /**
  116112. * Defines if the effect is along the tangents, bitangents or in between.
  116113. * By default, the effect is "strectching" the highlights along the tangents.
  116114. */
  116115. direction: Vector2;
  116116. private _texture;
  116117. /**
  116118. * Stores the anisotropy values in a texture.
  116119. * rg is direction (like normal from -1 to 1)
  116120. * b is a intensity
  116121. */
  116122. texture: Nullable<BaseTexture>;
  116123. /** @hidden */
  116124. private _internalMarkAllSubMeshesAsTexturesDirty;
  116125. /** @hidden */
  116126. _markAllSubMeshesAsTexturesDirty(): void;
  116127. /**
  116128. * Instantiate a new istance of anisotropy configuration.
  116129. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116130. */
  116131. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116132. /**
  116133. * Specifies that the submesh is ready to be used.
  116134. * @param defines the list of "defines" to update.
  116135. * @param scene defines the scene the material belongs to.
  116136. * @returns - boolean indicating that the submesh is ready or not.
  116137. */
  116138. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  116139. /**
  116140. * Checks to see if a texture is used in the material.
  116141. * @param defines the list of "defines" to update.
  116142. * @param mesh the mesh we are preparing the defines for.
  116143. * @param scene defines the scene the material belongs to.
  116144. */
  116145. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  116146. /**
  116147. * Binds the material data.
  116148. * @param uniformBuffer defines the Uniform buffer to fill in.
  116149. * @param scene defines the scene the material belongs to.
  116150. * @param isFrozen defines wether the material is frozen or not.
  116151. */
  116152. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  116153. /**
  116154. * Checks to see if a texture is used in the material.
  116155. * @param texture - Base texture to use.
  116156. * @returns - Boolean specifying if a texture is used in the material.
  116157. */
  116158. hasTexture(texture: BaseTexture): boolean;
  116159. /**
  116160. * Returns an array of the actively used textures.
  116161. * @param activeTextures Array of BaseTextures
  116162. */
  116163. getActiveTextures(activeTextures: BaseTexture[]): void;
  116164. /**
  116165. * Returns the animatable textures.
  116166. * @param animatables Array of animatable textures.
  116167. */
  116168. getAnimatables(animatables: IAnimatable[]): void;
  116169. /**
  116170. * Disposes the resources of the material.
  116171. * @param forceDisposeTextures - Forces the disposal of all textures.
  116172. */
  116173. dispose(forceDisposeTextures?: boolean): void;
  116174. /**
  116175. * Get the current class name of the texture useful for serialization or dynamic coding.
  116176. * @returns "PBRAnisotropicConfiguration"
  116177. */
  116178. getClassName(): string;
  116179. /**
  116180. * Add fallbacks to the effect fallbacks list.
  116181. * @param defines defines the Base texture to use.
  116182. * @param fallbacks defines the current fallback list.
  116183. * @param currentRank defines the current fallback rank.
  116184. * @returns the new fallback rank.
  116185. */
  116186. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116187. /**
  116188. * Add the required uniforms to the current list.
  116189. * @param uniforms defines the current uniform list.
  116190. */
  116191. static AddUniforms(uniforms: string[]): void;
  116192. /**
  116193. * Add the required uniforms to the current buffer.
  116194. * @param uniformBuffer defines the current uniform buffer.
  116195. */
  116196. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116197. /**
  116198. * Add the required samplers to the current list.
  116199. * @param samplers defines the current sampler list.
  116200. */
  116201. static AddSamplers(samplers: string[]): void;
  116202. /**
  116203. * Makes a duplicate of the current configuration into another one.
  116204. * @param anisotropicConfiguration define the config where to copy the info
  116205. */
  116206. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  116207. /**
  116208. * Serializes this anisotropy configuration.
  116209. * @returns - An object with the serialized config.
  116210. */
  116211. serialize(): any;
  116212. /**
  116213. * Parses a anisotropy Configuration from a serialized object.
  116214. * @param source - Serialized object.
  116215. * @param scene Defines the scene we are parsing for
  116216. * @param rootUrl Defines the rootUrl to load from
  116217. */
  116218. parse(source: any, scene: Scene, rootUrl: string): void;
  116219. }
  116220. }
  116221. declare module BABYLON {
  116222. /**
  116223. * @hidden
  116224. */
  116225. export interface IMaterialBRDFDefines {
  116226. BRDF_V_HEIGHT_CORRELATED: boolean;
  116227. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116228. SPHERICAL_HARMONICS: boolean;
  116229. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116230. /** @hidden */
  116231. _areMiscDirty: boolean;
  116232. }
  116233. /**
  116234. * Define the code related to the BRDF parameters of the pbr material.
  116235. */
  116236. export class PBRBRDFConfiguration {
  116237. /**
  116238. * Default value used for the energy conservation.
  116239. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  116240. */
  116241. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  116242. /**
  116243. * Default value used for the Smith Visibility Height Correlated mode.
  116244. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  116245. */
  116246. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  116247. /**
  116248. * Default value used for the IBL diffuse part.
  116249. * This can help switching back to the polynomials mode globally which is a tiny bit
  116250. * less GPU intensive at the drawback of a lower quality.
  116251. */
  116252. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  116253. /**
  116254. * Default value used for activating energy conservation for the specular workflow.
  116255. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  116256. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  116257. */
  116258. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  116259. private _useEnergyConservation;
  116260. /**
  116261. * Defines if the material uses energy conservation.
  116262. */
  116263. useEnergyConservation: boolean;
  116264. private _useSmithVisibilityHeightCorrelated;
  116265. /**
  116266. * LEGACY Mode set to false
  116267. * Defines if the material uses height smith correlated visibility term.
  116268. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  116269. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  116270. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  116271. * Not relying on height correlated will also disable energy conservation.
  116272. */
  116273. useSmithVisibilityHeightCorrelated: boolean;
  116274. private _useSphericalHarmonics;
  116275. /**
  116276. * LEGACY Mode set to false
  116277. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  116278. * diffuse part of the IBL.
  116279. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  116280. * to the ground truth.
  116281. */
  116282. useSphericalHarmonics: boolean;
  116283. private _useSpecularGlossinessInputEnergyConservation;
  116284. /**
  116285. * Defines if the material uses energy conservation, when the specular workflow is active.
  116286. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  116287. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  116288. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  116289. */
  116290. useSpecularGlossinessInputEnergyConservation: boolean;
  116291. /** @hidden */
  116292. private _internalMarkAllSubMeshesAsMiscDirty;
  116293. /** @hidden */
  116294. _markAllSubMeshesAsMiscDirty(): void;
  116295. /**
  116296. * Instantiate a new istance of clear coat configuration.
  116297. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  116298. */
  116299. constructor(markAllSubMeshesAsMiscDirty: () => void);
  116300. /**
  116301. * Checks to see if a texture is used in the material.
  116302. * @param defines the list of "defines" to update.
  116303. */
  116304. prepareDefines(defines: IMaterialBRDFDefines): void;
  116305. /**
  116306. * Get the current class name of the texture useful for serialization or dynamic coding.
  116307. * @returns "PBRClearCoatConfiguration"
  116308. */
  116309. getClassName(): string;
  116310. /**
  116311. * Makes a duplicate of the current configuration into another one.
  116312. * @param brdfConfiguration define the config where to copy the info
  116313. */
  116314. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  116315. /**
  116316. * Serializes this BRDF configuration.
  116317. * @returns - An object with the serialized config.
  116318. */
  116319. serialize(): any;
  116320. /**
  116321. * Parses a anisotropy Configuration from a serialized object.
  116322. * @param source - Serialized object.
  116323. * @param scene Defines the scene we are parsing for
  116324. * @param rootUrl Defines the rootUrl to load from
  116325. */
  116326. parse(source: any, scene: Scene, rootUrl: string): void;
  116327. }
  116328. }
  116329. declare module BABYLON {
  116330. /**
  116331. * @hidden
  116332. */
  116333. export interface IMaterialSheenDefines {
  116334. SHEEN: boolean;
  116335. SHEEN_TEXTURE: boolean;
  116336. SHEEN_TEXTUREDIRECTUV: number;
  116337. SHEEN_LINKWITHALBEDO: boolean;
  116338. /** @hidden */
  116339. _areTexturesDirty: boolean;
  116340. }
  116341. /**
  116342. * Define the code related to the Sheen parameters of the pbr material.
  116343. */
  116344. export class PBRSheenConfiguration {
  116345. private _isEnabled;
  116346. /**
  116347. * Defines if the material uses sheen.
  116348. */
  116349. isEnabled: boolean;
  116350. private _linkSheenWithAlbedo;
  116351. /**
  116352. * Defines if the sheen is linked to the sheen color.
  116353. */
  116354. linkSheenWithAlbedo: boolean;
  116355. /**
  116356. * Defines the sheen intensity.
  116357. */
  116358. intensity: number;
  116359. /**
  116360. * Defines the sheen color.
  116361. */
  116362. color: Color3;
  116363. private _texture;
  116364. /**
  116365. * Stores the sheen tint values in a texture.
  116366. * rgb is tint
  116367. * a is a intensity
  116368. */
  116369. texture: Nullable<BaseTexture>;
  116370. /** @hidden */
  116371. private _internalMarkAllSubMeshesAsTexturesDirty;
  116372. /** @hidden */
  116373. _markAllSubMeshesAsTexturesDirty(): void;
  116374. /**
  116375. * Instantiate a new istance of clear coat configuration.
  116376. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116377. */
  116378. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116379. /**
  116380. * Specifies that the submesh is ready to be used.
  116381. * @param defines the list of "defines" to update.
  116382. * @param scene defines the scene the material belongs to.
  116383. * @returns - boolean indicating that the submesh is ready or not.
  116384. */
  116385. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  116386. /**
  116387. * Checks to see if a texture is used in the material.
  116388. * @param defines the list of "defines" to update.
  116389. * @param scene defines the scene the material belongs to.
  116390. */
  116391. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  116392. /**
  116393. * Binds the material data.
  116394. * @param uniformBuffer defines the Uniform buffer to fill in.
  116395. * @param scene defines the scene the material belongs to.
  116396. * @param isFrozen defines wether the material is frozen or not.
  116397. */
  116398. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  116399. /**
  116400. * Checks to see if a texture is used in the material.
  116401. * @param texture - Base texture to use.
  116402. * @returns - Boolean specifying if a texture is used in the material.
  116403. */
  116404. hasTexture(texture: BaseTexture): boolean;
  116405. /**
  116406. * Returns an array of the actively used textures.
  116407. * @param activeTextures Array of BaseTextures
  116408. */
  116409. getActiveTextures(activeTextures: BaseTexture[]): void;
  116410. /**
  116411. * Returns the animatable textures.
  116412. * @param animatables Array of animatable textures.
  116413. */
  116414. getAnimatables(animatables: IAnimatable[]): void;
  116415. /**
  116416. * Disposes the resources of the material.
  116417. * @param forceDisposeTextures - Forces the disposal of all textures.
  116418. */
  116419. dispose(forceDisposeTextures?: boolean): void;
  116420. /**
  116421. * Get the current class name of the texture useful for serialization or dynamic coding.
  116422. * @returns "PBRSheenConfiguration"
  116423. */
  116424. getClassName(): string;
  116425. /**
  116426. * Add fallbacks to the effect fallbacks list.
  116427. * @param defines defines the Base texture to use.
  116428. * @param fallbacks defines the current fallback list.
  116429. * @param currentRank defines the current fallback rank.
  116430. * @returns the new fallback rank.
  116431. */
  116432. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116433. /**
  116434. * Add the required uniforms to the current list.
  116435. * @param uniforms defines the current uniform list.
  116436. */
  116437. static AddUniforms(uniforms: string[]): void;
  116438. /**
  116439. * Add the required uniforms to the current buffer.
  116440. * @param uniformBuffer defines the current uniform buffer.
  116441. */
  116442. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116443. /**
  116444. * Add the required samplers to the current list.
  116445. * @param samplers defines the current sampler list.
  116446. */
  116447. static AddSamplers(samplers: string[]): void;
  116448. /**
  116449. * Makes a duplicate of the current configuration into another one.
  116450. * @param sheenConfiguration define the config where to copy the info
  116451. */
  116452. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  116453. /**
  116454. * Serializes this BRDF configuration.
  116455. * @returns - An object with the serialized config.
  116456. */
  116457. serialize(): any;
  116458. /**
  116459. * Parses a anisotropy Configuration from a serialized object.
  116460. * @param source - Serialized object.
  116461. * @param scene Defines the scene we are parsing for
  116462. * @param rootUrl Defines the rootUrl to load from
  116463. */
  116464. parse(source: any, scene: Scene, rootUrl: string): void;
  116465. }
  116466. }
  116467. declare module BABYLON {
  116468. /**
  116469. * @hidden
  116470. */
  116471. export interface IMaterialSubSurfaceDefines {
  116472. SUBSURFACE: boolean;
  116473. SS_REFRACTION: boolean;
  116474. SS_TRANSLUCENCY: boolean;
  116475. SS_SCATERRING: boolean;
  116476. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116477. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116478. SS_REFRACTIONMAP_3D: boolean;
  116479. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116480. SS_LODINREFRACTIONALPHA: boolean;
  116481. SS_GAMMAREFRACTION: boolean;
  116482. SS_RGBDREFRACTION: boolean;
  116483. SS_LINEARSPECULARREFRACTION: boolean;
  116484. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116485. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116486. /** @hidden */
  116487. _areTexturesDirty: boolean;
  116488. }
  116489. /**
  116490. * Define the code related to the sub surface parameters of the pbr material.
  116491. */
  116492. export class PBRSubSurfaceConfiguration {
  116493. private _isRefractionEnabled;
  116494. /**
  116495. * Defines if the refraction is enabled in the material.
  116496. */
  116497. isRefractionEnabled: boolean;
  116498. private _isTranslucencyEnabled;
  116499. /**
  116500. * Defines if the translucency is enabled in the material.
  116501. */
  116502. isTranslucencyEnabled: boolean;
  116503. private _isScatteringEnabled;
  116504. /**
  116505. * Defines the refraction intensity of the material.
  116506. * The refraction when enabled replaces the Diffuse part of the material.
  116507. * The intensity helps transitionning between diffuse and refraction.
  116508. */
  116509. refractionIntensity: number;
  116510. /**
  116511. * Defines the translucency intensity of the material.
  116512. * When translucency has been enabled, this defines how much of the "translucency"
  116513. * is addded to the diffuse part of the material.
  116514. */
  116515. translucencyIntensity: number;
  116516. /**
  116517. * Defines the scattering intensity of the material.
  116518. * When scattering has been enabled, this defines how much of the "scattered light"
  116519. * is addded to the diffuse part of the material.
  116520. */
  116521. scatteringIntensity: number;
  116522. private _thicknessTexture;
  116523. /**
  116524. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  116525. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  116526. * 0 would mean minimumThickness
  116527. * 1 would mean maximumThickness
  116528. * The other channels might be use as a mask to vary the different effects intensity.
  116529. */
  116530. thicknessTexture: Nullable<BaseTexture>;
  116531. private _refractionTexture;
  116532. /**
  116533. * Defines the texture to use for refraction.
  116534. */
  116535. refractionTexture: Nullable<BaseTexture>;
  116536. private _indexOfRefraction;
  116537. /**
  116538. * Defines the index of refraction used in the material.
  116539. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  116540. */
  116541. indexOfRefraction: number;
  116542. private _invertRefractionY;
  116543. /**
  116544. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116545. */
  116546. invertRefractionY: boolean;
  116547. private _linkRefractionWithTransparency;
  116548. /**
  116549. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116550. * Materials half opaque for instance using refraction could benefit from this control.
  116551. */
  116552. linkRefractionWithTransparency: boolean;
  116553. /**
  116554. * Defines the minimum thickness stored in the thickness map.
  116555. * If no thickness map is defined, this value will be used to simulate thickness.
  116556. */
  116557. minimumThickness: number;
  116558. /**
  116559. * Defines the maximum thickness stored in the thickness map.
  116560. */
  116561. maximumThickness: number;
  116562. /**
  116563. * Defines the volume tint of the material.
  116564. * This is used for both translucency and scattering.
  116565. */
  116566. tintColor: Color3;
  116567. /**
  116568. * Defines the distance at which the tint color should be found in the media.
  116569. * This is used for refraction only.
  116570. */
  116571. tintColorAtDistance: number;
  116572. /**
  116573. * Defines how far each channel transmit through the media.
  116574. * It is defined as a color to simplify it selection.
  116575. */
  116576. diffusionDistance: Color3;
  116577. private _useMaskFromThicknessTexture;
  116578. /**
  116579. * Stores the intensity of the different subsurface effects in the thickness texture.
  116580. * * the green channel is the translucency intensity.
  116581. * * the blue channel is the scattering intensity.
  116582. * * the alpha channel is the refraction intensity.
  116583. */
  116584. useMaskFromThicknessTexture: boolean;
  116585. /** @hidden */
  116586. private _internalMarkAllSubMeshesAsTexturesDirty;
  116587. /** @hidden */
  116588. _markAllSubMeshesAsTexturesDirty(): void;
  116589. /**
  116590. * Instantiate a new istance of sub surface configuration.
  116591. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116592. */
  116593. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116594. /**
  116595. * Gets wehter the submesh is ready to be used or not.
  116596. * @param defines the list of "defines" to update.
  116597. * @param scene defines the scene the material belongs to.
  116598. * @returns - boolean indicating that the submesh is ready or not.
  116599. */
  116600. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  116601. /**
  116602. * Checks to see if a texture is used in the material.
  116603. * @param defines the list of "defines" to update.
  116604. * @param scene defines the scene to the material belongs to.
  116605. */
  116606. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  116607. /**
  116608. * Binds the material data.
  116609. * @param uniformBuffer defines the Uniform buffer to fill in.
  116610. * @param scene defines the scene the material belongs to.
  116611. * @param engine defines the engine the material belongs to.
  116612. * @param isFrozen defines wether the material is frozen or not.
  116613. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  116614. */
  116615. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  116616. /**
  116617. * Unbinds the material from the mesh.
  116618. * @param activeEffect defines the effect that should be unbound from.
  116619. * @returns true if unbound, otherwise false
  116620. */
  116621. unbind(activeEffect: Effect): boolean;
  116622. /**
  116623. * Returns the texture used for refraction or null if none is used.
  116624. * @param scene defines the scene the material belongs to.
  116625. * @returns - Refraction texture if present. If no refraction texture and refraction
  116626. * is linked with transparency, returns environment texture. Otherwise, returns null.
  116627. */
  116628. private _getRefractionTexture;
  116629. /**
  116630. * Returns true if alpha blending should be disabled.
  116631. */
  116632. readonly disableAlphaBlending: boolean;
  116633. /**
  116634. * Fills the list of render target textures.
  116635. * @param renderTargets the list of render targets to update
  116636. */
  116637. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  116638. /**
  116639. * Checks to see if a texture is used in the material.
  116640. * @param texture - Base texture to use.
  116641. * @returns - Boolean specifying if a texture is used in the material.
  116642. */
  116643. hasTexture(texture: BaseTexture): boolean;
  116644. /**
  116645. * Gets a boolean indicating that current material needs to register RTT
  116646. * @returns true if this uses a render target otherwise false.
  116647. */
  116648. hasRenderTargetTextures(): boolean;
  116649. /**
  116650. * Returns an array of the actively used textures.
  116651. * @param activeTextures Array of BaseTextures
  116652. */
  116653. getActiveTextures(activeTextures: BaseTexture[]): void;
  116654. /**
  116655. * Returns the animatable textures.
  116656. * @param animatables Array of animatable textures.
  116657. */
  116658. getAnimatables(animatables: IAnimatable[]): void;
  116659. /**
  116660. * Disposes the resources of the material.
  116661. * @param forceDisposeTextures - Forces the disposal of all textures.
  116662. */
  116663. dispose(forceDisposeTextures?: boolean): void;
  116664. /**
  116665. * Get the current class name of the texture useful for serialization or dynamic coding.
  116666. * @returns "PBRSubSurfaceConfiguration"
  116667. */
  116668. getClassName(): string;
  116669. /**
  116670. * Add fallbacks to the effect fallbacks list.
  116671. * @param defines defines the Base texture to use.
  116672. * @param fallbacks defines the current fallback list.
  116673. * @param currentRank defines the current fallback rank.
  116674. * @returns the new fallback rank.
  116675. */
  116676. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116677. /**
  116678. * Add the required uniforms to the current list.
  116679. * @param uniforms defines the current uniform list.
  116680. */
  116681. static AddUniforms(uniforms: string[]): void;
  116682. /**
  116683. * Add the required samplers to the current list.
  116684. * @param samplers defines the current sampler list.
  116685. */
  116686. static AddSamplers(samplers: string[]): void;
  116687. /**
  116688. * Add the required uniforms to the current buffer.
  116689. * @param uniformBuffer defines the current uniform buffer.
  116690. */
  116691. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116692. /**
  116693. * Makes a duplicate of the current configuration into another one.
  116694. * @param configuration define the config where to copy the info
  116695. */
  116696. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  116697. /**
  116698. * Serializes this Sub Surface configuration.
  116699. * @returns - An object with the serialized config.
  116700. */
  116701. serialize(): any;
  116702. /**
  116703. * Parses a anisotropy Configuration from a serialized object.
  116704. * @param source - Serialized object.
  116705. * @param scene Defines the scene we are parsing for
  116706. * @param rootUrl Defines the rootUrl to load from
  116707. */
  116708. parse(source: any, scene: Scene, rootUrl: string): void;
  116709. }
  116710. }
  116711. declare module BABYLON {
  116712. /** @hidden */
  116713. export var pbrFragmentDeclaration: {
  116714. name: string;
  116715. shader: string;
  116716. };
  116717. }
  116718. declare module BABYLON {
  116719. /** @hidden */
  116720. export var pbrUboDeclaration: {
  116721. name: string;
  116722. shader: string;
  116723. };
  116724. }
  116725. declare module BABYLON {
  116726. /** @hidden */
  116727. export var pbrFragmentExtraDeclaration: {
  116728. name: string;
  116729. shader: string;
  116730. };
  116731. }
  116732. declare module BABYLON {
  116733. /** @hidden */
  116734. export var pbrFragmentSamplersDeclaration: {
  116735. name: string;
  116736. shader: string;
  116737. };
  116738. }
  116739. declare module BABYLON {
  116740. /** @hidden */
  116741. export var pbrHelperFunctions: {
  116742. name: string;
  116743. shader: string;
  116744. };
  116745. }
  116746. declare module BABYLON {
  116747. /** @hidden */
  116748. export var harmonicsFunctions: {
  116749. name: string;
  116750. shader: string;
  116751. };
  116752. }
  116753. declare module BABYLON {
  116754. /** @hidden */
  116755. export var pbrDirectLightingSetupFunctions: {
  116756. name: string;
  116757. shader: string;
  116758. };
  116759. }
  116760. declare module BABYLON {
  116761. /** @hidden */
  116762. export var pbrDirectLightingFalloffFunctions: {
  116763. name: string;
  116764. shader: string;
  116765. };
  116766. }
  116767. declare module BABYLON {
  116768. /** @hidden */
  116769. export var pbrBRDFFunctions: {
  116770. name: string;
  116771. shader: string;
  116772. };
  116773. }
  116774. declare module BABYLON {
  116775. /** @hidden */
  116776. export var pbrDirectLightingFunctions: {
  116777. name: string;
  116778. shader: string;
  116779. };
  116780. }
  116781. declare module BABYLON {
  116782. /** @hidden */
  116783. export var pbrIBLFunctions: {
  116784. name: string;
  116785. shader: string;
  116786. };
  116787. }
  116788. declare module BABYLON {
  116789. /** @hidden */
  116790. export var pbrDebug: {
  116791. name: string;
  116792. shader: string;
  116793. };
  116794. }
  116795. declare module BABYLON {
  116796. /** @hidden */
  116797. export var pbrPixelShader: {
  116798. name: string;
  116799. shader: string;
  116800. };
  116801. }
  116802. declare module BABYLON {
  116803. /** @hidden */
  116804. export var pbrVertexDeclaration: {
  116805. name: string;
  116806. shader: string;
  116807. };
  116808. }
  116809. declare module BABYLON {
  116810. /** @hidden */
  116811. export var pbrVertexShader: {
  116812. name: string;
  116813. shader: string;
  116814. };
  116815. }
  116816. declare module BABYLON {
  116817. /**
  116818. * Manages the defines for the PBR Material.
  116819. * @hidden
  116820. */
  116821. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  116822. PBR: boolean;
  116823. MAINUV1: boolean;
  116824. MAINUV2: boolean;
  116825. UV1: boolean;
  116826. UV2: boolean;
  116827. ALBEDO: boolean;
  116828. ALBEDODIRECTUV: number;
  116829. VERTEXCOLOR: boolean;
  116830. AMBIENT: boolean;
  116831. AMBIENTDIRECTUV: number;
  116832. AMBIENTINGRAYSCALE: boolean;
  116833. OPACITY: boolean;
  116834. VERTEXALPHA: boolean;
  116835. OPACITYDIRECTUV: number;
  116836. OPACITYRGB: boolean;
  116837. ALPHATEST: boolean;
  116838. DEPTHPREPASS: boolean;
  116839. ALPHABLEND: boolean;
  116840. ALPHAFROMALBEDO: boolean;
  116841. ALPHATESTVALUE: string;
  116842. SPECULAROVERALPHA: boolean;
  116843. RADIANCEOVERALPHA: boolean;
  116844. ALPHAFRESNEL: boolean;
  116845. LINEARALPHAFRESNEL: boolean;
  116846. PREMULTIPLYALPHA: boolean;
  116847. EMISSIVE: boolean;
  116848. EMISSIVEDIRECTUV: number;
  116849. REFLECTIVITY: boolean;
  116850. REFLECTIVITYDIRECTUV: number;
  116851. SPECULARTERM: boolean;
  116852. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  116853. MICROSURFACEAUTOMATIC: boolean;
  116854. LODBASEDMICROSFURACE: boolean;
  116855. MICROSURFACEMAP: boolean;
  116856. MICROSURFACEMAPDIRECTUV: number;
  116857. METALLICWORKFLOW: boolean;
  116858. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  116859. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  116860. METALLNESSSTOREINMETALMAPBLUE: boolean;
  116861. AOSTOREINMETALMAPRED: boolean;
  116862. METALLICF0FACTORFROMMETALLICMAP: boolean;
  116863. ENVIRONMENTBRDF: boolean;
  116864. ENVIRONMENTBRDF_RGBD: boolean;
  116865. NORMAL: boolean;
  116866. TANGENT: boolean;
  116867. BUMP: boolean;
  116868. BUMPDIRECTUV: number;
  116869. OBJECTSPACE_NORMALMAP: boolean;
  116870. PARALLAX: boolean;
  116871. PARALLAXOCCLUSION: boolean;
  116872. NORMALXYSCALE: boolean;
  116873. LIGHTMAP: boolean;
  116874. LIGHTMAPDIRECTUV: number;
  116875. USELIGHTMAPASSHADOWMAP: boolean;
  116876. GAMMALIGHTMAP: boolean;
  116877. RGBDLIGHTMAP: boolean;
  116878. REFLECTION: boolean;
  116879. REFLECTIONMAP_3D: boolean;
  116880. REFLECTIONMAP_SPHERICAL: boolean;
  116881. REFLECTIONMAP_PLANAR: boolean;
  116882. REFLECTIONMAP_CUBIC: boolean;
  116883. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  116884. REFLECTIONMAP_PROJECTION: boolean;
  116885. REFLECTIONMAP_SKYBOX: boolean;
  116886. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  116887. REFLECTIONMAP_EXPLICIT: boolean;
  116888. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  116889. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  116890. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  116891. INVERTCUBICMAP: boolean;
  116892. USESPHERICALFROMREFLECTIONMAP: boolean;
  116893. USEIRRADIANCEMAP: boolean;
  116894. SPHERICAL_HARMONICS: boolean;
  116895. USESPHERICALINVERTEX: boolean;
  116896. REFLECTIONMAP_OPPOSITEZ: boolean;
  116897. LODINREFLECTIONALPHA: boolean;
  116898. GAMMAREFLECTION: boolean;
  116899. RGBDREFLECTION: boolean;
  116900. LINEARSPECULARREFLECTION: boolean;
  116901. RADIANCEOCCLUSION: boolean;
  116902. HORIZONOCCLUSION: boolean;
  116903. INSTANCES: boolean;
  116904. NUM_BONE_INFLUENCERS: number;
  116905. BonesPerMesh: number;
  116906. BONETEXTURE: boolean;
  116907. NONUNIFORMSCALING: boolean;
  116908. MORPHTARGETS: boolean;
  116909. MORPHTARGETS_NORMAL: boolean;
  116910. MORPHTARGETS_TANGENT: boolean;
  116911. MORPHTARGETS_UV: boolean;
  116912. NUM_MORPH_INFLUENCERS: number;
  116913. IMAGEPROCESSING: boolean;
  116914. VIGNETTE: boolean;
  116915. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116916. VIGNETTEBLENDMODEOPAQUE: boolean;
  116917. TONEMAPPING: boolean;
  116918. TONEMAPPING_ACES: boolean;
  116919. CONTRAST: boolean;
  116920. COLORCURVES: boolean;
  116921. COLORGRADING: boolean;
  116922. COLORGRADING3D: boolean;
  116923. SAMPLER3DGREENDEPTH: boolean;
  116924. SAMPLER3DBGRMAP: boolean;
  116925. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116926. EXPOSURE: boolean;
  116927. MULTIVIEW: boolean;
  116928. USEPHYSICALLIGHTFALLOFF: boolean;
  116929. USEGLTFLIGHTFALLOFF: boolean;
  116930. TWOSIDEDLIGHTING: boolean;
  116931. SHADOWFLOAT: boolean;
  116932. CLIPPLANE: boolean;
  116933. CLIPPLANE2: boolean;
  116934. CLIPPLANE3: boolean;
  116935. CLIPPLANE4: boolean;
  116936. POINTSIZE: boolean;
  116937. FOG: boolean;
  116938. LOGARITHMICDEPTH: boolean;
  116939. FORCENORMALFORWARD: boolean;
  116940. SPECULARAA: boolean;
  116941. CLEARCOAT: boolean;
  116942. CLEARCOAT_DEFAULTIOR: boolean;
  116943. CLEARCOAT_TEXTURE: boolean;
  116944. CLEARCOAT_TEXTUREDIRECTUV: number;
  116945. CLEARCOAT_BUMP: boolean;
  116946. CLEARCOAT_BUMPDIRECTUV: number;
  116947. CLEARCOAT_TINT: boolean;
  116948. CLEARCOAT_TINT_TEXTURE: boolean;
  116949. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  116950. ANISOTROPIC: boolean;
  116951. ANISOTROPIC_TEXTURE: boolean;
  116952. ANISOTROPIC_TEXTUREDIRECTUV: number;
  116953. BRDF_V_HEIGHT_CORRELATED: boolean;
  116954. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116955. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116956. SHEEN: boolean;
  116957. SHEEN_TEXTURE: boolean;
  116958. SHEEN_TEXTUREDIRECTUV: number;
  116959. SHEEN_LINKWITHALBEDO: boolean;
  116960. SUBSURFACE: boolean;
  116961. SS_REFRACTION: boolean;
  116962. SS_TRANSLUCENCY: boolean;
  116963. SS_SCATERRING: boolean;
  116964. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116965. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116966. SS_REFRACTIONMAP_3D: boolean;
  116967. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116968. SS_LODINREFRACTIONALPHA: boolean;
  116969. SS_GAMMAREFRACTION: boolean;
  116970. SS_RGBDREFRACTION: boolean;
  116971. SS_LINEARSPECULARREFRACTION: boolean;
  116972. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116973. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116974. UNLIT: boolean;
  116975. DEBUGMODE: number;
  116976. /**
  116977. * Initializes the PBR Material defines.
  116978. */
  116979. constructor();
  116980. /**
  116981. * Resets the PBR Material defines.
  116982. */
  116983. reset(): void;
  116984. }
  116985. /**
  116986. * The Physically based material base class of BJS.
  116987. *
  116988. * This offers the main features of a standard PBR material.
  116989. * For more information, please refer to the documentation :
  116990. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116991. */
  116992. export abstract class PBRBaseMaterial extends PushMaterial {
  116993. /**
  116994. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116995. */
  116996. static readonly PBRMATERIAL_OPAQUE: number;
  116997. /**
  116998. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116999. */
  117000. static readonly PBRMATERIAL_ALPHATEST: number;
  117001. /**
  117002. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117003. */
  117004. static readonly PBRMATERIAL_ALPHABLEND: number;
  117005. /**
  117006. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117007. * They are also discarded below the alpha cutoff threshold to improve performances.
  117008. */
  117009. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  117010. /**
  117011. * Defines the default value of how much AO map is occluding the analytical lights
  117012. * (point spot...).
  117013. */
  117014. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  117015. /**
  117016. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  117017. */
  117018. static readonly LIGHTFALLOFF_PHYSICAL: number;
  117019. /**
  117020. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  117021. * to enhance interoperability with other engines.
  117022. */
  117023. static readonly LIGHTFALLOFF_GLTF: number;
  117024. /**
  117025. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  117026. * to enhance interoperability with other materials.
  117027. */
  117028. static readonly LIGHTFALLOFF_STANDARD: number;
  117029. /**
  117030. * Intensity of the direct lights e.g. the four lights available in your scene.
  117031. * This impacts both the direct diffuse and specular highlights.
  117032. */
  117033. protected _directIntensity: number;
  117034. /**
  117035. * Intensity of the emissive part of the material.
  117036. * This helps controlling the emissive effect without modifying the emissive color.
  117037. */
  117038. protected _emissiveIntensity: number;
  117039. /**
  117040. * Intensity of the environment e.g. how much the environment will light the object
  117041. * either through harmonics for rough material or through the refelction for shiny ones.
  117042. */
  117043. protected _environmentIntensity: number;
  117044. /**
  117045. * This is a special control allowing the reduction of the specular highlights coming from the
  117046. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  117047. */
  117048. protected _specularIntensity: number;
  117049. /**
  117050. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  117051. */
  117052. private _lightingInfos;
  117053. /**
  117054. * Debug Control allowing disabling the bump map on this material.
  117055. */
  117056. protected _disableBumpMap: boolean;
  117057. /**
  117058. * AKA Diffuse Texture in standard nomenclature.
  117059. */
  117060. protected _albedoTexture: Nullable<BaseTexture>;
  117061. /**
  117062. * AKA Occlusion Texture in other nomenclature.
  117063. */
  117064. protected _ambientTexture: Nullable<BaseTexture>;
  117065. /**
  117066. * AKA Occlusion Texture Intensity in other nomenclature.
  117067. */
  117068. protected _ambientTextureStrength: number;
  117069. /**
  117070. * Defines how much the AO map is occluding the analytical lights (point spot...).
  117071. * 1 means it completely occludes it
  117072. * 0 mean it has no impact
  117073. */
  117074. protected _ambientTextureImpactOnAnalyticalLights: number;
  117075. /**
  117076. * Stores the alpha values in a texture.
  117077. */
  117078. protected _opacityTexture: Nullable<BaseTexture>;
  117079. /**
  117080. * Stores the reflection values in a texture.
  117081. */
  117082. protected _reflectionTexture: Nullable<BaseTexture>;
  117083. /**
  117084. * Stores the emissive values in a texture.
  117085. */
  117086. protected _emissiveTexture: Nullable<BaseTexture>;
  117087. /**
  117088. * AKA Specular texture in other nomenclature.
  117089. */
  117090. protected _reflectivityTexture: Nullable<BaseTexture>;
  117091. /**
  117092. * Used to switch from specular/glossiness to metallic/roughness workflow.
  117093. */
  117094. protected _metallicTexture: Nullable<BaseTexture>;
  117095. /**
  117096. * Specifies the metallic scalar of the metallic/roughness workflow.
  117097. * Can also be used to scale the metalness values of the metallic texture.
  117098. */
  117099. protected _metallic: Nullable<number>;
  117100. /**
  117101. * Specifies the roughness scalar of the metallic/roughness workflow.
  117102. * Can also be used to scale the roughness values of the metallic texture.
  117103. */
  117104. protected _roughness: Nullable<number>;
  117105. /**
  117106. * Specifies the an F0 factor to help configuring the material F0.
  117107. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  117108. * to 0.5 the previously hard coded value stays the same.
  117109. * Can also be used to scale the F0 values of the metallic texture.
  117110. */
  117111. protected _metallicF0Factor: number;
  117112. /**
  117113. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  117114. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  117115. * your expectation as it multiplies with the texture data.
  117116. */
  117117. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  117118. /**
  117119. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  117120. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  117121. */
  117122. protected _microSurfaceTexture: Nullable<BaseTexture>;
  117123. /**
  117124. * Stores surface normal data used to displace a mesh in a texture.
  117125. */
  117126. protected _bumpTexture: Nullable<BaseTexture>;
  117127. /**
  117128. * Stores the pre-calculated light information of a mesh in a texture.
  117129. */
  117130. protected _lightmapTexture: Nullable<BaseTexture>;
  117131. /**
  117132. * The color of a material in ambient lighting.
  117133. */
  117134. protected _ambientColor: Color3;
  117135. /**
  117136. * AKA Diffuse Color in other nomenclature.
  117137. */
  117138. protected _albedoColor: Color3;
  117139. /**
  117140. * AKA Specular Color in other nomenclature.
  117141. */
  117142. protected _reflectivityColor: Color3;
  117143. /**
  117144. * The color applied when light is reflected from a material.
  117145. */
  117146. protected _reflectionColor: Color3;
  117147. /**
  117148. * The color applied when light is emitted from a material.
  117149. */
  117150. protected _emissiveColor: Color3;
  117151. /**
  117152. * AKA Glossiness in other nomenclature.
  117153. */
  117154. protected _microSurface: number;
  117155. /**
  117156. * Specifies that the material will use the light map as a show map.
  117157. */
  117158. protected _useLightmapAsShadowmap: boolean;
  117159. /**
  117160. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  117161. * makes the reflect vector face the model (under horizon).
  117162. */
  117163. protected _useHorizonOcclusion: boolean;
  117164. /**
  117165. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  117166. * too much the area relying on ambient texture to define their ambient occlusion.
  117167. */
  117168. protected _useRadianceOcclusion: boolean;
  117169. /**
  117170. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  117171. */
  117172. protected _useAlphaFromAlbedoTexture: boolean;
  117173. /**
  117174. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  117175. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  117176. */
  117177. protected _useSpecularOverAlpha: boolean;
  117178. /**
  117179. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  117180. */
  117181. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  117182. /**
  117183. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  117184. */
  117185. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  117186. /**
  117187. * Specifies if the metallic texture contains the roughness information in its green channel.
  117188. */
  117189. protected _useRoughnessFromMetallicTextureGreen: boolean;
  117190. /**
  117191. * Specifies if the metallic texture contains the metallness information in its blue channel.
  117192. */
  117193. protected _useMetallnessFromMetallicTextureBlue: boolean;
  117194. /**
  117195. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  117196. */
  117197. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  117198. /**
  117199. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  117200. */
  117201. protected _useAmbientInGrayScale: boolean;
  117202. /**
  117203. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  117204. * The material will try to infer what glossiness each pixel should be.
  117205. */
  117206. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  117207. /**
  117208. * Defines the falloff type used in this material.
  117209. * It by default is Physical.
  117210. */
  117211. protected _lightFalloff: number;
  117212. /**
  117213. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  117214. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  117215. */
  117216. protected _useRadianceOverAlpha: boolean;
  117217. /**
  117218. * Allows using an object space normal map (instead of tangent space).
  117219. */
  117220. protected _useObjectSpaceNormalMap: boolean;
  117221. /**
  117222. * Allows using the bump map in parallax mode.
  117223. */
  117224. protected _useParallax: boolean;
  117225. /**
  117226. * Allows using the bump map in parallax occlusion mode.
  117227. */
  117228. protected _useParallaxOcclusion: boolean;
  117229. /**
  117230. * Controls the scale bias of the parallax mode.
  117231. */
  117232. protected _parallaxScaleBias: number;
  117233. /**
  117234. * If sets to true, disables all the lights affecting the material.
  117235. */
  117236. protected _disableLighting: boolean;
  117237. /**
  117238. * Number of Simultaneous lights allowed on the material.
  117239. */
  117240. protected _maxSimultaneousLights: number;
  117241. /**
  117242. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  117243. */
  117244. protected _invertNormalMapX: boolean;
  117245. /**
  117246. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  117247. */
  117248. protected _invertNormalMapY: boolean;
  117249. /**
  117250. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  117251. */
  117252. protected _twoSidedLighting: boolean;
  117253. /**
  117254. * Defines the alpha limits in alpha test mode.
  117255. */
  117256. protected _alphaCutOff: number;
  117257. /**
  117258. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  117259. */
  117260. protected _forceAlphaTest: boolean;
  117261. /**
  117262. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117263. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  117264. */
  117265. protected _useAlphaFresnel: boolean;
  117266. /**
  117267. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117268. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  117269. */
  117270. protected _useLinearAlphaFresnel: boolean;
  117271. /**
  117272. * The transparency mode of the material.
  117273. */
  117274. protected _transparencyMode: Nullable<number>;
  117275. /**
  117276. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  117277. * from cos thetav and roughness:
  117278. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  117279. */
  117280. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  117281. /**
  117282. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  117283. */
  117284. protected _forceIrradianceInFragment: boolean;
  117285. /**
  117286. * Force normal to face away from face.
  117287. */
  117288. protected _forceNormalForward: boolean;
  117289. /**
  117290. * Enables specular anti aliasing in the PBR shader.
  117291. * It will both interacts on the Geometry for analytical and IBL lighting.
  117292. * It also prefilter the roughness map based on the bump values.
  117293. */
  117294. protected _enableSpecularAntiAliasing: boolean;
  117295. /**
  117296. * Default configuration related to image processing available in the PBR Material.
  117297. */
  117298. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  117299. /**
  117300. * Keep track of the image processing observer to allow dispose and replace.
  117301. */
  117302. private _imageProcessingObserver;
  117303. /**
  117304. * Attaches a new image processing configuration to the PBR Material.
  117305. * @param configuration
  117306. */
  117307. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  117308. /**
  117309. * Stores the available render targets.
  117310. */
  117311. private _renderTargets;
  117312. /**
  117313. * Sets the global ambient color for the material used in lighting calculations.
  117314. */
  117315. private _globalAmbientColor;
  117316. /**
  117317. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  117318. */
  117319. private _useLogarithmicDepth;
  117320. /**
  117321. * If set to true, no lighting calculations will be applied.
  117322. */
  117323. private _unlit;
  117324. private _debugMode;
  117325. /**
  117326. * @hidden
  117327. * This is reserved for the inspector.
  117328. * Defines the material debug mode.
  117329. * It helps seeing only some components of the material while troubleshooting.
  117330. */
  117331. debugMode: number;
  117332. /**
  117333. * @hidden
  117334. * This is reserved for the inspector.
  117335. * Specify from where on screen the debug mode should start.
  117336. * The value goes from -1 (full screen) to 1 (not visible)
  117337. * It helps with side by side comparison against the final render
  117338. * This defaults to -1
  117339. */
  117340. private debugLimit;
  117341. /**
  117342. * @hidden
  117343. * This is reserved for the inspector.
  117344. * As the default viewing range might not be enough (if the ambient is really small for instance)
  117345. * You can use the factor to better multiply the final value.
  117346. */
  117347. private debugFactor;
  117348. /**
  117349. * Defines the clear coat layer parameters for the material.
  117350. */
  117351. readonly clearCoat: PBRClearCoatConfiguration;
  117352. /**
  117353. * Defines the anisotropic parameters for the material.
  117354. */
  117355. readonly anisotropy: PBRAnisotropicConfiguration;
  117356. /**
  117357. * Defines the BRDF parameters for the material.
  117358. */
  117359. readonly brdf: PBRBRDFConfiguration;
  117360. /**
  117361. * Defines the Sheen parameters for the material.
  117362. */
  117363. readonly sheen: PBRSheenConfiguration;
  117364. /**
  117365. * Defines the SubSurface parameters for the material.
  117366. */
  117367. readonly subSurface: PBRSubSurfaceConfiguration;
  117368. /**
  117369. * Custom callback helping to override the default shader used in the material.
  117370. */
  117371. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  117372. protected _rebuildInParallel: boolean;
  117373. /**
  117374. * Instantiates a new PBRMaterial instance.
  117375. *
  117376. * @param name The material name
  117377. * @param scene The scene the material will be use in.
  117378. */
  117379. constructor(name: string, scene: Scene);
  117380. /**
  117381. * Gets a boolean indicating that current material needs to register RTT
  117382. */
  117383. readonly hasRenderTargetTextures: boolean;
  117384. /**
  117385. * Gets the name of the material class.
  117386. */
  117387. getClassName(): string;
  117388. /**
  117389. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  117390. */
  117391. /**
  117392. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  117393. */
  117394. useLogarithmicDepth: boolean;
  117395. /**
  117396. * Gets the current transparency mode.
  117397. */
  117398. /**
  117399. * Sets the transparency mode of the material.
  117400. *
  117401. * | Value | Type | Description |
  117402. * | ----- | ----------------------------------- | ----------- |
  117403. * | 0 | OPAQUE | |
  117404. * | 1 | ALPHATEST | |
  117405. * | 2 | ALPHABLEND | |
  117406. * | 3 | ALPHATESTANDBLEND | |
  117407. *
  117408. */
  117409. transparencyMode: Nullable<number>;
  117410. /**
  117411. * Returns true if alpha blending should be disabled.
  117412. */
  117413. private readonly _disableAlphaBlending;
  117414. /**
  117415. * Specifies whether or not this material should be rendered in alpha blend mode.
  117416. */
  117417. needAlphaBlending(): boolean;
  117418. /**
  117419. * Specifies if the mesh will require alpha blending.
  117420. * @param mesh - BJS mesh.
  117421. */
  117422. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  117423. /**
  117424. * Specifies whether or not this material should be rendered in alpha test mode.
  117425. */
  117426. needAlphaTesting(): boolean;
  117427. /**
  117428. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  117429. */
  117430. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  117431. /**
  117432. * Gets the texture used for the alpha test.
  117433. */
  117434. getAlphaTestTexture(): Nullable<BaseTexture>;
  117435. /**
  117436. * Specifies that the submesh is ready to be used.
  117437. * @param mesh - BJS mesh.
  117438. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  117439. * @param useInstances - Specifies that instances should be used.
  117440. * @returns - boolean indicating that the submesh is ready or not.
  117441. */
  117442. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  117443. /**
  117444. * Specifies if the material uses metallic roughness workflow.
  117445. * @returns boolean specifiying if the material uses metallic roughness workflow.
  117446. */
  117447. isMetallicWorkflow(): boolean;
  117448. private _prepareEffect;
  117449. private _prepareDefines;
  117450. /**
  117451. * Force shader compilation
  117452. */
  117453. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  117454. /**
  117455. * Initializes the uniform buffer layout for the shader.
  117456. */
  117457. buildUniformLayout(): void;
  117458. /**
  117459. * Unbinds the material from the mesh
  117460. */
  117461. unbind(): void;
  117462. /**
  117463. * Binds the submesh data.
  117464. * @param world - The world matrix.
  117465. * @param mesh - The BJS mesh.
  117466. * @param subMesh - A submesh of the BJS mesh.
  117467. */
  117468. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  117469. /**
  117470. * Returns the animatable textures.
  117471. * @returns - Array of animatable textures.
  117472. */
  117473. getAnimatables(): IAnimatable[];
  117474. /**
  117475. * Returns the texture used for reflections.
  117476. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  117477. */
  117478. private _getReflectionTexture;
  117479. /**
  117480. * Returns an array of the actively used textures.
  117481. * @returns - Array of BaseTextures
  117482. */
  117483. getActiveTextures(): BaseTexture[];
  117484. /**
  117485. * Checks to see if a texture is used in the material.
  117486. * @param texture - Base texture to use.
  117487. * @returns - Boolean specifying if a texture is used in the material.
  117488. */
  117489. hasTexture(texture: BaseTexture): boolean;
  117490. /**
  117491. * Disposes the resources of the material.
  117492. * @param forceDisposeEffect - Forces the disposal of effects.
  117493. * @param forceDisposeTextures - Forces the disposal of all textures.
  117494. */
  117495. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  117496. }
  117497. }
  117498. declare module BABYLON {
  117499. /**
  117500. * The Physically based material of BJS.
  117501. *
  117502. * This offers the main features of a standard PBR material.
  117503. * For more information, please refer to the documentation :
  117504. * https://doc.babylonjs.com/how_to/physically_based_rendering
  117505. */
  117506. export class PBRMaterial extends PBRBaseMaterial {
  117507. /**
  117508. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  117509. */
  117510. static readonly PBRMATERIAL_OPAQUE: number;
  117511. /**
  117512. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  117513. */
  117514. static readonly PBRMATERIAL_ALPHATEST: number;
  117515. /**
  117516. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117517. */
  117518. static readonly PBRMATERIAL_ALPHABLEND: number;
  117519. /**
  117520. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117521. * They are also discarded below the alpha cutoff threshold to improve performances.
  117522. */
  117523. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  117524. /**
  117525. * Defines the default value of how much AO map is occluding the analytical lights
  117526. * (point spot...).
  117527. */
  117528. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  117529. /**
  117530. * Intensity of the direct lights e.g. the four lights available in your scene.
  117531. * This impacts both the direct diffuse and specular highlights.
  117532. */
  117533. directIntensity: number;
  117534. /**
  117535. * Intensity of the emissive part of the material.
  117536. * This helps controlling the emissive effect without modifying the emissive color.
  117537. */
  117538. emissiveIntensity: number;
  117539. /**
  117540. * Intensity of the environment e.g. how much the environment will light the object
  117541. * either through harmonics for rough material or through the refelction for shiny ones.
  117542. */
  117543. environmentIntensity: number;
  117544. /**
  117545. * This is a special control allowing the reduction of the specular highlights coming from the
  117546. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  117547. */
  117548. specularIntensity: number;
  117549. /**
  117550. * Debug Control allowing disabling the bump map on this material.
  117551. */
  117552. disableBumpMap: boolean;
  117553. /**
  117554. * AKA Diffuse Texture in standard nomenclature.
  117555. */
  117556. albedoTexture: BaseTexture;
  117557. /**
  117558. * AKA Occlusion Texture in other nomenclature.
  117559. */
  117560. ambientTexture: BaseTexture;
  117561. /**
  117562. * AKA Occlusion Texture Intensity in other nomenclature.
  117563. */
  117564. ambientTextureStrength: number;
  117565. /**
  117566. * Defines how much the AO map is occluding the analytical lights (point spot...).
  117567. * 1 means it completely occludes it
  117568. * 0 mean it has no impact
  117569. */
  117570. ambientTextureImpactOnAnalyticalLights: number;
  117571. /**
  117572. * Stores the alpha values in a texture.
  117573. */
  117574. opacityTexture: BaseTexture;
  117575. /**
  117576. * Stores the reflection values in a texture.
  117577. */
  117578. reflectionTexture: Nullable<BaseTexture>;
  117579. /**
  117580. * Stores the emissive values in a texture.
  117581. */
  117582. emissiveTexture: BaseTexture;
  117583. /**
  117584. * AKA Specular texture in other nomenclature.
  117585. */
  117586. reflectivityTexture: BaseTexture;
  117587. /**
  117588. * Used to switch from specular/glossiness to metallic/roughness workflow.
  117589. */
  117590. metallicTexture: BaseTexture;
  117591. /**
  117592. * Specifies the metallic scalar of the metallic/roughness workflow.
  117593. * Can also be used to scale the metalness values of the metallic texture.
  117594. */
  117595. metallic: Nullable<number>;
  117596. /**
  117597. * Specifies the roughness scalar of the metallic/roughness workflow.
  117598. * Can also be used to scale the roughness values of the metallic texture.
  117599. */
  117600. roughness: Nullable<number>;
  117601. /**
  117602. * Specifies the an F0 factor to help configuring the material F0.
  117603. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  117604. * to 0.5 the previously hard coded value stays the same.
  117605. * Can also be used to scale the F0 values of the metallic texture.
  117606. */
  117607. metallicF0Factor: number;
  117608. /**
  117609. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  117610. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  117611. * your expectation as it multiplies with the texture data.
  117612. */
  117613. useMetallicF0FactorFromMetallicTexture: boolean;
  117614. /**
  117615. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  117616. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  117617. */
  117618. microSurfaceTexture: BaseTexture;
  117619. /**
  117620. * Stores surface normal data used to displace a mesh in a texture.
  117621. */
  117622. bumpTexture: BaseTexture;
  117623. /**
  117624. * Stores the pre-calculated light information of a mesh in a texture.
  117625. */
  117626. lightmapTexture: BaseTexture;
  117627. /**
  117628. * Stores the refracted light information in a texture.
  117629. */
  117630. refractionTexture: Nullable<BaseTexture>;
  117631. /**
  117632. * The color of a material in ambient lighting.
  117633. */
  117634. ambientColor: Color3;
  117635. /**
  117636. * AKA Diffuse Color in other nomenclature.
  117637. */
  117638. albedoColor: Color3;
  117639. /**
  117640. * AKA Specular Color in other nomenclature.
  117641. */
  117642. reflectivityColor: Color3;
  117643. /**
  117644. * The color reflected from the material.
  117645. */
  117646. reflectionColor: Color3;
  117647. /**
  117648. * The color emitted from the material.
  117649. */
  117650. emissiveColor: Color3;
  117651. /**
  117652. * AKA Glossiness in other nomenclature.
  117653. */
  117654. microSurface: number;
  117655. /**
  117656. * source material index of refraction (IOR)' / 'destination material IOR.
  117657. */
  117658. indexOfRefraction: number;
  117659. /**
  117660. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  117661. */
  117662. invertRefractionY: boolean;
  117663. /**
  117664. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  117665. * Materials half opaque for instance using refraction could benefit from this control.
  117666. */
  117667. linkRefractionWithTransparency: boolean;
  117668. /**
  117669. * If true, the light map contains occlusion information instead of lighting info.
  117670. */
  117671. useLightmapAsShadowmap: boolean;
  117672. /**
  117673. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  117674. */
  117675. useAlphaFromAlbedoTexture: boolean;
  117676. /**
  117677. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  117678. */
  117679. forceAlphaTest: boolean;
  117680. /**
  117681. * Defines the alpha limits in alpha test mode.
  117682. */
  117683. alphaCutOff: number;
  117684. /**
  117685. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  117686. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  117687. */
  117688. useSpecularOverAlpha: boolean;
  117689. /**
  117690. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  117691. */
  117692. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  117693. /**
  117694. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  117695. */
  117696. useRoughnessFromMetallicTextureAlpha: boolean;
  117697. /**
  117698. * Specifies if the metallic texture contains the roughness information in its green channel.
  117699. */
  117700. useRoughnessFromMetallicTextureGreen: boolean;
  117701. /**
  117702. * Specifies if the metallic texture contains the metallness information in its blue channel.
  117703. */
  117704. useMetallnessFromMetallicTextureBlue: boolean;
  117705. /**
  117706. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  117707. */
  117708. useAmbientOcclusionFromMetallicTextureRed: boolean;
  117709. /**
  117710. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  117711. */
  117712. useAmbientInGrayScale: boolean;
  117713. /**
  117714. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  117715. * The material will try to infer what glossiness each pixel should be.
  117716. */
  117717. useAutoMicroSurfaceFromReflectivityMap: boolean;
  117718. /**
  117719. * BJS is using an harcoded light falloff based on a manually sets up range.
  117720. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117721. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117722. */
  117723. /**
  117724. * BJS is using an harcoded light falloff based on a manually sets up range.
  117725. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117726. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117727. */
  117728. usePhysicalLightFalloff: boolean;
  117729. /**
  117730. * In order to support the falloff compatibility with gltf, a special mode has been added
  117731. * to reproduce the gltf light falloff.
  117732. */
  117733. /**
  117734. * In order to support the falloff compatibility with gltf, a special mode has been added
  117735. * to reproduce the gltf light falloff.
  117736. */
  117737. useGLTFLightFalloff: boolean;
  117738. /**
  117739. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  117740. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  117741. */
  117742. useRadianceOverAlpha: boolean;
  117743. /**
  117744. * Allows using an object space normal map (instead of tangent space).
  117745. */
  117746. useObjectSpaceNormalMap: boolean;
  117747. /**
  117748. * Allows using the bump map in parallax mode.
  117749. */
  117750. useParallax: boolean;
  117751. /**
  117752. * Allows using the bump map in parallax occlusion mode.
  117753. */
  117754. useParallaxOcclusion: boolean;
  117755. /**
  117756. * Controls the scale bias of the parallax mode.
  117757. */
  117758. parallaxScaleBias: number;
  117759. /**
  117760. * If sets to true, disables all the lights affecting the material.
  117761. */
  117762. disableLighting: boolean;
  117763. /**
  117764. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  117765. */
  117766. forceIrradianceInFragment: boolean;
  117767. /**
  117768. * Number of Simultaneous lights allowed on the material.
  117769. */
  117770. maxSimultaneousLights: number;
  117771. /**
  117772. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  117773. */
  117774. invertNormalMapX: boolean;
  117775. /**
  117776. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  117777. */
  117778. invertNormalMapY: boolean;
  117779. /**
  117780. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  117781. */
  117782. twoSidedLighting: boolean;
  117783. /**
  117784. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117785. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  117786. */
  117787. useAlphaFresnel: boolean;
  117788. /**
  117789. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117790. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  117791. */
  117792. useLinearAlphaFresnel: boolean;
  117793. /**
  117794. * Let user defines the brdf lookup texture used for IBL.
  117795. * A default 8bit version is embedded but you could point at :
  117796. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  117797. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  117798. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  117799. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  117800. */
  117801. environmentBRDFTexture: Nullable<BaseTexture>;
  117802. /**
  117803. * Force normal to face away from face.
  117804. */
  117805. forceNormalForward: boolean;
  117806. /**
  117807. * Enables specular anti aliasing in the PBR shader.
  117808. * It will both interacts on the Geometry for analytical and IBL lighting.
  117809. * It also prefilter the roughness map based on the bump values.
  117810. */
  117811. enableSpecularAntiAliasing: boolean;
  117812. /**
  117813. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  117814. * makes the reflect vector face the model (under horizon).
  117815. */
  117816. useHorizonOcclusion: boolean;
  117817. /**
  117818. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  117819. * too much the area relying on ambient texture to define their ambient occlusion.
  117820. */
  117821. useRadianceOcclusion: boolean;
  117822. /**
  117823. * If set to true, no lighting calculations will be applied.
  117824. */
  117825. unlit: boolean;
  117826. /**
  117827. * Gets the image processing configuration used either in this material.
  117828. */
  117829. /**
  117830. * Sets the Default image processing configuration used either in the this material.
  117831. *
  117832. * If sets to null, the scene one is in use.
  117833. */
  117834. imageProcessingConfiguration: ImageProcessingConfiguration;
  117835. /**
  117836. * Gets wether the color curves effect is enabled.
  117837. */
  117838. /**
  117839. * Sets wether the color curves effect is enabled.
  117840. */
  117841. cameraColorCurvesEnabled: boolean;
  117842. /**
  117843. * Gets wether the color grading effect is enabled.
  117844. */
  117845. /**
  117846. * Gets wether the color grading effect is enabled.
  117847. */
  117848. cameraColorGradingEnabled: boolean;
  117849. /**
  117850. * Gets wether tonemapping is enabled or not.
  117851. */
  117852. /**
  117853. * Sets wether tonemapping is enabled or not
  117854. */
  117855. cameraToneMappingEnabled: boolean;
  117856. /**
  117857. * The camera exposure used on this material.
  117858. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117859. * This corresponds to a photographic exposure.
  117860. */
  117861. /**
  117862. * The camera exposure used on this material.
  117863. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117864. * This corresponds to a photographic exposure.
  117865. */
  117866. cameraExposure: number;
  117867. /**
  117868. * Gets The camera contrast used on this material.
  117869. */
  117870. /**
  117871. * Sets The camera contrast used on this material.
  117872. */
  117873. cameraContrast: number;
  117874. /**
  117875. * Gets the Color Grading 2D Lookup Texture.
  117876. */
  117877. /**
  117878. * Sets the Color Grading 2D Lookup Texture.
  117879. */
  117880. cameraColorGradingTexture: Nullable<BaseTexture>;
  117881. /**
  117882. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117883. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117884. * 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;
  117885. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117886. */
  117887. /**
  117888. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117889. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117890. * 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;
  117891. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117892. */
  117893. cameraColorCurves: Nullable<ColorCurves>;
  117894. /**
  117895. * Instantiates a new PBRMaterial instance.
  117896. *
  117897. * @param name The material name
  117898. * @param scene The scene the material will be use in.
  117899. */
  117900. constructor(name: string, scene: Scene);
  117901. /**
  117902. * Returns the name of this material class.
  117903. */
  117904. getClassName(): string;
  117905. /**
  117906. * Makes a duplicate of the current material.
  117907. * @param name - name to use for the new material.
  117908. */
  117909. clone(name: string): PBRMaterial;
  117910. /**
  117911. * Serializes this PBR Material.
  117912. * @returns - An object with the serialized material.
  117913. */
  117914. serialize(): any;
  117915. /**
  117916. * Parses a PBR Material from a serialized object.
  117917. * @param source - Serialized object.
  117918. * @param scene - BJS scene instance.
  117919. * @param rootUrl - url for the scene object
  117920. * @returns - PBRMaterial
  117921. */
  117922. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  117923. }
  117924. }
  117925. declare module BABYLON {
  117926. /**
  117927. * Direct draw surface info
  117928. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  117929. */
  117930. export interface DDSInfo {
  117931. /**
  117932. * Width of the texture
  117933. */
  117934. width: number;
  117935. /**
  117936. * Width of the texture
  117937. */
  117938. height: number;
  117939. /**
  117940. * Number of Mipmaps for the texture
  117941. * @see https://en.wikipedia.org/wiki/Mipmap
  117942. */
  117943. mipmapCount: number;
  117944. /**
  117945. * If the textures format is a known fourCC format
  117946. * @see https://www.fourcc.org/
  117947. */
  117948. isFourCC: boolean;
  117949. /**
  117950. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  117951. */
  117952. isRGB: boolean;
  117953. /**
  117954. * If the texture is a lumincance format
  117955. */
  117956. isLuminance: boolean;
  117957. /**
  117958. * If this is a cube texture
  117959. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  117960. */
  117961. isCube: boolean;
  117962. /**
  117963. * If the texture is a compressed format eg. FOURCC_DXT1
  117964. */
  117965. isCompressed: boolean;
  117966. /**
  117967. * The dxgiFormat of the texture
  117968. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  117969. */
  117970. dxgiFormat: number;
  117971. /**
  117972. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  117973. */
  117974. textureType: number;
  117975. /**
  117976. * Sphericle polynomial created for the dds texture
  117977. */
  117978. sphericalPolynomial?: SphericalPolynomial;
  117979. }
  117980. /**
  117981. * Class used to provide DDS decompression tools
  117982. */
  117983. export class DDSTools {
  117984. /**
  117985. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  117986. */
  117987. static StoreLODInAlphaChannel: boolean;
  117988. /**
  117989. * Gets DDS information from an array buffer
  117990. * @param arrayBuffer defines the array buffer to read data from
  117991. * @returns the DDS information
  117992. */
  117993. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  117994. private static _FloatView;
  117995. private static _Int32View;
  117996. private static _ToHalfFloat;
  117997. private static _FromHalfFloat;
  117998. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  117999. private static _GetHalfFloatRGBAArrayBuffer;
  118000. private static _GetFloatRGBAArrayBuffer;
  118001. private static _GetFloatAsUIntRGBAArrayBuffer;
  118002. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  118003. private static _GetRGBAArrayBuffer;
  118004. private static _ExtractLongWordOrder;
  118005. private static _GetRGBArrayBuffer;
  118006. private static _GetLuminanceArrayBuffer;
  118007. /**
  118008. * Uploads DDS Levels to a Babylon Texture
  118009. * @hidden
  118010. */
  118011. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  118012. }
  118013. interface ThinEngine {
  118014. /**
  118015. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  118016. * @param rootUrl defines the url where the file to load is located
  118017. * @param scene defines the current scene
  118018. * @param lodScale defines scale to apply to the mip map selection
  118019. * @param lodOffset defines offset to apply to the mip map selection
  118020. * @param onLoad defines an optional callback raised when the texture is loaded
  118021. * @param onError defines an optional callback raised if there is an issue to load the texture
  118022. * @param format defines the format of the data
  118023. * @param forcedExtension defines the extension to use to pick the right loader
  118024. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  118025. * @returns the cube texture as an InternalTexture
  118026. */
  118027. 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;
  118028. }
  118029. }
  118030. declare module BABYLON {
  118031. /**
  118032. * Implementation of the DDS Texture Loader.
  118033. * @hidden
  118034. */
  118035. export class _DDSTextureLoader implements IInternalTextureLoader {
  118036. /**
  118037. * Defines wether the loader supports cascade loading the different faces.
  118038. */
  118039. readonly supportCascades: boolean;
  118040. /**
  118041. * This returns if the loader support the current file information.
  118042. * @param extension defines the file extension of the file being loaded
  118043. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118044. * @param fallback defines the fallback internal texture if any
  118045. * @param isBase64 defines whether the texture is encoded as a base64
  118046. * @param isBuffer defines whether the texture data are stored as a buffer
  118047. * @returns true if the loader can load the specified file
  118048. */
  118049. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  118050. /**
  118051. * Transform the url before loading if required.
  118052. * @param rootUrl the url of the texture
  118053. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118054. * @returns the transformed texture
  118055. */
  118056. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  118057. /**
  118058. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  118059. * @param rootUrl the url of the texture
  118060. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118061. * @returns the fallback texture
  118062. */
  118063. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  118064. /**
  118065. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  118066. * @param data contains the texture data
  118067. * @param texture defines the BabylonJS internal texture
  118068. * @param createPolynomials will be true if polynomials have been requested
  118069. * @param onLoad defines the callback to trigger once the texture is ready
  118070. * @param onError defines the callback to trigger in case of error
  118071. */
  118072. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  118073. /**
  118074. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  118075. * @param data contains the texture data
  118076. * @param texture defines the BabylonJS internal texture
  118077. * @param callback defines the method to call once ready to upload
  118078. */
  118079. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  118080. }
  118081. }
  118082. declare module BABYLON {
  118083. /**
  118084. * Implementation of the ENV Texture Loader.
  118085. * @hidden
  118086. */
  118087. export class _ENVTextureLoader implements IInternalTextureLoader {
  118088. /**
  118089. * Defines wether the loader supports cascade loading the different faces.
  118090. */
  118091. readonly supportCascades: boolean;
  118092. /**
  118093. * This returns if the loader support the current file information.
  118094. * @param extension defines the file extension of the file being loaded
  118095. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118096. * @param fallback defines the fallback internal texture if any
  118097. * @param isBase64 defines whether the texture is encoded as a base64
  118098. * @param isBuffer defines whether the texture data are stored as a buffer
  118099. * @returns true if the loader can load the specified file
  118100. */
  118101. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  118102. /**
  118103. * Transform the url before loading if required.
  118104. * @param rootUrl the url of the texture
  118105. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118106. * @returns the transformed texture
  118107. */
  118108. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  118109. /**
  118110. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  118111. * @param rootUrl the url of the texture
  118112. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118113. * @returns the fallback texture
  118114. */
  118115. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  118116. /**
  118117. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  118118. * @param data contains the texture data
  118119. * @param texture defines the BabylonJS internal texture
  118120. * @param createPolynomials will be true if polynomials have been requested
  118121. * @param onLoad defines the callback to trigger once the texture is ready
  118122. * @param onError defines the callback to trigger in case of error
  118123. */
  118124. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  118125. /**
  118126. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  118127. * @param data contains the texture data
  118128. * @param texture defines the BabylonJS internal texture
  118129. * @param callback defines the method to call once ready to upload
  118130. */
  118131. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  118132. }
  118133. }
  118134. declare module BABYLON {
  118135. /**
  118136. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  118137. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  118138. */
  118139. export class KhronosTextureContainer {
  118140. /** contents of the KTX container file */
  118141. arrayBuffer: any;
  118142. private static HEADER_LEN;
  118143. private static COMPRESSED_2D;
  118144. private static COMPRESSED_3D;
  118145. private static TEX_2D;
  118146. private static TEX_3D;
  118147. /**
  118148. * Gets the openGL type
  118149. */
  118150. glType: number;
  118151. /**
  118152. * Gets the openGL type size
  118153. */
  118154. glTypeSize: number;
  118155. /**
  118156. * Gets the openGL format
  118157. */
  118158. glFormat: number;
  118159. /**
  118160. * Gets the openGL internal format
  118161. */
  118162. glInternalFormat: number;
  118163. /**
  118164. * Gets the base internal format
  118165. */
  118166. glBaseInternalFormat: number;
  118167. /**
  118168. * Gets image width in pixel
  118169. */
  118170. pixelWidth: number;
  118171. /**
  118172. * Gets image height in pixel
  118173. */
  118174. pixelHeight: number;
  118175. /**
  118176. * Gets image depth in pixels
  118177. */
  118178. pixelDepth: number;
  118179. /**
  118180. * Gets the number of array elements
  118181. */
  118182. numberOfArrayElements: number;
  118183. /**
  118184. * Gets the number of faces
  118185. */
  118186. numberOfFaces: number;
  118187. /**
  118188. * Gets the number of mipmap levels
  118189. */
  118190. numberOfMipmapLevels: number;
  118191. /**
  118192. * Gets the bytes of key value data
  118193. */
  118194. bytesOfKeyValueData: number;
  118195. /**
  118196. * Gets the load type
  118197. */
  118198. loadType: number;
  118199. /**
  118200. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  118201. */
  118202. isInvalid: boolean;
  118203. /**
  118204. * Creates a new KhronosTextureContainer
  118205. * @param arrayBuffer contents of the KTX container file
  118206. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  118207. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  118208. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  118209. */
  118210. constructor(
  118211. /** contents of the KTX container file */
  118212. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  118213. /**
  118214. * Uploads KTX content to a Babylon Texture.
  118215. * It is assumed that the texture has already been created & is currently bound
  118216. * @hidden
  118217. */
  118218. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  118219. private _upload2DCompressedLevels;
  118220. }
  118221. }
  118222. declare module BABYLON {
  118223. /**
  118224. * Implementation of the KTX Texture Loader.
  118225. * @hidden
  118226. */
  118227. export class _KTXTextureLoader implements IInternalTextureLoader {
  118228. /**
  118229. * Defines wether the loader supports cascade loading the different faces.
  118230. */
  118231. readonly supportCascades: boolean;
  118232. /**
  118233. * This returns if the loader support the current file information.
  118234. * @param extension defines the file extension of the file being loaded
  118235. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118236. * @param fallback defines the fallback internal texture if any
  118237. * @param isBase64 defines whether the texture is encoded as a base64
  118238. * @param isBuffer defines whether the texture data are stored as a buffer
  118239. * @returns true if the loader can load the specified file
  118240. */
  118241. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  118242. /**
  118243. * Transform the url before loading if required.
  118244. * @param rootUrl the url of the texture
  118245. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118246. * @returns the transformed texture
  118247. */
  118248. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  118249. /**
  118250. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  118251. * @param rootUrl the url of the texture
  118252. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118253. * @returns the fallback texture
  118254. */
  118255. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  118256. /**
  118257. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  118258. * @param data contains the texture data
  118259. * @param texture defines the BabylonJS internal texture
  118260. * @param createPolynomials will be true if polynomials have been requested
  118261. * @param onLoad defines the callback to trigger once the texture is ready
  118262. * @param onError defines the callback to trigger in case of error
  118263. */
  118264. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  118265. /**
  118266. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  118267. * @param data contains the texture data
  118268. * @param texture defines the BabylonJS internal texture
  118269. * @param callback defines the method to call once ready to upload
  118270. */
  118271. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  118272. }
  118273. }
  118274. declare module BABYLON {
  118275. /** @hidden */
  118276. export var _forceSceneHelpersToBundle: boolean;
  118277. interface Scene {
  118278. /**
  118279. * Creates a default light for the scene.
  118280. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  118281. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  118282. */
  118283. createDefaultLight(replace?: boolean): void;
  118284. /**
  118285. * Creates a default camera for the scene.
  118286. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  118287. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  118288. * @param replace has default false, when true replaces the active camera in the scene
  118289. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  118290. */
  118291. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  118292. /**
  118293. * Creates a default camera and a default light.
  118294. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  118295. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  118296. * @param replace has the default false, when true replaces the active camera/light in the scene
  118297. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  118298. */
  118299. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  118300. /**
  118301. * Creates a new sky box
  118302. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  118303. * @param environmentTexture defines the texture to use as environment texture
  118304. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  118305. * @param scale defines the overall scale of the skybox
  118306. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  118307. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  118308. * @returns a new mesh holding the sky box
  118309. */
  118310. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  118311. /**
  118312. * Creates a new environment
  118313. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  118314. * @param options defines the options you can use to configure the environment
  118315. * @returns the new EnvironmentHelper
  118316. */
  118317. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  118318. /**
  118319. * Creates a new VREXperienceHelper
  118320. * @see http://doc.babylonjs.com/how_to/webvr_helper
  118321. * @param webVROptions defines the options used to create the new VREXperienceHelper
  118322. * @returns a new VREXperienceHelper
  118323. */
  118324. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  118325. /**
  118326. * Creates a new WebXRDefaultExperience
  118327. * @see http://doc.babylonjs.com/how_to/webxr
  118328. * @param options experience options
  118329. * @returns a promise for a new WebXRDefaultExperience
  118330. */
  118331. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  118332. }
  118333. }
  118334. declare module BABYLON {
  118335. /**
  118336. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  118337. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  118338. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  118339. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118340. */
  118341. export class VideoDome extends TransformNode {
  118342. /**
  118343. * Define the video source as a Monoscopic panoramic 360 video.
  118344. */
  118345. static readonly MODE_MONOSCOPIC: number;
  118346. /**
  118347. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  118348. */
  118349. static readonly MODE_TOPBOTTOM: number;
  118350. /**
  118351. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  118352. */
  118353. static readonly MODE_SIDEBYSIDE: number;
  118354. private _halfDome;
  118355. private _useDirectMapping;
  118356. /**
  118357. * The video texture being displayed on the sphere
  118358. */
  118359. protected _videoTexture: VideoTexture;
  118360. /**
  118361. * Gets the video texture being displayed on the sphere
  118362. */
  118363. readonly videoTexture: VideoTexture;
  118364. /**
  118365. * The skybox material
  118366. */
  118367. protected _material: BackgroundMaterial;
  118368. /**
  118369. * The surface used for the skybox
  118370. */
  118371. protected _mesh: Mesh;
  118372. /**
  118373. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  118374. */
  118375. private _halfDomeMask;
  118376. /**
  118377. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118378. * Also see the options.resolution property.
  118379. */
  118380. fovMultiplier: number;
  118381. private _videoMode;
  118382. /**
  118383. * Gets or set the current video mode for the video. It can be:
  118384. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  118385. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  118386. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  118387. */
  118388. videoMode: number;
  118389. /**
  118390. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  118391. *
  118392. */
  118393. /**
  118394. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  118395. */
  118396. halfDome: boolean;
  118397. /**
  118398. * Oberserver used in Stereoscopic VR Mode.
  118399. */
  118400. private _onBeforeCameraRenderObserver;
  118401. /**
  118402. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  118403. * @param name Element's name, child elements will append suffixes for their own names.
  118404. * @param urlsOrVideo defines the url(s) or the video element to use
  118405. * @param options An object containing optional or exposed sub element properties
  118406. */
  118407. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  118408. resolution?: number;
  118409. clickToPlay?: boolean;
  118410. autoPlay?: boolean;
  118411. loop?: boolean;
  118412. size?: number;
  118413. poster?: string;
  118414. faceForward?: boolean;
  118415. useDirectMapping?: boolean;
  118416. halfDomeMode?: boolean;
  118417. }, scene: Scene);
  118418. private _changeVideoMode;
  118419. /**
  118420. * Releases resources associated with this node.
  118421. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118422. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118423. */
  118424. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  118425. }
  118426. }
  118427. declare module BABYLON {
  118428. /**
  118429. * This class can be used to get instrumentation data from a Babylon engine
  118430. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118431. */
  118432. export class EngineInstrumentation implements IDisposable {
  118433. /**
  118434. * Define the instrumented engine.
  118435. */
  118436. engine: Engine;
  118437. private _captureGPUFrameTime;
  118438. private _gpuFrameTimeToken;
  118439. private _gpuFrameTime;
  118440. private _captureShaderCompilationTime;
  118441. private _shaderCompilationTime;
  118442. private _onBeginFrameObserver;
  118443. private _onEndFrameObserver;
  118444. private _onBeforeShaderCompilationObserver;
  118445. private _onAfterShaderCompilationObserver;
  118446. /**
  118447. * Gets the perf counter used for GPU frame time
  118448. */
  118449. readonly gpuFrameTimeCounter: PerfCounter;
  118450. /**
  118451. * Gets the GPU frame time capture status
  118452. */
  118453. /**
  118454. * Enable or disable the GPU frame time capture
  118455. */
  118456. captureGPUFrameTime: boolean;
  118457. /**
  118458. * Gets the perf counter used for shader compilation time
  118459. */
  118460. readonly shaderCompilationTimeCounter: PerfCounter;
  118461. /**
  118462. * Gets the shader compilation time capture status
  118463. */
  118464. /**
  118465. * Enable or disable the shader compilation time capture
  118466. */
  118467. captureShaderCompilationTime: boolean;
  118468. /**
  118469. * Instantiates a new engine instrumentation.
  118470. * This class can be used to get instrumentation data from a Babylon engine
  118471. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118472. * @param engine Defines the engine to instrument
  118473. */
  118474. constructor(
  118475. /**
  118476. * Define the instrumented engine.
  118477. */
  118478. engine: Engine);
  118479. /**
  118480. * Dispose and release associated resources.
  118481. */
  118482. dispose(): void;
  118483. }
  118484. }
  118485. declare module BABYLON {
  118486. /**
  118487. * This class can be used to get instrumentation data from a Babylon engine
  118488. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118489. */
  118490. export class SceneInstrumentation implements IDisposable {
  118491. /**
  118492. * Defines the scene to instrument
  118493. */
  118494. scene: Scene;
  118495. private _captureActiveMeshesEvaluationTime;
  118496. private _activeMeshesEvaluationTime;
  118497. private _captureRenderTargetsRenderTime;
  118498. private _renderTargetsRenderTime;
  118499. private _captureFrameTime;
  118500. private _frameTime;
  118501. private _captureRenderTime;
  118502. private _renderTime;
  118503. private _captureInterFrameTime;
  118504. private _interFrameTime;
  118505. private _captureParticlesRenderTime;
  118506. private _particlesRenderTime;
  118507. private _captureSpritesRenderTime;
  118508. private _spritesRenderTime;
  118509. private _capturePhysicsTime;
  118510. private _physicsTime;
  118511. private _captureAnimationsTime;
  118512. private _animationsTime;
  118513. private _captureCameraRenderTime;
  118514. private _cameraRenderTime;
  118515. private _onBeforeActiveMeshesEvaluationObserver;
  118516. private _onAfterActiveMeshesEvaluationObserver;
  118517. private _onBeforeRenderTargetsRenderObserver;
  118518. private _onAfterRenderTargetsRenderObserver;
  118519. private _onAfterRenderObserver;
  118520. private _onBeforeDrawPhaseObserver;
  118521. private _onAfterDrawPhaseObserver;
  118522. private _onBeforeAnimationsObserver;
  118523. private _onBeforeParticlesRenderingObserver;
  118524. private _onAfterParticlesRenderingObserver;
  118525. private _onBeforeSpritesRenderingObserver;
  118526. private _onAfterSpritesRenderingObserver;
  118527. private _onBeforePhysicsObserver;
  118528. private _onAfterPhysicsObserver;
  118529. private _onAfterAnimationsObserver;
  118530. private _onBeforeCameraRenderObserver;
  118531. private _onAfterCameraRenderObserver;
  118532. /**
  118533. * Gets the perf counter used for active meshes evaluation time
  118534. */
  118535. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  118536. /**
  118537. * Gets the active meshes evaluation time capture status
  118538. */
  118539. /**
  118540. * Enable or disable the active meshes evaluation time capture
  118541. */
  118542. captureActiveMeshesEvaluationTime: boolean;
  118543. /**
  118544. * Gets the perf counter used for render targets render time
  118545. */
  118546. readonly renderTargetsRenderTimeCounter: PerfCounter;
  118547. /**
  118548. * Gets the render targets render time capture status
  118549. */
  118550. /**
  118551. * Enable or disable the render targets render time capture
  118552. */
  118553. captureRenderTargetsRenderTime: boolean;
  118554. /**
  118555. * Gets the perf counter used for particles render time
  118556. */
  118557. readonly particlesRenderTimeCounter: PerfCounter;
  118558. /**
  118559. * Gets the particles render time capture status
  118560. */
  118561. /**
  118562. * Enable or disable the particles render time capture
  118563. */
  118564. captureParticlesRenderTime: boolean;
  118565. /**
  118566. * Gets the perf counter used for sprites render time
  118567. */
  118568. readonly spritesRenderTimeCounter: PerfCounter;
  118569. /**
  118570. * Gets the sprites render time capture status
  118571. */
  118572. /**
  118573. * Enable or disable the sprites render time capture
  118574. */
  118575. captureSpritesRenderTime: boolean;
  118576. /**
  118577. * Gets the perf counter used for physics time
  118578. */
  118579. readonly physicsTimeCounter: PerfCounter;
  118580. /**
  118581. * Gets the physics time capture status
  118582. */
  118583. /**
  118584. * Enable or disable the physics time capture
  118585. */
  118586. capturePhysicsTime: boolean;
  118587. /**
  118588. * Gets the perf counter used for animations time
  118589. */
  118590. readonly animationsTimeCounter: PerfCounter;
  118591. /**
  118592. * Gets the animations time capture status
  118593. */
  118594. /**
  118595. * Enable or disable the animations time capture
  118596. */
  118597. captureAnimationsTime: boolean;
  118598. /**
  118599. * Gets the perf counter used for frame time capture
  118600. */
  118601. readonly frameTimeCounter: PerfCounter;
  118602. /**
  118603. * Gets the frame time capture status
  118604. */
  118605. /**
  118606. * Enable or disable the frame time capture
  118607. */
  118608. captureFrameTime: boolean;
  118609. /**
  118610. * Gets the perf counter used for inter-frames time capture
  118611. */
  118612. readonly interFrameTimeCounter: PerfCounter;
  118613. /**
  118614. * Gets the inter-frames time capture status
  118615. */
  118616. /**
  118617. * Enable or disable the inter-frames time capture
  118618. */
  118619. captureInterFrameTime: boolean;
  118620. /**
  118621. * Gets the perf counter used for render time capture
  118622. */
  118623. readonly renderTimeCounter: PerfCounter;
  118624. /**
  118625. * Gets the render time capture status
  118626. */
  118627. /**
  118628. * Enable or disable the render time capture
  118629. */
  118630. captureRenderTime: boolean;
  118631. /**
  118632. * Gets the perf counter used for camera render time capture
  118633. */
  118634. readonly cameraRenderTimeCounter: PerfCounter;
  118635. /**
  118636. * Gets the camera render time capture status
  118637. */
  118638. /**
  118639. * Enable or disable the camera render time capture
  118640. */
  118641. captureCameraRenderTime: boolean;
  118642. /**
  118643. * Gets the perf counter used for draw calls
  118644. */
  118645. readonly drawCallsCounter: PerfCounter;
  118646. /**
  118647. * Instantiates a new scene instrumentation.
  118648. * This class can be used to get instrumentation data from a Babylon engine
  118649. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118650. * @param scene Defines the scene to instrument
  118651. */
  118652. constructor(
  118653. /**
  118654. * Defines the scene to instrument
  118655. */
  118656. scene: Scene);
  118657. /**
  118658. * Dispose and release associated resources.
  118659. */
  118660. dispose(): void;
  118661. }
  118662. }
  118663. declare module BABYLON {
  118664. /** @hidden */
  118665. export var glowMapGenerationPixelShader: {
  118666. name: string;
  118667. shader: string;
  118668. };
  118669. }
  118670. declare module BABYLON {
  118671. /** @hidden */
  118672. export var glowMapGenerationVertexShader: {
  118673. name: string;
  118674. shader: string;
  118675. };
  118676. }
  118677. declare module BABYLON {
  118678. /**
  118679. * Effect layer options. This helps customizing the behaviour
  118680. * of the effect layer.
  118681. */
  118682. export interface IEffectLayerOptions {
  118683. /**
  118684. * Multiplication factor apply to the canvas size to compute the render target size
  118685. * used to generated the objects (the smaller the faster).
  118686. */
  118687. mainTextureRatio: number;
  118688. /**
  118689. * Enforces a fixed size texture to ensure effect stability across devices.
  118690. */
  118691. mainTextureFixedSize?: number;
  118692. /**
  118693. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  118694. */
  118695. alphaBlendingMode: number;
  118696. /**
  118697. * The camera attached to the layer.
  118698. */
  118699. camera: Nullable<Camera>;
  118700. /**
  118701. * The rendering group to draw the layer in.
  118702. */
  118703. renderingGroupId: number;
  118704. }
  118705. /**
  118706. * The effect layer Helps adding post process effect blended with the main pass.
  118707. *
  118708. * This can be for instance use to generate glow or higlight effects on the scene.
  118709. *
  118710. * The effect layer class can not be used directly and is intented to inherited from to be
  118711. * customized per effects.
  118712. */
  118713. export abstract class EffectLayer {
  118714. private _vertexBuffers;
  118715. private _indexBuffer;
  118716. private _cachedDefines;
  118717. private _effectLayerMapGenerationEffect;
  118718. private _effectLayerOptions;
  118719. private _mergeEffect;
  118720. protected _scene: Scene;
  118721. protected _engine: Engine;
  118722. protected _maxSize: number;
  118723. protected _mainTextureDesiredSize: ISize;
  118724. protected _mainTexture: RenderTargetTexture;
  118725. protected _shouldRender: boolean;
  118726. protected _postProcesses: PostProcess[];
  118727. protected _textures: BaseTexture[];
  118728. protected _emissiveTextureAndColor: {
  118729. texture: Nullable<BaseTexture>;
  118730. color: Color4;
  118731. };
  118732. /**
  118733. * The name of the layer
  118734. */
  118735. name: string;
  118736. /**
  118737. * The clear color of the texture used to generate the glow map.
  118738. */
  118739. neutralColor: Color4;
  118740. /**
  118741. * Specifies wether the highlight layer is enabled or not.
  118742. */
  118743. isEnabled: boolean;
  118744. /**
  118745. * Gets the camera attached to the layer.
  118746. */
  118747. readonly camera: Nullable<Camera>;
  118748. /**
  118749. * Gets the rendering group id the layer should render in.
  118750. */
  118751. renderingGroupId: number;
  118752. /**
  118753. * An event triggered when the effect layer has been disposed.
  118754. */
  118755. onDisposeObservable: Observable<EffectLayer>;
  118756. /**
  118757. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  118758. */
  118759. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  118760. /**
  118761. * An event triggered when the generated texture is being merged in the scene.
  118762. */
  118763. onBeforeComposeObservable: Observable<EffectLayer>;
  118764. /**
  118765. * An event triggered when the mesh is rendered into the effect render target.
  118766. */
  118767. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  118768. /**
  118769. * An event triggered after the mesh has been rendered into the effect render target.
  118770. */
  118771. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  118772. /**
  118773. * An event triggered when the generated texture has been merged in the scene.
  118774. */
  118775. onAfterComposeObservable: Observable<EffectLayer>;
  118776. /**
  118777. * An event triggered when the efffect layer changes its size.
  118778. */
  118779. onSizeChangedObservable: Observable<EffectLayer>;
  118780. /** @hidden */
  118781. static _SceneComponentInitialization: (scene: Scene) => void;
  118782. /**
  118783. * Instantiates a new effect Layer and references it in the scene.
  118784. * @param name The name of the layer
  118785. * @param scene The scene to use the layer in
  118786. */
  118787. constructor(
  118788. /** The Friendly of the effect in the scene */
  118789. name: string, scene: Scene);
  118790. /**
  118791. * Get the effect name of the layer.
  118792. * @return The effect name
  118793. */
  118794. abstract getEffectName(): string;
  118795. /**
  118796. * Checks for the readiness of the element composing the layer.
  118797. * @param subMesh the mesh to check for
  118798. * @param useInstances specify wether or not to use instances to render the mesh
  118799. * @return true if ready otherwise, false
  118800. */
  118801. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118802. /**
  118803. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118804. * @returns true if the effect requires stencil during the main canvas render pass.
  118805. */
  118806. abstract needStencil(): boolean;
  118807. /**
  118808. * Create the merge effect. This is the shader use to blit the information back
  118809. * to the main canvas at the end of the scene rendering.
  118810. * @returns The effect containing the shader used to merge the effect on the main canvas
  118811. */
  118812. protected abstract _createMergeEffect(): Effect;
  118813. /**
  118814. * Creates the render target textures and post processes used in the effect layer.
  118815. */
  118816. protected abstract _createTextureAndPostProcesses(): void;
  118817. /**
  118818. * Implementation specific of rendering the generating effect on the main canvas.
  118819. * @param effect The effect used to render through
  118820. */
  118821. protected abstract _internalRender(effect: Effect): void;
  118822. /**
  118823. * Sets the required values for both the emissive texture and and the main color.
  118824. */
  118825. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118826. /**
  118827. * Free any resources and references associated to a mesh.
  118828. * Internal use
  118829. * @param mesh The mesh to free.
  118830. */
  118831. abstract _disposeMesh(mesh: Mesh): void;
  118832. /**
  118833. * Serializes this layer (Glow or Highlight for example)
  118834. * @returns a serialized layer object
  118835. */
  118836. abstract serialize?(): any;
  118837. /**
  118838. * Initializes the effect layer with the required options.
  118839. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  118840. */
  118841. protected _init(options: Partial<IEffectLayerOptions>): void;
  118842. /**
  118843. * Generates the index buffer of the full screen quad blending to the main canvas.
  118844. */
  118845. private _generateIndexBuffer;
  118846. /**
  118847. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  118848. */
  118849. private _generateVertexBuffer;
  118850. /**
  118851. * Sets the main texture desired size which is the closest power of two
  118852. * of the engine canvas size.
  118853. */
  118854. private _setMainTextureSize;
  118855. /**
  118856. * Creates the main texture for the effect layer.
  118857. */
  118858. protected _createMainTexture(): void;
  118859. /**
  118860. * Adds specific effects defines.
  118861. * @param defines The defines to add specifics to.
  118862. */
  118863. protected _addCustomEffectDefines(defines: string[]): void;
  118864. /**
  118865. * Checks for the readiness of the element composing the layer.
  118866. * @param subMesh the mesh to check for
  118867. * @param useInstances specify wether or not to use instances to render the mesh
  118868. * @param emissiveTexture the associated emissive texture used to generate the glow
  118869. * @return true if ready otherwise, false
  118870. */
  118871. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  118872. /**
  118873. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  118874. */
  118875. render(): void;
  118876. /**
  118877. * Determine if a given mesh will be used in the current effect.
  118878. * @param mesh mesh to test
  118879. * @returns true if the mesh will be used
  118880. */
  118881. hasMesh(mesh: AbstractMesh): boolean;
  118882. /**
  118883. * Returns true if the layer contains information to display, otherwise false.
  118884. * @returns true if the glow layer should be rendered
  118885. */
  118886. shouldRender(): boolean;
  118887. /**
  118888. * Returns true if the mesh should render, otherwise false.
  118889. * @param mesh The mesh to render
  118890. * @returns true if it should render otherwise false
  118891. */
  118892. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  118893. /**
  118894. * Returns true if the mesh can be rendered, otherwise false.
  118895. * @param mesh The mesh to render
  118896. * @param material The material used on the mesh
  118897. * @returns true if it can be rendered otherwise false
  118898. */
  118899. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118900. /**
  118901. * Returns true if the mesh should render, otherwise false.
  118902. * @param mesh The mesh to render
  118903. * @returns true if it should render otherwise false
  118904. */
  118905. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  118906. /**
  118907. * Renders the submesh passed in parameter to the generation map.
  118908. */
  118909. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  118910. /**
  118911. * Defines wether the current material of the mesh should be use to render the effect.
  118912. * @param mesh defines the current mesh to render
  118913. */
  118914. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118915. /**
  118916. * Rebuild the required buffers.
  118917. * @hidden Internal use only.
  118918. */
  118919. _rebuild(): void;
  118920. /**
  118921. * Dispose only the render target textures and post process.
  118922. */
  118923. private _disposeTextureAndPostProcesses;
  118924. /**
  118925. * Dispose the highlight layer and free resources.
  118926. */
  118927. dispose(): void;
  118928. /**
  118929. * Gets the class name of the effect layer
  118930. * @returns the string with the class name of the effect layer
  118931. */
  118932. getClassName(): string;
  118933. /**
  118934. * Creates an effect layer from parsed effect layer data
  118935. * @param parsedEffectLayer defines effect layer data
  118936. * @param scene defines the current scene
  118937. * @param rootUrl defines the root URL containing the effect layer information
  118938. * @returns a parsed effect Layer
  118939. */
  118940. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  118941. }
  118942. }
  118943. declare module BABYLON {
  118944. interface AbstractScene {
  118945. /**
  118946. * The list of effect layers (highlights/glow) added to the scene
  118947. * @see http://doc.babylonjs.com/how_to/highlight_layer
  118948. * @see http://doc.babylonjs.com/how_to/glow_layer
  118949. */
  118950. effectLayers: Array<EffectLayer>;
  118951. /**
  118952. * Removes the given effect layer from this scene.
  118953. * @param toRemove defines the effect layer to remove
  118954. * @returns the index of the removed effect layer
  118955. */
  118956. removeEffectLayer(toRemove: EffectLayer): number;
  118957. /**
  118958. * Adds the given effect layer to this scene
  118959. * @param newEffectLayer defines the effect layer to add
  118960. */
  118961. addEffectLayer(newEffectLayer: EffectLayer): void;
  118962. }
  118963. /**
  118964. * Defines the layer scene component responsible to manage any effect layers
  118965. * in a given scene.
  118966. */
  118967. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  118968. /**
  118969. * The component name helpfull to identify the component in the list of scene components.
  118970. */
  118971. readonly name: string;
  118972. /**
  118973. * The scene the component belongs to.
  118974. */
  118975. scene: Scene;
  118976. private _engine;
  118977. private _renderEffects;
  118978. private _needStencil;
  118979. private _previousStencilState;
  118980. /**
  118981. * Creates a new instance of the component for the given scene
  118982. * @param scene Defines the scene to register the component in
  118983. */
  118984. constructor(scene: Scene);
  118985. /**
  118986. * Registers the component in a given scene
  118987. */
  118988. register(): void;
  118989. /**
  118990. * Rebuilds the elements related to this component in case of
  118991. * context lost for instance.
  118992. */
  118993. rebuild(): void;
  118994. /**
  118995. * Serializes the component data to the specified json object
  118996. * @param serializationObject The object to serialize to
  118997. */
  118998. serialize(serializationObject: any): void;
  118999. /**
  119000. * Adds all the elements from the container to the scene
  119001. * @param container the container holding the elements
  119002. */
  119003. addFromContainer(container: AbstractScene): void;
  119004. /**
  119005. * Removes all the elements in the container from the scene
  119006. * @param container contains the elements to remove
  119007. * @param dispose if the removed element should be disposed (default: false)
  119008. */
  119009. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119010. /**
  119011. * Disposes the component and the associated ressources.
  119012. */
  119013. dispose(): void;
  119014. private _isReadyForMesh;
  119015. private _renderMainTexture;
  119016. private _setStencil;
  119017. private _setStencilBack;
  119018. private _draw;
  119019. private _drawCamera;
  119020. private _drawRenderingGroup;
  119021. }
  119022. }
  119023. declare module BABYLON {
  119024. /** @hidden */
  119025. export var glowMapMergePixelShader: {
  119026. name: string;
  119027. shader: string;
  119028. };
  119029. }
  119030. declare module BABYLON {
  119031. /** @hidden */
  119032. export var glowMapMergeVertexShader: {
  119033. name: string;
  119034. shader: string;
  119035. };
  119036. }
  119037. declare module BABYLON {
  119038. interface AbstractScene {
  119039. /**
  119040. * Return a the first highlight layer of the scene with a given name.
  119041. * @param name The name of the highlight layer to look for.
  119042. * @return The highlight layer if found otherwise null.
  119043. */
  119044. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  119045. }
  119046. /**
  119047. * Glow layer options. This helps customizing the behaviour
  119048. * of the glow layer.
  119049. */
  119050. export interface IGlowLayerOptions {
  119051. /**
  119052. * Multiplication factor apply to the canvas size to compute the render target size
  119053. * used to generated the glowing objects (the smaller the faster).
  119054. */
  119055. mainTextureRatio: number;
  119056. /**
  119057. * Enforces a fixed size texture to ensure resize independant blur.
  119058. */
  119059. mainTextureFixedSize?: number;
  119060. /**
  119061. * How big is the kernel of the blur texture.
  119062. */
  119063. blurKernelSize: number;
  119064. /**
  119065. * The camera attached to the layer.
  119066. */
  119067. camera: Nullable<Camera>;
  119068. /**
  119069. * Enable MSAA by chosing the number of samples.
  119070. */
  119071. mainTextureSamples?: number;
  119072. /**
  119073. * The rendering group to draw the layer in.
  119074. */
  119075. renderingGroupId: number;
  119076. }
  119077. /**
  119078. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  119079. *
  119080. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  119081. *
  119082. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  119083. */
  119084. export class GlowLayer extends EffectLayer {
  119085. /**
  119086. * Effect Name of the layer.
  119087. */
  119088. static readonly EffectName: string;
  119089. /**
  119090. * The default blur kernel size used for the glow.
  119091. */
  119092. static DefaultBlurKernelSize: number;
  119093. /**
  119094. * The default texture size ratio used for the glow.
  119095. */
  119096. static DefaultTextureRatio: number;
  119097. /**
  119098. * Sets the kernel size of the blur.
  119099. */
  119100. /**
  119101. * Gets the kernel size of the blur.
  119102. */
  119103. blurKernelSize: number;
  119104. /**
  119105. * Sets the glow intensity.
  119106. */
  119107. /**
  119108. * Gets the glow intensity.
  119109. */
  119110. intensity: number;
  119111. private _options;
  119112. private _intensity;
  119113. private _horizontalBlurPostprocess1;
  119114. private _verticalBlurPostprocess1;
  119115. private _horizontalBlurPostprocess2;
  119116. private _verticalBlurPostprocess2;
  119117. private _blurTexture1;
  119118. private _blurTexture2;
  119119. private _postProcesses1;
  119120. private _postProcesses2;
  119121. private _includedOnlyMeshes;
  119122. private _excludedMeshes;
  119123. private _meshesUsingTheirOwnMaterials;
  119124. /**
  119125. * Callback used to let the user override the color selection on a per mesh basis
  119126. */
  119127. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  119128. /**
  119129. * Callback used to let the user override the texture selection on a per mesh basis
  119130. */
  119131. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  119132. /**
  119133. * Instantiates a new glow Layer and references it to the scene.
  119134. * @param name The name of the layer
  119135. * @param scene The scene to use the layer in
  119136. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  119137. */
  119138. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  119139. /**
  119140. * Get the effect name of the layer.
  119141. * @return The effect name
  119142. */
  119143. getEffectName(): string;
  119144. /**
  119145. * Create the merge effect. This is the shader use to blit the information back
  119146. * to the main canvas at the end of the scene rendering.
  119147. */
  119148. protected _createMergeEffect(): Effect;
  119149. /**
  119150. * Creates the render target textures and post processes used in the glow layer.
  119151. */
  119152. protected _createTextureAndPostProcesses(): void;
  119153. /**
  119154. * Checks for the readiness of the element composing the layer.
  119155. * @param subMesh the mesh to check for
  119156. * @param useInstances specify wether or not to use instances to render the mesh
  119157. * @param emissiveTexture the associated emissive texture used to generate the glow
  119158. * @return true if ready otherwise, false
  119159. */
  119160. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  119161. /**
  119162. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  119163. */
  119164. needStencil(): boolean;
  119165. /**
  119166. * Returns true if the mesh can be rendered, otherwise false.
  119167. * @param mesh The mesh to render
  119168. * @param material The material used on the mesh
  119169. * @returns true if it can be rendered otherwise false
  119170. */
  119171. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  119172. /**
  119173. * Implementation specific of rendering the generating effect on the main canvas.
  119174. * @param effect The effect used to render through
  119175. */
  119176. protected _internalRender(effect: Effect): void;
  119177. /**
  119178. * Sets the required values for both the emissive texture and and the main color.
  119179. */
  119180. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  119181. /**
  119182. * Returns true if the mesh should render, otherwise false.
  119183. * @param mesh The mesh to render
  119184. * @returns true if it should render otherwise false
  119185. */
  119186. protected _shouldRenderMesh(mesh: Mesh): boolean;
  119187. /**
  119188. * Adds specific effects defines.
  119189. * @param defines The defines to add specifics to.
  119190. */
  119191. protected _addCustomEffectDefines(defines: string[]): void;
  119192. /**
  119193. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  119194. * @param mesh The mesh to exclude from the glow layer
  119195. */
  119196. addExcludedMesh(mesh: Mesh): void;
  119197. /**
  119198. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  119199. * @param mesh The mesh to remove
  119200. */
  119201. removeExcludedMesh(mesh: Mesh): void;
  119202. /**
  119203. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  119204. * @param mesh The mesh to include in the glow layer
  119205. */
  119206. addIncludedOnlyMesh(mesh: Mesh): void;
  119207. /**
  119208. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  119209. * @param mesh The mesh to remove
  119210. */
  119211. removeIncludedOnlyMesh(mesh: Mesh): void;
  119212. /**
  119213. * Determine if a given mesh will be used in the glow layer
  119214. * @param mesh The mesh to test
  119215. * @returns true if the mesh will be highlighted by the current glow layer
  119216. */
  119217. hasMesh(mesh: AbstractMesh): boolean;
  119218. /**
  119219. * Defines wether the current material of the mesh should be use to render the effect.
  119220. * @param mesh defines the current mesh to render
  119221. */
  119222. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  119223. /**
  119224. * Add a mesh to be rendered through its own material and not with emissive only.
  119225. * @param mesh The mesh for which we need to use its material
  119226. */
  119227. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  119228. /**
  119229. * Remove a mesh from being rendered through its own material and not with emissive only.
  119230. * @param mesh The mesh for which we need to not use its material
  119231. */
  119232. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  119233. /**
  119234. * Free any resources and references associated to a mesh.
  119235. * Internal use
  119236. * @param mesh The mesh to free.
  119237. * @hidden
  119238. */
  119239. _disposeMesh(mesh: Mesh): void;
  119240. /**
  119241. * Gets the class name of the effect layer
  119242. * @returns the string with the class name of the effect layer
  119243. */
  119244. getClassName(): string;
  119245. /**
  119246. * Serializes this glow layer
  119247. * @returns a serialized glow layer object
  119248. */
  119249. serialize(): any;
  119250. /**
  119251. * Creates a Glow Layer from parsed glow layer data
  119252. * @param parsedGlowLayer defines glow layer data
  119253. * @param scene defines the current scene
  119254. * @param rootUrl defines the root URL containing the glow layer information
  119255. * @returns a parsed Glow Layer
  119256. */
  119257. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  119258. }
  119259. }
  119260. declare module BABYLON {
  119261. /** @hidden */
  119262. export var glowBlurPostProcessPixelShader: {
  119263. name: string;
  119264. shader: string;
  119265. };
  119266. }
  119267. declare module BABYLON {
  119268. interface AbstractScene {
  119269. /**
  119270. * Return a the first highlight layer of the scene with a given name.
  119271. * @param name The name of the highlight layer to look for.
  119272. * @return The highlight layer if found otherwise null.
  119273. */
  119274. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  119275. }
  119276. /**
  119277. * Highlight layer options. This helps customizing the behaviour
  119278. * of the highlight layer.
  119279. */
  119280. export interface IHighlightLayerOptions {
  119281. /**
  119282. * Multiplication factor apply to the canvas size to compute the render target size
  119283. * used to generated the glowing objects (the smaller the faster).
  119284. */
  119285. mainTextureRatio: number;
  119286. /**
  119287. * Enforces a fixed size texture to ensure resize independant blur.
  119288. */
  119289. mainTextureFixedSize?: number;
  119290. /**
  119291. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  119292. * of the picture to blur (the smaller the faster).
  119293. */
  119294. blurTextureSizeRatio: number;
  119295. /**
  119296. * How big in texel of the blur texture is the vertical blur.
  119297. */
  119298. blurVerticalSize: number;
  119299. /**
  119300. * How big in texel of the blur texture is the horizontal blur.
  119301. */
  119302. blurHorizontalSize: number;
  119303. /**
  119304. * Alpha blending mode used to apply the blur. Default is combine.
  119305. */
  119306. alphaBlendingMode: number;
  119307. /**
  119308. * The camera attached to the layer.
  119309. */
  119310. camera: Nullable<Camera>;
  119311. /**
  119312. * Should we display highlight as a solid stroke?
  119313. */
  119314. isStroke?: boolean;
  119315. /**
  119316. * The rendering group to draw the layer in.
  119317. */
  119318. renderingGroupId: number;
  119319. }
  119320. /**
  119321. * The highlight layer Helps adding a glow effect around a mesh.
  119322. *
  119323. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  119324. * glowy meshes to your scene.
  119325. *
  119326. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  119327. */
  119328. export class HighlightLayer extends EffectLayer {
  119329. name: string;
  119330. /**
  119331. * Effect Name of the highlight layer.
  119332. */
  119333. static readonly EffectName: string;
  119334. /**
  119335. * The neutral color used during the preparation of the glow effect.
  119336. * This is black by default as the blend operation is a blend operation.
  119337. */
  119338. static NeutralColor: Color4;
  119339. /**
  119340. * Stencil value used for glowing meshes.
  119341. */
  119342. static GlowingMeshStencilReference: number;
  119343. /**
  119344. * Stencil value used for the other meshes in the scene.
  119345. */
  119346. static NormalMeshStencilReference: number;
  119347. /**
  119348. * Specifies whether or not the inner glow is ACTIVE in the layer.
  119349. */
  119350. innerGlow: boolean;
  119351. /**
  119352. * Specifies whether or not the outer glow is ACTIVE in the layer.
  119353. */
  119354. outerGlow: boolean;
  119355. /**
  119356. * Specifies the horizontal size of the blur.
  119357. */
  119358. /**
  119359. * Gets the horizontal size of the blur.
  119360. */
  119361. blurHorizontalSize: number;
  119362. /**
  119363. * Specifies the vertical size of the blur.
  119364. */
  119365. /**
  119366. * Gets the vertical size of the blur.
  119367. */
  119368. blurVerticalSize: number;
  119369. /**
  119370. * An event triggered when the highlight layer is being blurred.
  119371. */
  119372. onBeforeBlurObservable: Observable<HighlightLayer>;
  119373. /**
  119374. * An event triggered when the highlight layer has been blurred.
  119375. */
  119376. onAfterBlurObservable: Observable<HighlightLayer>;
  119377. private _instanceGlowingMeshStencilReference;
  119378. private _options;
  119379. private _downSamplePostprocess;
  119380. private _horizontalBlurPostprocess;
  119381. private _verticalBlurPostprocess;
  119382. private _blurTexture;
  119383. private _meshes;
  119384. private _excludedMeshes;
  119385. /**
  119386. * Instantiates a new highlight Layer and references it to the scene..
  119387. * @param name The name of the layer
  119388. * @param scene The scene to use the layer in
  119389. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  119390. */
  119391. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  119392. /**
  119393. * Get the effect name of the layer.
  119394. * @return The effect name
  119395. */
  119396. getEffectName(): string;
  119397. /**
  119398. * Create the merge effect. This is the shader use to blit the information back
  119399. * to the main canvas at the end of the scene rendering.
  119400. */
  119401. protected _createMergeEffect(): Effect;
  119402. /**
  119403. * Creates the render target textures and post processes used in the highlight layer.
  119404. */
  119405. protected _createTextureAndPostProcesses(): void;
  119406. /**
  119407. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  119408. */
  119409. needStencil(): boolean;
  119410. /**
  119411. * Checks for the readiness of the element composing the layer.
  119412. * @param subMesh the mesh to check for
  119413. * @param useInstances specify wether or not to use instances to render the mesh
  119414. * @param emissiveTexture the associated emissive texture used to generate the glow
  119415. * @return true if ready otherwise, false
  119416. */
  119417. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  119418. /**
  119419. * Implementation specific of rendering the generating effect on the main canvas.
  119420. * @param effect The effect used to render through
  119421. */
  119422. protected _internalRender(effect: Effect): void;
  119423. /**
  119424. * Returns true if the layer contains information to display, otherwise false.
  119425. */
  119426. shouldRender(): boolean;
  119427. /**
  119428. * Returns true if the mesh should render, otherwise false.
  119429. * @param mesh The mesh to render
  119430. * @returns true if it should render otherwise false
  119431. */
  119432. protected _shouldRenderMesh(mesh: Mesh): boolean;
  119433. /**
  119434. * Sets the required values for both the emissive texture and and the main color.
  119435. */
  119436. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  119437. /**
  119438. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  119439. * @param mesh The mesh to exclude from the highlight layer
  119440. */
  119441. addExcludedMesh(mesh: Mesh): void;
  119442. /**
  119443. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  119444. * @param mesh The mesh to highlight
  119445. */
  119446. removeExcludedMesh(mesh: Mesh): void;
  119447. /**
  119448. * Determine if a given mesh will be highlighted by the current HighlightLayer
  119449. * @param mesh mesh to test
  119450. * @returns true if the mesh will be highlighted by the current HighlightLayer
  119451. */
  119452. hasMesh(mesh: AbstractMesh): boolean;
  119453. /**
  119454. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  119455. * @param mesh The mesh to highlight
  119456. * @param color The color of the highlight
  119457. * @param glowEmissiveOnly Extract the glow from the emissive texture
  119458. */
  119459. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  119460. /**
  119461. * Remove a mesh from the highlight layer in order to make it stop glowing.
  119462. * @param mesh The mesh to highlight
  119463. */
  119464. removeMesh(mesh: Mesh): void;
  119465. /**
  119466. * Force the stencil to the normal expected value for none glowing parts
  119467. */
  119468. private _defaultStencilReference;
  119469. /**
  119470. * Free any resources and references associated to a mesh.
  119471. * Internal use
  119472. * @param mesh The mesh to free.
  119473. * @hidden
  119474. */
  119475. _disposeMesh(mesh: Mesh): void;
  119476. /**
  119477. * Dispose the highlight layer and free resources.
  119478. */
  119479. dispose(): void;
  119480. /**
  119481. * Gets the class name of the effect layer
  119482. * @returns the string with the class name of the effect layer
  119483. */
  119484. getClassName(): string;
  119485. /**
  119486. * Serializes this Highlight layer
  119487. * @returns a serialized Highlight layer object
  119488. */
  119489. serialize(): any;
  119490. /**
  119491. * Creates a Highlight layer from parsed Highlight layer data
  119492. * @param parsedHightlightLayer defines the Highlight layer data
  119493. * @param scene defines the current scene
  119494. * @param rootUrl defines the root URL containing the Highlight layer information
  119495. * @returns a parsed Highlight layer
  119496. */
  119497. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  119498. }
  119499. }
  119500. declare module BABYLON {
  119501. interface AbstractScene {
  119502. /**
  119503. * The list of layers (background and foreground) of the scene
  119504. */
  119505. layers: Array<Layer>;
  119506. }
  119507. /**
  119508. * Defines the layer scene component responsible to manage any layers
  119509. * in a given scene.
  119510. */
  119511. export class LayerSceneComponent implements ISceneComponent {
  119512. /**
  119513. * The component name helpfull to identify the component in the list of scene components.
  119514. */
  119515. readonly name: string;
  119516. /**
  119517. * The scene the component belongs to.
  119518. */
  119519. scene: Scene;
  119520. private _engine;
  119521. /**
  119522. * Creates a new instance of the component for the given scene
  119523. * @param scene Defines the scene to register the component in
  119524. */
  119525. constructor(scene: Scene);
  119526. /**
  119527. * Registers the component in a given scene
  119528. */
  119529. register(): void;
  119530. /**
  119531. * Rebuilds the elements related to this component in case of
  119532. * context lost for instance.
  119533. */
  119534. rebuild(): void;
  119535. /**
  119536. * Disposes the component and the associated ressources.
  119537. */
  119538. dispose(): void;
  119539. private _draw;
  119540. private _drawCameraPredicate;
  119541. private _drawCameraBackground;
  119542. private _drawCameraForeground;
  119543. private _drawRenderTargetPredicate;
  119544. private _drawRenderTargetBackground;
  119545. private _drawRenderTargetForeground;
  119546. /**
  119547. * Adds all the elements from the container to the scene
  119548. * @param container the container holding the elements
  119549. */
  119550. addFromContainer(container: AbstractScene): void;
  119551. /**
  119552. * Removes all the elements in the container from the scene
  119553. * @param container contains the elements to remove
  119554. * @param dispose if the removed element should be disposed (default: false)
  119555. */
  119556. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119557. }
  119558. }
  119559. declare module BABYLON {
  119560. /** @hidden */
  119561. export var layerPixelShader: {
  119562. name: string;
  119563. shader: string;
  119564. };
  119565. }
  119566. declare module BABYLON {
  119567. /** @hidden */
  119568. export var layerVertexShader: {
  119569. name: string;
  119570. shader: string;
  119571. };
  119572. }
  119573. declare module BABYLON {
  119574. /**
  119575. * This represents a full screen 2d layer.
  119576. * This can be useful to display a picture in the background of your scene for instance.
  119577. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119578. */
  119579. export class Layer {
  119580. /**
  119581. * Define the name of the layer.
  119582. */
  119583. name: string;
  119584. /**
  119585. * Define the texture the layer should display.
  119586. */
  119587. texture: Nullable<Texture>;
  119588. /**
  119589. * Is the layer in background or foreground.
  119590. */
  119591. isBackground: boolean;
  119592. /**
  119593. * Define the color of the layer (instead of texture).
  119594. */
  119595. color: Color4;
  119596. /**
  119597. * Define the scale of the layer in order to zoom in out of the texture.
  119598. */
  119599. scale: Vector2;
  119600. /**
  119601. * Define an offset for the layer in order to shift the texture.
  119602. */
  119603. offset: Vector2;
  119604. /**
  119605. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  119606. */
  119607. alphaBlendingMode: number;
  119608. /**
  119609. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  119610. * Alpha test will not mix with the background color in case of transparency.
  119611. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  119612. */
  119613. alphaTest: boolean;
  119614. /**
  119615. * Define a mask to restrict the layer to only some of the scene cameras.
  119616. */
  119617. layerMask: number;
  119618. /**
  119619. * Define the list of render target the layer is visible into.
  119620. */
  119621. renderTargetTextures: RenderTargetTexture[];
  119622. /**
  119623. * Define if the layer is only used in renderTarget or if it also
  119624. * renders in the main frame buffer of the canvas.
  119625. */
  119626. renderOnlyInRenderTargetTextures: boolean;
  119627. private _scene;
  119628. private _vertexBuffers;
  119629. private _indexBuffer;
  119630. private _effect;
  119631. private _alphaTestEffect;
  119632. /**
  119633. * An event triggered when the layer is disposed.
  119634. */
  119635. onDisposeObservable: Observable<Layer>;
  119636. private _onDisposeObserver;
  119637. /**
  119638. * Back compatibility with callback before the onDisposeObservable existed.
  119639. * The set callback will be triggered when the layer has been disposed.
  119640. */
  119641. onDispose: () => void;
  119642. /**
  119643. * An event triggered before rendering the scene
  119644. */
  119645. onBeforeRenderObservable: Observable<Layer>;
  119646. private _onBeforeRenderObserver;
  119647. /**
  119648. * Back compatibility with callback before the onBeforeRenderObservable existed.
  119649. * The set callback will be triggered just before rendering the layer.
  119650. */
  119651. onBeforeRender: () => void;
  119652. /**
  119653. * An event triggered after rendering the scene
  119654. */
  119655. onAfterRenderObservable: Observable<Layer>;
  119656. private _onAfterRenderObserver;
  119657. /**
  119658. * Back compatibility with callback before the onAfterRenderObservable existed.
  119659. * The set callback will be triggered just after rendering the layer.
  119660. */
  119661. onAfterRender: () => void;
  119662. /**
  119663. * Instantiates a new layer.
  119664. * This represents a full screen 2d layer.
  119665. * This can be useful to display a picture in the background of your scene for instance.
  119666. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119667. * @param name Define the name of the layer in the scene
  119668. * @param imgUrl Define the url of the texture to display in the layer
  119669. * @param scene Define the scene the layer belongs to
  119670. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  119671. * @param color Defines a color for the layer
  119672. */
  119673. constructor(
  119674. /**
  119675. * Define the name of the layer.
  119676. */
  119677. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  119678. private _createIndexBuffer;
  119679. /** @hidden */
  119680. _rebuild(): void;
  119681. /**
  119682. * Renders the layer in the scene.
  119683. */
  119684. render(): void;
  119685. /**
  119686. * Disposes and releases the associated ressources.
  119687. */
  119688. dispose(): void;
  119689. }
  119690. }
  119691. declare module BABYLON {
  119692. /** @hidden */
  119693. export var lensFlarePixelShader: {
  119694. name: string;
  119695. shader: string;
  119696. };
  119697. }
  119698. declare module BABYLON {
  119699. /** @hidden */
  119700. export var lensFlareVertexShader: {
  119701. name: string;
  119702. shader: string;
  119703. };
  119704. }
  119705. declare module BABYLON {
  119706. /**
  119707. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119708. * It is usually composed of several `lensFlare`.
  119709. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119710. */
  119711. export class LensFlareSystem {
  119712. /**
  119713. * Define the name of the lens flare system
  119714. */
  119715. name: string;
  119716. /**
  119717. * List of lens flares used in this system.
  119718. */
  119719. lensFlares: LensFlare[];
  119720. /**
  119721. * Define a limit from the border the lens flare can be visible.
  119722. */
  119723. borderLimit: number;
  119724. /**
  119725. * Define a viewport border we do not want to see the lens flare in.
  119726. */
  119727. viewportBorder: number;
  119728. /**
  119729. * Define a predicate which could limit the list of meshes able to occlude the effect.
  119730. */
  119731. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  119732. /**
  119733. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  119734. */
  119735. layerMask: number;
  119736. /**
  119737. * Define the id of the lens flare system in the scene.
  119738. * (equal to name by default)
  119739. */
  119740. id: string;
  119741. private _scene;
  119742. private _emitter;
  119743. private _vertexBuffers;
  119744. private _indexBuffer;
  119745. private _effect;
  119746. private _positionX;
  119747. private _positionY;
  119748. private _isEnabled;
  119749. /** @hidden */
  119750. static _SceneComponentInitialization: (scene: Scene) => void;
  119751. /**
  119752. * Instantiates a lens flare system.
  119753. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119754. * It is usually composed of several `lensFlare`.
  119755. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119756. * @param name Define the name of the lens flare system in the scene
  119757. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  119758. * @param scene Define the scene the lens flare system belongs to
  119759. */
  119760. constructor(
  119761. /**
  119762. * Define the name of the lens flare system
  119763. */
  119764. name: string, emitter: any, scene: Scene);
  119765. /**
  119766. * Define if the lens flare system is enabled.
  119767. */
  119768. isEnabled: boolean;
  119769. /**
  119770. * Get the scene the effects belongs to.
  119771. * @returns the scene holding the lens flare system
  119772. */
  119773. getScene(): Scene;
  119774. /**
  119775. * Get the emitter of the lens flare system.
  119776. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119777. * @returns the emitter of the lens flare system
  119778. */
  119779. getEmitter(): any;
  119780. /**
  119781. * Set the emitter of the lens flare system.
  119782. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119783. * @param newEmitter Define the new emitter of the system
  119784. */
  119785. setEmitter(newEmitter: any): void;
  119786. /**
  119787. * Get the lens flare system emitter position.
  119788. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  119789. * @returns the position
  119790. */
  119791. getEmitterPosition(): Vector3;
  119792. /**
  119793. * @hidden
  119794. */
  119795. computeEffectivePosition(globalViewport: Viewport): boolean;
  119796. /** @hidden */
  119797. _isVisible(): boolean;
  119798. /**
  119799. * @hidden
  119800. */
  119801. render(): boolean;
  119802. /**
  119803. * Dispose and release the lens flare with its associated resources.
  119804. */
  119805. dispose(): void;
  119806. /**
  119807. * Parse a lens flare system from a JSON repressentation
  119808. * @param parsedLensFlareSystem Define the JSON to parse
  119809. * @param scene Define the scene the parsed system should be instantiated in
  119810. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  119811. * @returns the parsed system
  119812. */
  119813. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  119814. /**
  119815. * Serialize the current Lens Flare System into a JSON representation.
  119816. * @returns the serialized JSON
  119817. */
  119818. serialize(): any;
  119819. }
  119820. }
  119821. declare module BABYLON {
  119822. /**
  119823. * This represents one of the lens effect in a `lensFlareSystem`.
  119824. * It controls one of the indiviual texture used in the effect.
  119825. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119826. */
  119827. export class LensFlare {
  119828. /**
  119829. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119830. */
  119831. size: number;
  119832. /**
  119833. * 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.
  119834. */
  119835. position: number;
  119836. /**
  119837. * Define the lens color.
  119838. */
  119839. color: Color3;
  119840. /**
  119841. * Define the lens texture.
  119842. */
  119843. texture: Nullable<Texture>;
  119844. /**
  119845. * Define the alpha mode to render this particular lens.
  119846. */
  119847. alphaMode: number;
  119848. private _system;
  119849. /**
  119850. * Creates a new Lens Flare.
  119851. * This represents one of the lens effect in a `lensFlareSystem`.
  119852. * It controls one of the indiviual texture used in the effect.
  119853. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119854. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  119855. * @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.
  119856. * @param color Define the lens color
  119857. * @param imgUrl Define the lens texture url
  119858. * @param system Define the `lensFlareSystem` this flare is part of
  119859. * @returns The newly created Lens Flare
  119860. */
  119861. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  119862. /**
  119863. * Instantiates a new Lens Flare.
  119864. * This represents one of the lens effect in a `lensFlareSystem`.
  119865. * It controls one of the indiviual texture used in the effect.
  119866. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119867. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  119868. * @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.
  119869. * @param color Define the lens color
  119870. * @param imgUrl Define the lens texture url
  119871. * @param system Define the `lensFlareSystem` this flare is part of
  119872. */
  119873. constructor(
  119874. /**
  119875. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119876. */
  119877. size: number,
  119878. /**
  119879. * 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.
  119880. */
  119881. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  119882. /**
  119883. * Dispose and release the lens flare with its associated resources.
  119884. */
  119885. dispose(): void;
  119886. }
  119887. }
  119888. declare module BABYLON {
  119889. interface AbstractScene {
  119890. /**
  119891. * The list of lens flare system added to the scene
  119892. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119893. */
  119894. lensFlareSystems: Array<LensFlareSystem>;
  119895. /**
  119896. * Removes the given lens flare system from this scene.
  119897. * @param toRemove The lens flare system to remove
  119898. * @returns The index of the removed lens flare system
  119899. */
  119900. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  119901. /**
  119902. * Adds the given lens flare system to this scene
  119903. * @param newLensFlareSystem The lens flare system to add
  119904. */
  119905. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  119906. /**
  119907. * Gets a lens flare system using its name
  119908. * @param name defines the name to look for
  119909. * @returns the lens flare system or null if not found
  119910. */
  119911. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  119912. /**
  119913. * Gets a lens flare system using its id
  119914. * @param id defines the id to look for
  119915. * @returns the lens flare system or null if not found
  119916. */
  119917. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  119918. }
  119919. /**
  119920. * Defines the lens flare scene component responsible to manage any lens flares
  119921. * in a given scene.
  119922. */
  119923. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  119924. /**
  119925. * The component name helpfull to identify the component in the list of scene components.
  119926. */
  119927. readonly name: string;
  119928. /**
  119929. * The scene the component belongs to.
  119930. */
  119931. scene: Scene;
  119932. /**
  119933. * Creates a new instance of the component for the given scene
  119934. * @param scene Defines the scene to register the component in
  119935. */
  119936. constructor(scene: Scene);
  119937. /**
  119938. * Registers the component in a given scene
  119939. */
  119940. register(): void;
  119941. /**
  119942. * Rebuilds the elements related to this component in case of
  119943. * context lost for instance.
  119944. */
  119945. rebuild(): void;
  119946. /**
  119947. * Adds all the elements from the container to the scene
  119948. * @param container the container holding the elements
  119949. */
  119950. addFromContainer(container: AbstractScene): void;
  119951. /**
  119952. * Removes all the elements in the container from the scene
  119953. * @param container contains the elements to remove
  119954. * @param dispose if the removed element should be disposed (default: false)
  119955. */
  119956. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119957. /**
  119958. * Serializes the component data to the specified json object
  119959. * @param serializationObject The object to serialize to
  119960. */
  119961. serialize(serializationObject: any): void;
  119962. /**
  119963. * Disposes the component and the associated ressources.
  119964. */
  119965. dispose(): void;
  119966. private _draw;
  119967. }
  119968. }
  119969. declare module BABYLON {
  119970. /**
  119971. * Defines the shadow generator component responsible to manage any shadow generators
  119972. * in a given scene.
  119973. */
  119974. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  119975. /**
  119976. * The component name helpfull to identify the component in the list of scene components.
  119977. */
  119978. readonly name: string;
  119979. /**
  119980. * The scene the component belongs to.
  119981. */
  119982. scene: Scene;
  119983. /**
  119984. * Creates a new instance of the component for the given scene
  119985. * @param scene Defines the scene to register the component in
  119986. */
  119987. constructor(scene: Scene);
  119988. /**
  119989. * Registers the component in a given scene
  119990. */
  119991. register(): void;
  119992. /**
  119993. * Rebuilds the elements related to this component in case of
  119994. * context lost for instance.
  119995. */
  119996. rebuild(): void;
  119997. /**
  119998. * Serializes the component data to the specified json object
  119999. * @param serializationObject The object to serialize to
  120000. */
  120001. serialize(serializationObject: any): void;
  120002. /**
  120003. * Adds all the elements from the container to the scene
  120004. * @param container the container holding the elements
  120005. */
  120006. addFromContainer(container: AbstractScene): void;
  120007. /**
  120008. * Removes all the elements in the container from the scene
  120009. * @param container contains the elements to remove
  120010. * @param dispose if the removed element should be disposed (default: false)
  120011. */
  120012. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  120013. /**
  120014. * Rebuilds the elements related to this component in case of
  120015. * context lost for instance.
  120016. */
  120017. dispose(): void;
  120018. private _gatherRenderTargets;
  120019. }
  120020. }
  120021. declare module BABYLON {
  120022. /**
  120023. * A point light is a light defined by an unique point in world space.
  120024. * The light is emitted in every direction from this point.
  120025. * A good example of a point light is a standard light bulb.
  120026. * Documentation: https://doc.babylonjs.com/babylon101/lights
  120027. */
  120028. export class PointLight extends ShadowLight {
  120029. private _shadowAngle;
  120030. /**
  120031. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  120032. * This specifies what angle the shadow will use to be created.
  120033. *
  120034. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  120035. */
  120036. /**
  120037. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  120038. * This specifies what angle the shadow will use to be created.
  120039. *
  120040. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  120041. */
  120042. shadowAngle: number;
  120043. /**
  120044. * Gets the direction if it has been set.
  120045. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  120046. */
  120047. /**
  120048. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  120049. */
  120050. direction: Vector3;
  120051. /**
  120052. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  120053. * A PointLight emits the light in every direction.
  120054. * It can cast shadows.
  120055. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  120056. * ```javascript
  120057. * var pointLight = new PointLight("pl", camera.position, scene);
  120058. * ```
  120059. * Documentation : https://doc.babylonjs.com/babylon101/lights
  120060. * @param name The light friendly name
  120061. * @param position The position of the point light in the scene
  120062. * @param scene The scene the lights belongs to
  120063. */
  120064. constructor(name: string, position: Vector3, scene: Scene);
  120065. /**
  120066. * Returns the string "PointLight"
  120067. * @returns the class name
  120068. */
  120069. getClassName(): string;
  120070. /**
  120071. * Returns the integer 0.
  120072. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  120073. */
  120074. getTypeID(): number;
  120075. /**
  120076. * Specifies wether or not the shadowmap should be a cube texture.
  120077. * @returns true if the shadowmap needs to be a cube texture.
  120078. */
  120079. needCube(): boolean;
  120080. /**
  120081. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  120082. * @param faceIndex The index of the face we are computed the direction to generate shadow
  120083. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  120084. */
  120085. getShadowDirection(faceIndex?: number): Vector3;
  120086. /**
  120087. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  120088. * - fov = PI / 2
  120089. * - aspect ratio : 1.0
  120090. * - z-near and far equal to the active camera minZ and maxZ.
  120091. * Returns the PointLight.
  120092. */
  120093. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  120094. protected _buildUniformLayout(): void;
  120095. /**
  120096. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  120097. * @param effect The effect to update
  120098. * @param lightIndex The index of the light in the effect to update
  120099. * @returns The point light
  120100. */
  120101. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  120102. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  120103. /**
  120104. * Prepares the list of defines specific to the light type.
  120105. * @param defines the list of defines
  120106. * @param lightIndex defines the index of the light for the effect
  120107. */
  120108. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  120109. }
  120110. }
  120111. declare module BABYLON {
  120112. /**
  120113. * Header information of HDR texture files.
  120114. */
  120115. export interface HDRInfo {
  120116. /**
  120117. * The height of the texture in pixels.
  120118. */
  120119. height: number;
  120120. /**
  120121. * The width of the texture in pixels.
  120122. */
  120123. width: number;
  120124. /**
  120125. * The index of the beginning of the data in the binary file.
  120126. */
  120127. dataPosition: number;
  120128. }
  120129. /**
  120130. * This groups tools to convert HDR texture to native colors array.
  120131. */
  120132. export class HDRTools {
  120133. private static Ldexp;
  120134. private static Rgbe2float;
  120135. private static readStringLine;
  120136. /**
  120137. * Reads header information from an RGBE texture stored in a native array.
  120138. * More information on this format are available here:
  120139. * https://en.wikipedia.org/wiki/RGBE_image_format
  120140. *
  120141. * @param uint8array The binary file stored in native array.
  120142. * @return The header information.
  120143. */
  120144. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  120145. /**
  120146. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  120147. * This RGBE texture needs to store the information as a panorama.
  120148. *
  120149. * More information on this format are available here:
  120150. * https://en.wikipedia.org/wiki/RGBE_image_format
  120151. *
  120152. * @param buffer The binary file stored in an array buffer.
  120153. * @param size The expected size of the extracted cubemap.
  120154. * @return The Cube Map information.
  120155. */
  120156. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  120157. /**
  120158. * Returns the pixels data extracted from an RGBE texture.
  120159. * This pixels will be stored left to right up to down in the R G B order in one array.
  120160. *
  120161. * More information on this format are available here:
  120162. * https://en.wikipedia.org/wiki/RGBE_image_format
  120163. *
  120164. * @param uint8array The binary file stored in an array buffer.
  120165. * @param hdrInfo The header information of the file.
  120166. * @return The pixels data in RGB right to left up to down order.
  120167. */
  120168. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  120169. private static RGBE_ReadPixels_RLE;
  120170. }
  120171. }
  120172. declare module BABYLON {
  120173. /**
  120174. * This represents a texture coming from an HDR input.
  120175. *
  120176. * The only supported format is currently panorama picture stored in RGBE format.
  120177. * Example of such files can be found on HDRLib: http://hdrlib.com/
  120178. */
  120179. export class HDRCubeTexture extends BaseTexture {
  120180. private static _facesMapping;
  120181. private _generateHarmonics;
  120182. private _noMipmap;
  120183. private _textureMatrix;
  120184. private _size;
  120185. private _onLoad;
  120186. private _onError;
  120187. /**
  120188. * The texture URL.
  120189. */
  120190. url: string;
  120191. /**
  120192. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  120193. */
  120194. coordinatesMode: number;
  120195. protected _isBlocking: boolean;
  120196. /**
  120197. * Sets wether or not the texture is blocking during loading.
  120198. */
  120199. /**
  120200. * Gets wether or not the texture is blocking during loading.
  120201. */
  120202. isBlocking: boolean;
  120203. protected _rotationY: number;
  120204. /**
  120205. * Sets texture matrix rotation angle around Y axis in radians.
  120206. */
  120207. /**
  120208. * Gets texture matrix rotation angle around Y axis radians.
  120209. */
  120210. rotationY: number;
  120211. /**
  120212. * Gets or sets the center of the bounding box associated with the cube texture
  120213. * It must define where the camera used to render the texture was set
  120214. */
  120215. boundingBoxPosition: Vector3;
  120216. private _boundingBoxSize;
  120217. /**
  120218. * Gets or sets the size of the bounding box associated with the cube texture
  120219. * When defined, the cubemap will switch to local mode
  120220. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  120221. * @example https://www.babylonjs-playground.com/#RNASML
  120222. */
  120223. boundingBoxSize: Vector3;
  120224. /**
  120225. * Instantiates an HDRTexture from the following parameters.
  120226. *
  120227. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  120228. * @param scene The scene the texture will be used in
  120229. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  120230. * @param noMipmap Forces to not generate the mipmap if true
  120231. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  120232. * @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)
  120233. * @param reserved Reserved flag for internal use.
  120234. */
  120235. 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>);
  120236. /**
  120237. * Get the current class name of the texture useful for serialization or dynamic coding.
  120238. * @returns "HDRCubeTexture"
  120239. */
  120240. getClassName(): string;
  120241. /**
  120242. * Occurs when the file is raw .hdr file.
  120243. */
  120244. private loadTexture;
  120245. clone(): HDRCubeTexture;
  120246. delayLoad(): void;
  120247. /**
  120248. * Get the texture reflection matrix used to rotate/transform the reflection.
  120249. * @returns the reflection matrix
  120250. */
  120251. getReflectionTextureMatrix(): Matrix;
  120252. /**
  120253. * Set the texture reflection matrix used to rotate/transform the reflection.
  120254. * @param value Define the reflection matrix to set
  120255. */
  120256. setReflectionTextureMatrix(value: Matrix): void;
  120257. /**
  120258. * Parses a JSON representation of an HDR Texture in order to create the texture
  120259. * @param parsedTexture Define the JSON representation
  120260. * @param scene Define the scene the texture should be created in
  120261. * @param rootUrl Define the root url in case we need to load relative dependencies
  120262. * @returns the newly created texture after parsing
  120263. */
  120264. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  120265. serialize(): any;
  120266. }
  120267. }
  120268. declare module BABYLON {
  120269. /**
  120270. * Class used to control physics engine
  120271. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  120272. */
  120273. export class PhysicsEngine implements IPhysicsEngine {
  120274. private _physicsPlugin;
  120275. /**
  120276. * Global value used to control the smallest number supported by the simulation
  120277. */
  120278. static Epsilon: number;
  120279. private _impostors;
  120280. private _joints;
  120281. /**
  120282. * Gets the gravity vector used by the simulation
  120283. */
  120284. gravity: Vector3;
  120285. /**
  120286. * Factory used to create the default physics plugin.
  120287. * @returns The default physics plugin
  120288. */
  120289. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  120290. /**
  120291. * Creates a new Physics Engine
  120292. * @param gravity defines the gravity vector used by the simulation
  120293. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  120294. */
  120295. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  120296. /**
  120297. * Sets the gravity vector used by the simulation
  120298. * @param gravity defines the gravity vector to use
  120299. */
  120300. setGravity(gravity: Vector3): void;
  120301. /**
  120302. * Set the time step of the physics engine.
  120303. * Default is 1/60.
  120304. * To slow it down, enter 1/600 for example.
  120305. * To speed it up, 1/30
  120306. * @param newTimeStep defines the new timestep to apply to this world.
  120307. */
  120308. setTimeStep(newTimeStep?: number): void;
  120309. /**
  120310. * Get the time step of the physics engine.
  120311. * @returns the current time step
  120312. */
  120313. getTimeStep(): number;
  120314. /**
  120315. * Release all resources
  120316. */
  120317. dispose(): void;
  120318. /**
  120319. * Gets the name of the current physics plugin
  120320. * @returns the name of the plugin
  120321. */
  120322. getPhysicsPluginName(): string;
  120323. /**
  120324. * Adding a new impostor for the impostor tracking.
  120325. * This will be done by the impostor itself.
  120326. * @param impostor the impostor to add
  120327. */
  120328. addImpostor(impostor: PhysicsImpostor): void;
  120329. /**
  120330. * Remove an impostor from the engine.
  120331. * This impostor and its mesh will not longer be updated by the physics engine.
  120332. * @param impostor the impostor to remove
  120333. */
  120334. removeImpostor(impostor: PhysicsImpostor): void;
  120335. /**
  120336. * Add a joint to the physics engine
  120337. * @param mainImpostor defines the main impostor to which the joint is added.
  120338. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  120339. * @param joint defines the joint that will connect both impostors.
  120340. */
  120341. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  120342. /**
  120343. * Removes a joint from the simulation
  120344. * @param mainImpostor defines the impostor used with the joint
  120345. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  120346. * @param joint defines the joint to remove
  120347. */
  120348. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  120349. /**
  120350. * Called by the scene. No need to call it.
  120351. * @param delta defines the timespam between frames
  120352. */
  120353. _step(delta: number): void;
  120354. /**
  120355. * Gets the current plugin used to run the simulation
  120356. * @returns current plugin
  120357. */
  120358. getPhysicsPlugin(): IPhysicsEnginePlugin;
  120359. /**
  120360. * Gets the list of physic impostors
  120361. * @returns an array of PhysicsImpostor
  120362. */
  120363. getImpostors(): Array<PhysicsImpostor>;
  120364. /**
  120365. * Gets the impostor for a physics enabled object
  120366. * @param object defines the object impersonated by the impostor
  120367. * @returns the PhysicsImpostor or null if not found
  120368. */
  120369. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  120370. /**
  120371. * Gets the impostor for a physics body object
  120372. * @param body defines physics body used by the impostor
  120373. * @returns the PhysicsImpostor or null if not found
  120374. */
  120375. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  120376. /**
  120377. * Does a raycast in the physics world
  120378. * @param from when should the ray start?
  120379. * @param to when should the ray end?
  120380. * @returns PhysicsRaycastResult
  120381. */
  120382. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120383. }
  120384. }
  120385. declare module BABYLON {
  120386. /** @hidden */
  120387. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  120388. private _useDeltaForWorldStep;
  120389. world: any;
  120390. name: string;
  120391. private _physicsMaterials;
  120392. private _fixedTimeStep;
  120393. private _cannonRaycastResult;
  120394. private _raycastResult;
  120395. private _physicsBodysToRemoveAfterStep;
  120396. BJSCANNON: any;
  120397. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  120398. setGravity(gravity: Vector3): void;
  120399. setTimeStep(timeStep: number): void;
  120400. getTimeStep(): number;
  120401. executeStep(delta: number): void;
  120402. private _removeMarkedPhysicsBodiesFromWorld;
  120403. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120404. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120405. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120406. private _processChildMeshes;
  120407. removePhysicsBody(impostor: PhysicsImpostor): void;
  120408. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120409. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120410. private _addMaterial;
  120411. private _checkWithEpsilon;
  120412. private _createShape;
  120413. private _createHeightmap;
  120414. private _minus90X;
  120415. private _plus90X;
  120416. private _tmpPosition;
  120417. private _tmpDeltaPosition;
  120418. private _tmpUnityRotation;
  120419. private _updatePhysicsBodyTransformation;
  120420. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120421. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120422. isSupported(): boolean;
  120423. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120424. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120425. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120426. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120427. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120428. getBodyMass(impostor: PhysicsImpostor): number;
  120429. getBodyFriction(impostor: PhysicsImpostor): number;
  120430. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120431. getBodyRestitution(impostor: PhysicsImpostor): number;
  120432. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120433. sleepBody(impostor: PhysicsImpostor): void;
  120434. wakeUpBody(impostor: PhysicsImpostor): void;
  120435. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  120436. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120437. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120438. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120439. getRadius(impostor: PhysicsImpostor): number;
  120440. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120441. dispose(): void;
  120442. private _extendNamespace;
  120443. /**
  120444. * Does a raycast in the physics world
  120445. * @param from when should the ray start?
  120446. * @param to when should the ray end?
  120447. * @returns PhysicsRaycastResult
  120448. */
  120449. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120450. }
  120451. }
  120452. declare module BABYLON {
  120453. /** @hidden */
  120454. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  120455. world: any;
  120456. name: string;
  120457. BJSOIMO: any;
  120458. private _raycastResult;
  120459. constructor(iterations?: number, oimoInjection?: any);
  120460. setGravity(gravity: Vector3): void;
  120461. setTimeStep(timeStep: number): void;
  120462. getTimeStep(): number;
  120463. private _tmpImpostorsArray;
  120464. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120465. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120466. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120467. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120468. private _tmpPositionVector;
  120469. removePhysicsBody(impostor: PhysicsImpostor): void;
  120470. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120471. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120472. isSupported(): boolean;
  120473. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120474. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120475. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120476. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120477. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120478. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120479. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120480. getBodyMass(impostor: PhysicsImpostor): number;
  120481. getBodyFriction(impostor: PhysicsImpostor): number;
  120482. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120483. getBodyRestitution(impostor: PhysicsImpostor): number;
  120484. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120485. sleepBody(impostor: PhysicsImpostor): void;
  120486. wakeUpBody(impostor: PhysicsImpostor): void;
  120487. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120488. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  120489. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  120490. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120491. getRadius(impostor: PhysicsImpostor): number;
  120492. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120493. dispose(): void;
  120494. /**
  120495. * Does a raycast in the physics world
  120496. * @param from when should the ray start?
  120497. * @param to when should the ray end?
  120498. * @returns PhysicsRaycastResult
  120499. */
  120500. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120501. }
  120502. }
  120503. declare module BABYLON {
  120504. /**
  120505. * Class containing static functions to help procedurally build meshes
  120506. */
  120507. export class RibbonBuilder {
  120508. /**
  120509. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120510. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  120511. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  120512. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  120513. * * 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
  120514. * * 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
  120515. * * 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
  120516. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120517. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120518. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120519. * * 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
  120520. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  120521. * * 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
  120522. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  120523. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120524. * @param name defines the name of the mesh
  120525. * @param options defines the options used to create the mesh
  120526. * @param scene defines the hosting scene
  120527. * @returns the ribbon mesh
  120528. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  120529. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120530. */
  120531. static CreateRibbon(name: string, options: {
  120532. pathArray: Vector3[][];
  120533. closeArray?: boolean;
  120534. closePath?: boolean;
  120535. offset?: number;
  120536. updatable?: boolean;
  120537. sideOrientation?: number;
  120538. frontUVs?: Vector4;
  120539. backUVs?: Vector4;
  120540. instance?: Mesh;
  120541. invertUV?: boolean;
  120542. uvs?: Vector2[];
  120543. colors?: Color4[];
  120544. }, scene?: Nullable<Scene>): Mesh;
  120545. }
  120546. }
  120547. declare module BABYLON {
  120548. /**
  120549. * Class containing static functions to help procedurally build meshes
  120550. */
  120551. export class ShapeBuilder {
  120552. /**
  120553. * 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.
  120554. * * 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.
  120555. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120556. * * 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.
  120557. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  120558. * * 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
  120559. * * 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
  120560. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  120561. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120562. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120563. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  120564. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120565. * @param name defines the name of the mesh
  120566. * @param options defines the options used to create the mesh
  120567. * @param scene defines the hosting scene
  120568. * @returns the extruded shape mesh
  120569. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120570. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120571. */
  120572. static ExtrudeShape(name: string, options: {
  120573. shape: Vector3[];
  120574. path: Vector3[];
  120575. scale?: number;
  120576. rotation?: number;
  120577. cap?: number;
  120578. updatable?: boolean;
  120579. sideOrientation?: number;
  120580. frontUVs?: Vector4;
  120581. backUVs?: Vector4;
  120582. instance?: Mesh;
  120583. invertUV?: boolean;
  120584. }, scene?: Nullable<Scene>): Mesh;
  120585. /**
  120586. * Creates an custom extruded shape mesh.
  120587. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  120588. * * 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.
  120589. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120590. * * 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
  120591. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  120592. * * 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
  120593. * * It must returns a float value that will be the scale value applied to the shape on each path point
  120594. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  120595. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  120596. * * 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
  120597. * * 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
  120598. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  120599. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120600. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120601. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120602. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120603. * @param name defines the name of the mesh
  120604. * @param options defines the options used to create the mesh
  120605. * @param scene defines the hosting scene
  120606. * @returns the custom extruded shape mesh
  120607. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  120608. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120609. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120610. */
  120611. static ExtrudeShapeCustom(name: string, options: {
  120612. shape: Vector3[];
  120613. path: Vector3[];
  120614. scaleFunction?: any;
  120615. rotationFunction?: any;
  120616. ribbonCloseArray?: boolean;
  120617. ribbonClosePath?: boolean;
  120618. cap?: number;
  120619. updatable?: boolean;
  120620. sideOrientation?: number;
  120621. frontUVs?: Vector4;
  120622. backUVs?: Vector4;
  120623. instance?: Mesh;
  120624. invertUV?: boolean;
  120625. }, scene?: Nullable<Scene>): Mesh;
  120626. private static _ExtrudeShapeGeneric;
  120627. }
  120628. }
  120629. declare module BABYLON {
  120630. /**
  120631. * AmmoJS Physics plugin
  120632. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  120633. * @see https://github.com/kripken/ammo.js/
  120634. */
  120635. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  120636. private _useDeltaForWorldStep;
  120637. /**
  120638. * Reference to the Ammo library
  120639. */
  120640. bjsAMMO: any;
  120641. /**
  120642. * Created ammoJS world which physics bodies are added to
  120643. */
  120644. world: any;
  120645. /**
  120646. * Name of the plugin
  120647. */
  120648. name: string;
  120649. private _timeStep;
  120650. private _fixedTimeStep;
  120651. private _maxSteps;
  120652. private _tmpQuaternion;
  120653. private _tmpAmmoTransform;
  120654. private _tmpAmmoQuaternion;
  120655. private _tmpAmmoConcreteContactResultCallback;
  120656. private _collisionConfiguration;
  120657. private _dispatcher;
  120658. private _overlappingPairCache;
  120659. private _solver;
  120660. private _softBodySolver;
  120661. private _tmpAmmoVectorA;
  120662. private _tmpAmmoVectorB;
  120663. private _tmpAmmoVectorC;
  120664. private _tmpAmmoVectorD;
  120665. private _tmpContactCallbackResult;
  120666. private _tmpAmmoVectorRCA;
  120667. private _tmpAmmoVectorRCB;
  120668. private _raycastResult;
  120669. private static readonly DISABLE_COLLISION_FLAG;
  120670. private static readonly KINEMATIC_FLAG;
  120671. private static readonly DISABLE_DEACTIVATION_FLAG;
  120672. /**
  120673. * Initializes the ammoJS plugin
  120674. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  120675. * @param ammoInjection can be used to inject your own ammo reference
  120676. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  120677. */
  120678. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  120679. /**
  120680. * Sets the gravity of the physics world (m/(s^2))
  120681. * @param gravity Gravity to set
  120682. */
  120683. setGravity(gravity: Vector3): void;
  120684. /**
  120685. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  120686. * @param timeStep timestep to use in seconds
  120687. */
  120688. setTimeStep(timeStep: number): void;
  120689. /**
  120690. * 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)
  120691. * @param fixedTimeStep fixedTimeStep to use in seconds
  120692. */
  120693. setFixedTimeStep(fixedTimeStep: number): void;
  120694. /**
  120695. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  120696. * @param maxSteps the maximum number of steps by the physics engine per frame
  120697. */
  120698. setMaxSteps(maxSteps: number): void;
  120699. /**
  120700. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  120701. * @returns the current timestep in seconds
  120702. */
  120703. getTimeStep(): number;
  120704. private _isImpostorInContact;
  120705. private _isImpostorPairInContact;
  120706. private _stepSimulation;
  120707. /**
  120708. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  120709. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  120710. * After the step the babylon meshes are set to the position of the physics imposters
  120711. * @param delta amount of time to step forward
  120712. * @param impostors array of imposters to update before/after the step
  120713. */
  120714. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120715. /**
  120716. * Update babylon mesh to match physics world object
  120717. * @param impostor imposter to match
  120718. */
  120719. private _afterSoftStep;
  120720. /**
  120721. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120722. * @param impostor imposter to match
  120723. */
  120724. private _ropeStep;
  120725. /**
  120726. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120727. * @param impostor imposter to match
  120728. */
  120729. private _softbodyOrClothStep;
  120730. private _tmpVector;
  120731. private _tmpMatrix;
  120732. /**
  120733. * Applies an impulse on the imposter
  120734. * @param impostor imposter to apply impulse to
  120735. * @param force amount of force to be applied to the imposter
  120736. * @param contactPoint the location to apply the impulse on the imposter
  120737. */
  120738. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120739. /**
  120740. * Applies a force on the imposter
  120741. * @param impostor imposter to apply force
  120742. * @param force amount of force to be applied to the imposter
  120743. * @param contactPoint the location to apply the force on the imposter
  120744. */
  120745. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120746. /**
  120747. * Creates a physics body using the plugin
  120748. * @param impostor the imposter to create the physics body on
  120749. */
  120750. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120751. /**
  120752. * Removes the physics body from the imposter and disposes of the body's memory
  120753. * @param impostor imposter to remove the physics body from
  120754. */
  120755. removePhysicsBody(impostor: PhysicsImpostor): void;
  120756. /**
  120757. * Generates a joint
  120758. * @param impostorJoint the imposter joint to create the joint with
  120759. */
  120760. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120761. /**
  120762. * Removes a joint
  120763. * @param impostorJoint the imposter joint to remove the joint from
  120764. */
  120765. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120766. private _addMeshVerts;
  120767. /**
  120768. * Initialise the soft body vertices to match its object's (mesh) vertices
  120769. * Softbody vertices (nodes) are in world space and to match this
  120770. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  120771. * @param impostor to create the softbody for
  120772. */
  120773. private _softVertexData;
  120774. /**
  120775. * Create an impostor's soft body
  120776. * @param impostor to create the softbody for
  120777. */
  120778. private _createSoftbody;
  120779. /**
  120780. * Create cloth for an impostor
  120781. * @param impostor to create the softbody for
  120782. */
  120783. private _createCloth;
  120784. /**
  120785. * Create rope for an impostor
  120786. * @param impostor to create the softbody for
  120787. */
  120788. private _createRope;
  120789. private _addHullVerts;
  120790. private _createShape;
  120791. /**
  120792. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  120793. * @param impostor imposter containing the physics body and babylon object
  120794. */
  120795. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120796. /**
  120797. * Sets the babylon object's position/rotation from the physics body's position/rotation
  120798. * @param impostor imposter containing the physics body and babylon object
  120799. * @param newPosition new position
  120800. * @param newRotation new rotation
  120801. */
  120802. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120803. /**
  120804. * If this plugin is supported
  120805. * @returns true if its supported
  120806. */
  120807. isSupported(): boolean;
  120808. /**
  120809. * Sets the linear velocity of the physics body
  120810. * @param impostor imposter to set the velocity on
  120811. * @param velocity velocity to set
  120812. */
  120813. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120814. /**
  120815. * Sets the angular velocity of the physics body
  120816. * @param impostor imposter to set the velocity on
  120817. * @param velocity velocity to set
  120818. */
  120819. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120820. /**
  120821. * gets the linear velocity
  120822. * @param impostor imposter to get linear velocity from
  120823. * @returns linear velocity
  120824. */
  120825. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120826. /**
  120827. * gets the angular velocity
  120828. * @param impostor imposter to get angular velocity from
  120829. * @returns angular velocity
  120830. */
  120831. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120832. /**
  120833. * Sets the mass of physics body
  120834. * @param impostor imposter to set the mass on
  120835. * @param mass mass to set
  120836. */
  120837. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120838. /**
  120839. * Gets the mass of the physics body
  120840. * @param impostor imposter to get the mass from
  120841. * @returns mass
  120842. */
  120843. getBodyMass(impostor: PhysicsImpostor): number;
  120844. /**
  120845. * Gets friction of the impostor
  120846. * @param impostor impostor to get friction from
  120847. * @returns friction value
  120848. */
  120849. getBodyFriction(impostor: PhysicsImpostor): number;
  120850. /**
  120851. * Sets friction of the impostor
  120852. * @param impostor impostor to set friction on
  120853. * @param friction friction value
  120854. */
  120855. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120856. /**
  120857. * Gets restitution of the impostor
  120858. * @param impostor impostor to get restitution from
  120859. * @returns restitution value
  120860. */
  120861. getBodyRestitution(impostor: PhysicsImpostor): number;
  120862. /**
  120863. * Sets resitution of the impostor
  120864. * @param impostor impostor to set resitution on
  120865. * @param restitution resitution value
  120866. */
  120867. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120868. /**
  120869. * Gets pressure inside the impostor
  120870. * @param impostor impostor to get pressure from
  120871. * @returns pressure value
  120872. */
  120873. getBodyPressure(impostor: PhysicsImpostor): number;
  120874. /**
  120875. * Sets pressure inside a soft body impostor
  120876. * Cloth and rope must remain 0 pressure
  120877. * @param impostor impostor to set pressure on
  120878. * @param pressure pressure value
  120879. */
  120880. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  120881. /**
  120882. * Gets stiffness of the impostor
  120883. * @param impostor impostor to get stiffness from
  120884. * @returns pressure value
  120885. */
  120886. getBodyStiffness(impostor: PhysicsImpostor): number;
  120887. /**
  120888. * Sets stiffness of the impostor
  120889. * @param impostor impostor to set stiffness on
  120890. * @param stiffness stiffness value from 0 to 1
  120891. */
  120892. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  120893. /**
  120894. * Gets velocityIterations of the impostor
  120895. * @param impostor impostor to get velocity iterations from
  120896. * @returns velocityIterations value
  120897. */
  120898. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  120899. /**
  120900. * Sets velocityIterations of the impostor
  120901. * @param impostor impostor to set velocity iterations on
  120902. * @param velocityIterations velocityIterations value
  120903. */
  120904. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  120905. /**
  120906. * Gets positionIterations of the impostor
  120907. * @param impostor impostor to get position iterations from
  120908. * @returns positionIterations value
  120909. */
  120910. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  120911. /**
  120912. * Sets positionIterations of the impostor
  120913. * @param impostor impostor to set position on
  120914. * @param positionIterations positionIterations value
  120915. */
  120916. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  120917. /**
  120918. * Append an anchor to a cloth object
  120919. * @param impostor is the cloth impostor to add anchor to
  120920. * @param otherImpostor is the rigid impostor to anchor to
  120921. * @param width ratio across width from 0 to 1
  120922. * @param height ratio up height from 0 to 1
  120923. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  120924. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120925. */
  120926. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120927. /**
  120928. * Append an hook to a rope object
  120929. * @param impostor is the rope impostor to add hook to
  120930. * @param otherImpostor is the rigid impostor to hook to
  120931. * @param length ratio along the rope from 0 to 1
  120932. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  120933. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120934. */
  120935. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120936. /**
  120937. * Sleeps the physics body and stops it from being active
  120938. * @param impostor impostor to sleep
  120939. */
  120940. sleepBody(impostor: PhysicsImpostor): void;
  120941. /**
  120942. * Activates the physics body
  120943. * @param impostor impostor to activate
  120944. */
  120945. wakeUpBody(impostor: PhysicsImpostor): void;
  120946. /**
  120947. * Updates the distance parameters of the joint
  120948. * @param joint joint to update
  120949. * @param maxDistance maximum distance of the joint
  120950. * @param minDistance minimum distance of the joint
  120951. */
  120952. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120953. /**
  120954. * Sets a motor on the joint
  120955. * @param joint joint to set motor on
  120956. * @param speed speed of the motor
  120957. * @param maxForce maximum force of the motor
  120958. * @param motorIndex index of the motor
  120959. */
  120960. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120961. /**
  120962. * Sets the motors limit
  120963. * @param joint joint to set limit on
  120964. * @param upperLimit upper limit
  120965. * @param lowerLimit lower limit
  120966. */
  120967. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120968. /**
  120969. * Syncs the position and rotation of a mesh with the impostor
  120970. * @param mesh mesh to sync
  120971. * @param impostor impostor to update the mesh with
  120972. */
  120973. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120974. /**
  120975. * Gets the radius of the impostor
  120976. * @param impostor impostor to get radius from
  120977. * @returns the radius
  120978. */
  120979. getRadius(impostor: PhysicsImpostor): number;
  120980. /**
  120981. * Gets the box size of the impostor
  120982. * @param impostor impostor to get box size from
  120983. * @param result the resulting box size
  120984. */
  120985. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120986. /**
  120987. * Disposes of the impostor
  120988. */
  120989. dispose(): void;
  120990. /**
  120991. * Does a raycast in the physics world
  120992. * @param from when should the ray start?
  120993. * @param to when should the ray end?
  120994. * @returns PhysicsRaycastResult
  120995. */
  120996. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120997. }
  120998. }
  120999. declare module BABYLON {
  121000. interface AbstractScene {
  121001. /**
  121002. * The list of reflection probes added to the scene
  121003. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  121004. */
  121005. reflectionProbes: Array<ReflectionProbe>;
  121006. /**
  121007. * Removes the given reflection probe from this scene.
  121008. * @param toRemove The reflection probe to remove
  121009. * @returns The index of the removed reflection probe
  121010. */
  121011. removeReflectionProbe(toRemove: ReflectionProbe): number;
  121012. /**
  121013. * Adds the given reflection probe to this scene.
  121014. * @param newReflectionProbe The reflection probe to add
  121015. */
  121016. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  121017. }
  121018. /**
  121019. * Class used to generate realtime reflection / refraction cube textures
  121020. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  121021. */
  121022. export class ReflectionProbe {
  121023. /** defines the name of the probe */
  121024. name: string;
  121025. private _scene;
  121026. private _renderTargetTexture;
  121027. private _projectionMatrix;
  121028. private _viewMatrix;
  121029. private _target;
  121030. private _add;
  121031. private _attachedMesh;
  121032. private _invertYAxis;
  121033. /** Gets or sets probe position (center of the cube map) */
  121034. position: Vector3;
  121035. /**
  121036. * Creates a new reflection probe
  121037. * @param name defines the name of the probe
  121038. * @param size defines the texture resolution (for each face)
  121039. * @param scene defines the hosting scene
  121040. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  121041. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  121042. */
  121043. constructor(
  121044. /** defines the name of the probe */
  121045. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  121046. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  121047. samples: number;
  121048. /** Gets or sets the refresh rate to use (on every frame by default) */
  121049. refreshRate: number;
  121050. /**
  121051. * Gets the hosting scene
  121052. * @returns a Scene
  121053. */
  121054. getScene(): Scene;
  121055. /** Gets the internal CubeTexture used to render to */
  121056. readonly cubeTexture: RenderTargetTexture;
  121057. /** Gets the list of meshes to render */
  121058. readonly renderList: Nullable<AbstractMesh[]>;
  121059. /**
  121060. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  121061. * @param mesh defines the mesh to attach to
  121062. */
  121063. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  121064. /**
  121065. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  121066. * @param renderingGroupId The rendering group id corresponding to its index
  121067. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  121068. */
  121069. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  121070. /**
  121071. * Clean all associated resources
  121072. */
  121073. dispose(): void;
  121074. /**
  121075. * Converts the reflection probe information to a readable string for debug purpose.
  121076. * @param fullDetails Supports for multiple levels of logging within scene loading
  121077. * @returns the human readable reflection probe info
  121078. */
  121079. toString(fullDetails?: boolean): string;
  121080. /**
  121081. * Get the class name of the relfection probe.
  121082. * @returns "ReflectionProbe"
  121083. */
  121084. getClassName(): string;
  121085. /**
  121086. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  121087. * @returns The JSON representation of the texture
  121088. */
  121089. serialize(): any;
  121090. /**
  121091. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  121092. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  121093. * @param scene Define the scene the parsed reflection probe should be instantiated in
  121094. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  121095. * @returns The parsed reflection probe if successful
  121096. */
  121097. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  121098. }
  121099. }
  121100. declare module BABYLON {
  121101. /** @hidden */
  121102. export var _BabylonLoaderRegistered: boolean;
  121103. /**
  121104. * Helps setting up some configuration for the babylon file loader.
  121105. */
  121106. export class BabylonFileLoaderConfiguration {
  121107. /**
  121108. * The loader does not allow injecting custom physix engine into the plugins.
  121109. * Unfortunately in ES6, we need to manually inject them into the plugin.
  121110. * So you could set this variable to your engine import to make it work.
  121111. */
  121112. static LoaderInjectedPhysicsEngine: any;
  121113. }
  121114. }
  121115. declare module BABYLON {
  121116. /**
  121117. * The Physically based simple base material of BJS.
  121118. *
  121119. * This enables better naming and convention enforcements on top of the pbrMaterial.
  121120. * It is used as the base class for both the specGloss and metalRough conventions.
  121121. */
  121122. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  121123. /**
  121124. * Number of Simultaneous lights allowed on the material.
  121125. */
  121126. maxSimultaneousLights: number;
  121127. /**
  121128. * If sets to true, disables all the lights affecting the material.
  121129. */
  121130. disableLighting: boolean;
  121131. /**
  121132. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  121133. */
  121134. environmentTexture: BaseTexture;
  121135. /**
  121136. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  121137. */
  121138. invertNormalMapX: boolean;
  121139. /**
  121140. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  121141. */
  121142. invertNormalMapY: boolean;
  121143. /**
  121144. * Normal map used in the model.
  121145. */
  121146. normalTexture: BaseTexture;
  121147. /**
  121148. * Emissivie color used to self-illuminate the model.
  121149. */
  121150. emissiveColor: Color3;
  121151. /**
  121152. * Emissivie texture used to self-illuminate the model.
  121153. */
  121154. emissiveTexture: BaseTexture;
  121155. /**
  121156. * Occlusion Channel Strenght.
  121157. */
  121158. occlusionStrength: number;
  121159. /**
  121160. * Occlusion Texture of the material (adding extra occlusion effects).
  121161. */
  121162. occlusionTexture: BaseTexture;
  121163. /**
  121164. * Defines the alpha limits in alpha test mode.
  121165. */
  121166. alphaCutOff: number;
  121167. /**
  121168. * Gets the current double sided mode.
  121169. */
  121170. /**
  121171. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  121172. */
  121173. doubleSided: boolean;
  121174. /**
  121175. * Stores the pre-calculated light information of a mesh in a texture.
  121176. */
  121177. lightmapTexture: BaseTexture;
  121178. /**
  121179. * If true, the light map contains occlusion information instead of lighting info.
  121180. */
  121181. useLightmapAsShadowmap: boolean;
  121182. /**
  121183. * Instantiates a new PBRMaterial instance.
  121184. *
  121185. * @param name The material name
  121186. * @param scene The scene the material will be use in.
  121187. */
  121188. constructor(name: string, scene: Scene);
  121189. getClassName(): string;
  121190. }
  121191. }
  121192. declare module BABYLON {
  121193. /**
  121194. * The PBR material of BJS following the metal roughness convention.
  121195. *
  121196. * This fits to the PBR convention in the GLTF definition:
  121197. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  121198. */
  121199. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  121200. /**
  121201. * The base color has two different interpretations depending on the value of metalness.
  121202. * When the material is a metal, the base color is the specific measured reflectance value
  121203. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  121204. * of the material.
  121205. */
  121206. baseColor: Color3;
  121207. /**
  121208. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  121209. * well as opacity information in the alpha channel.
  121210. */
  121211. baseTexture: BaseTexture;
  121212. /**
  121213. * Specifies the metallic scalar value of the material.
  121214. * Can also be used to scale the metalness values of the metallic texture.
  121215. */
  121216. metallic: number;
  121217. /**
  121218. * Specifies the roughness scalar value of the material.
  121219. * Can also be used to scale the roughness values of the metallic texture.
  121220. */
  121221. roughness: number;
  121222. /**
  121223. * Texture containing both the metallic value in the B channel and the
  121224. * roughness value in the G channel to keep better precision.
  121225. */
  121226. metallicRoughnessTexture: BaseTexture;
  121227. /**
  121228. * Instantiates a new PBRMetalRoughnessMaterial instance.
  121229. *
  121230. * @param name The material name
  121231. * @param scene The scene the material will be use in.
  121232. */
  121233. constructor(name: string, scene: Scene);
  121234. /**
  121235. * Return the currrent class name of the material.
  121236. */
  121237. getClassName(): string;
  121238. /**
  121239. * Makes a duplicate of the current material.
  121240. * @param name - name to use for the new material.
  121241. */
  121242. clone(name: string): PBRMetallicRoughnessMaterial;
  121243. /**
  121244. * Serialize the material to a parsable JSON object.
  121245. */
  121246. serialize(): any;
  121247. /**
  121248. * Parses a JSON object correponding to the serialize function.
  121249. */
  121250. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  121251. }
  121252. }
  121253. declare module BABYLON {
  121254. /**
  121255. * The PBR material of BJS following the specular glossiness convention.
  121256. *
  121257. * This fits to the PBR convention in the GLTF definition:
  121258. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  121259. */
  121260. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  121261. /**
  121262. * Specifies the diffuse color of the material.
  121263. */
  121264. diffuseColor: Color3;
  121265. /**
  121266. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  121267. * channel.
  121268. */
  121269. diffuseTexture: BaseTexture;
  121270. /**
  121271. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  121272. */
  121273. specularColor: Color3;
  121274. /**
  121275. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  121276. */
  121277. glossiness: number;
  121278. /**
  121279. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  121280. */
  121281. specularGlossinessTexture: BaseTexture;
  121282. /**
  121283. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  121284. *
  121285. * @param name The material name
  121286. * @param scene The scene the material will be use in.
  121287. */
  121288. constructor(name: string, scene: Scene);
  121289. /**
  121290. * Return the currrent class name of the material.
  121291. */
  121292. getClassName(): string;
  121293. /**
  121294. * Makes a duplicate of the current material.
  121295. * @param name - name to use for the new material.
  121296. */
  121297. clone(name: string): PBRSpecularGlossinessMaterial;
  121298. /**
  121299. * Serialize the material to a parsable JSON object.
  121300. */
  121301. serialize(): any;
  121302. /**
  121303. * Parses a JSON object correponding to the serialize function.
  121304. */
  121305. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  121306. }
  121307. }
  121308. declare module BABYLON {
  121309. /**
  121310. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  121311. * It can help converting any input color in a desired output one. This can then be used to create effects
  121312. * from sepia, black and white to sixties or futuristic rendering...
  121313. *
  121314. * The only supported format is currently 3dl.
  121315. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  121316. */
  121317. export class ColorGradingTexture extends BaseTexture {
  121318. /**
  121319. * The current texture matrix. (will always be identity in color grading texture)
  121320. */
  121321. private _textureMatrix;
  121322. /**
  121323. * The texture URL.
  121324. */
  121325. url: string;
  121326. /**
  121327. * Empty line regex stored for GC.
  121328. */
  121329. private static _noneEmptyLineRegex;
  121330. private _engine;
  121331. /**
  121332. * Instantiates a ColorGradingTexture from the following parameters.
  121333. *
  121334. * @param url The location of the color gradind data (currently only supporting 3dl)
  121335. * @param scene The scene the texture will be used in
  121336. */
  121337. constructor(url: string, scene: Scene);
  121338. /**
  121339. * Returns the texture matrix used in most of the material.
  121340. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  121341. */
  121342. getTextureMatrix(): Matrix;
  121343. /**
  121344. * Occurs when the file being loaded is a .3dl LUT file.
  121345. */
  121346. private load3dlTexture;
  121347. /**
  121348. * Starts the loading process of the texture.
  121349. */
  121350. private loadTexture;
  121351. /**
  121352. * Clones the color gradind texture.
  121353. */
  121354. clone(): ColorGradingTexture;
  121355. /**
  121356. * Called during delayed load for textures.
  121357. */
  121358. delayLoad(): void;
  121359. /**
  121360. * Parses a color grading texture serialized by Babylon.
  121361. * @param parsedTexture The texture information being parsedTexture
  121362. * @param scene The scene to load the texture in
  121363. * @param rootUrl The root url of the data assets to load
  121364. * @return A color gradind texture
  121365. */
  121366. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  121367. /**
  121368. * Serializes the LUT texture to json format.
  121369. */
  121370. serialize(): any;
  121371. }
  121372. }
  121373. declare module BABYLON {
  121374. /**
  121375. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  121376. */
  121377. export class EquiRectangularCubeTexture extends BaseTexture {
  121378. /** The six faces of the cube. */
  121379. private static _FacesMapping;
  121380. private _noMipmap;
  121381. private _onLoad;
  121382. private _onError;
  121383. /** The size of the cubemap. */
  121384. private _size;
  121385. /** The buffer of the image. */
  121386. private _buffer;
  121387. /** The width of the input image. */
  121388. private _width;
  121389. /** The height of the input image. */
  121390. private _height;
  121391. /** The URL to the image. */
  121392. url: string;
  121393. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  121394. coordinatesMode: number;
  121395. /**
  121396. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  121397. * @param url The location of the image
  121398. * @param scene The scene the texture will be used in
  121399. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  121400. * @param noMipmap Forces to not generate the mipmap if true
  121401. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  121402. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  121403. * @param onLoad — defines a callback called when texture is loaded
  121404. * @param onError — defines a callback called if there is an error
  121405. */
  121406. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  121407. /**
  121408. * Load the image data, by putting the image on a canvas and extracting its buffer.
  121409. */
  121410. private loadImage;
  121411. /**
  121412. * Convert the image buffer into a cubemap and create a CubeTexture.
  121413. */
  121414. private loadTexture;
  121415. /**
  121416. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  121417. * @param buffer The ArrayBuffer that should be converted.
  121418. * @returns The buffer as Float32Array.
  121419. */
  121420. private getFloat32ArrayFromArrayBuffer;
  121421. /**
  121422. * Get the current class name of the texture useful for serialization or dynamic coding.
  121423. * @returns "EquiRectangularCubeTexture"
  121424. */
  121425. getClassName(): string;
  121426. /**
  121427. * Create a clone of the current EquiRectangularCubeTexture and return it.
  121428. * @returns A clone of the current EquiRectangularCubeTexture.
  121429. */
  121430. clone(): EquiRectangularCubeTexture;
  121431. }
  121432. }
  121433. declare module BABYLON {
  121434. /**
  121435. * Based on jsTGALoader - Javascript loader for TGA file
  121436. * By Vincent Thibault
  121437. * @see http://blog.robrowser.com/javascript-tga-loader.html
  121438. */
  121439. export class TGATools {
  121440. private static _TYPE_INDEXED;
  121441. private static _TYPE_RGB;
  121442. private static _TYPE_GREY;
  121443. private static _TYPE_RLE_INDEXED;
  121444. private static _TYPE_RLE_RGB;
  121445. private static _TYPE_RLE_GREY;
  121446. private static _ORIGIN_MASK;
  121447. private static _ORIGIN_SHIFT;
  121448. private static _ORIGIN_BL;
  121449. private static _ORIGIN_BR;
  121450. private static _ORIGIN_UL;
  121451. private static _ORIGIN_UR;
  121452. /**
  121453. * Gets the header of a TGA file
  121454. * @param data defines the TGA data
  121455. * @returns the header
  121456. */
  121457. static GetTGAHeader(data: Uint8Array): any;
  121458. /**
  121459. * Uploads TGA content to a Babylon Texture
  121460. * @hidden
  121461. */
  121462. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  121463. /** @hidden */
  121464. 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;
  121465. /** @hidden */
  121466. 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;
  121467. /** @hidden */
  121468. 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;
  121469. /** @hidden */
  121470. 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;
  121471. /** @hidden */
  121472. 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;
  121473. /** @hidden */
  121474. 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;
  121475. }
  121476. }
  121477. declare module BABYLON {
  121478. /**
  121479. * Implementation of the TGA Texture Loader.
  121480. * @hidden
  121481. */
  121482. export class _TGATextureLoader implements IInternalTextureLoader {
  121483. /**
  121484. * Defines wether the loader supports cascade loading the different faces.
  121485. */
  121486. readonly supportCascades: boolean;
  121487. /**
  121488. * This returns if the loader support the current file information.
  121489. * @param extension defines the file extension of the file being loaded
  121490. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121491. * @param fallback defines the fallback internal texture if any
  121492. * @param isBase64 defines whether the texture is encoded as a base64
  121493. * @param isBuffer defines whether the texture data are stored as a buffer
  121494. * @returns true if the loader can load the specified file
  121495. */
  121496. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121497. /**
  121498. * Transform the url before loading if required.
  121499. * @param rootUrl the url of the texture
  121500. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121501. * @returns the transformed texture
  121502. */
  121503. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121504. /**
  121505. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121506. * @param rootUrl the url of the texture
  121507. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121508. * @returns the fallback texture
  121509. */
  121510. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121511. /**
  121512. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  121513. * @param data contains the texture data
  121514. * @param texture defines the BabylonJS internal texture
  121515. * @param createPolynomials will be true if polynomials have been requested
  121516. * @param onLoad defines the callback to trigger once the texture is ready
  121517. * @param onError defines the callback to trigger in case of error
  121518. */
  121519. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121520. /**
  121521. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121522. * @param data contains the texture data
  121523. * @param texture defines the BabylonJS internal texture
  121524. * @param callback defines the method to call once ready to upload
  121525. */
  121526. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121527. }
  121528. }
  121529. declare module BABYLON {
  121530. /**
  121531. * Info about the .basis files
  121532. */
  121533. class BasisFileInfo {
  121534. /**
  121535. * If the file has alpha
  121536. */
  121537. hasAlpha: boolean;
  121538. /**
  121539. * Info about each image of the basis file
  121540. */
  121541. images: Array<{
  121542. levels: Array<{
  121543. width: number;
  121544. height: number;
  121545. transcodedPixels: ArrayBufferView;
  121546. }>;
  121547. }>;
  121548. }
  121549. /**
  121550. * Result of transcoding a basis file
  121551. */
  121552. class TranscodeResult {
  121553. /**
  121554. * Info about the .basis file
  121555. */
  121556. fileInfo: BasisFileInfo;
  121557. /**
  121558. * Format to use when loading the file
  121559. */
  121560. format: number;
  121561. }
  121562. /**
  121563. * Configuration options for the Basis transcoder
  121564. */
  121565. export class BasisTranscodeConfiguration {
  121566. /**
  121567. * Supported compression formats used to determine the supported output format of the transcoder
  121568. */
  121569. supportedCompressionFormats?: {
  121570. /**
  121571. * etc1 compression format
  121572. */
  121573. etc1?: boolean;
  121574. /**
  121575. * s3tc compression format
  121576. */
  121577. s3tc?: boolean;
  121578. /**
  121579. * pvrtc compression format
  121580. */
  121581. pvrtc?: boolean;
  121582. /**
  121583. * etc2 compression format
  121584. */
  121585. etc2?: boolean;
  121586. };
  121587. /**
  121588. * If mipmap levels should be loaded for transcoded images (Default: true)
  121589. */
  121590. loadMipmapLevels?: boolean;
  121591. /**
  121592. * Index of a single image to load (Default: all images)
  121593. */
  121594. loadSingleImage?: number;
  121595. }
  121596. /**
  121597. * Used to load .Basis files
  121598. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  121599. */
  121600. export class BasisTools {
  121601. private static _IgnoreSupportedFormats;
  121602. /**
  121603. * URL to use when loading the basis transcoder
  121604. */
  121605. static JSModuleURL: string;
  121606. /**
  121607. * URL to use when loading the wasm module for the transcoder
  121608. */
  121609. static WasmModuleURL: string;
  121610. /**
  121611. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  121612. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  121613. * @returns internal format corresponding to the Basis format
  121614. */
  121615. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  121616. private static _WorkerPromise;
  121617. private static _Worker;
  121618. private static _actionId;
  121619. private static _CreateWorkerAsync;
  121620. /**
  121621. * Transcodes a loaded image file to compressed pixel data
  121622. * @param imageData image data to transcode
  121623. * @param config configuration options for the transcoding
  121624. * @returns a promise resulting in the transcoded image
  121625. */
  121626. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  121627. /**
  121628. * Loads a texture from the transcode result
  121629. * @param texture texture load to
  121630. * @param transcodeResult the result of transcoding the basis file to load from
  121631. */
  121632. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  121633. }
  121634. }
  121635. declare module BABYLON {
  121636. /**
  121637. * Loader for .basis file format
  121638. */
  121639. export class _BasisTextureLoader implements IInternalTextureLoader {
  121640. /**
  121641. * Defines whether the loader supports cascade loading the different faces.
  121642. */
  121643. readonly supportCascades: boolean;
  121644. /**
  121645. * This returns if the loader support the current file information.
  121646. * @param extension defines the file extension of the file being loaded
  121647. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121648. * @param fallback defines the fallback internal texture if any
  121649. * @param isBase64 defines whether the texture is encoded as a base64
  121650. * @param isBuffer defines whether the texture data are stored as a buffer
  121651. * @returns true if the loader can load the specified file
  121652. */
  121653. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121654. /**
  121655. * Transform the url before loading if required.
  121656. * @param rootUrl the url of the texture
  121657. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121658. * @returns the transformed texture
  121659. */
  121660. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121661. /**
  121662. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121663. * @param rootUrl the url of the texture
  121664. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121665. * @returns the fallback texture
  121666. */
  121667. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121668. /**
  121669. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  121670. * @param data contains the texture data
  121671. * @param texture defines the BabylonJS internal texture
  121672. * @param createPolynomials will be true if polynomials have been requested
  121673. * @param onLoad defines the callback to trigger once the texture is ready
  121674. * @param onError defines the callback to trigger in case of error
  121675. */
  121676. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121677. /**
  121678. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121679. * @param data contains the texture data
  121680. * @param texture defines the BabylonJS internal texture
  121681. * @param callback defines the method to call once ready to upload
  121682. */
  121683. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121684. }
  121685. }
  121686. declare module BABYLON {
  121687. /**
  121688. * 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.
  121689. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121690. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121691. */
  121692. export class CustomProceduralTexture extends ProceduralTexture {
  121693. private _animate;
  121694. private _time;
  121695. private _config;
  121696. private _texturePath;
  121697. /**
  121698. * Instantiates a new Custom Procedural Texture.
  121699. * 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.
  121700. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121701. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121702. * @param name Define the name of the texture
  121703. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  121704. * @param size Define the size of the texture to create
  121705. * @param scene Define the scene the texture belongs to
  121706. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  121707. * @param generateMipMaps Define if the texture should creates mip maps or not
  121708. */
  121709. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121710. private _loadJson;
  121711. /**
  121712. * Is the texture ready to be used ? (rendered at least once)
  121713. * @returns true if ready, otherwise, false.
  121714. */
  121715. isReady(): boolean;
  121716. /**
  121717. * Render the texture to its associated render target.
  121718. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  121719. */
  121720. render(useCameraPostProcess?: boolean): void;
  121721. /**
  121722. * Update the list of dependant textures samplers in the shader.
  121723. */
  121724. updateTextures(): void;
  121725. /**
  121726. * Update the uniform values of the procedural texture in the shader.
  121727. */
  121728. updateShaderUniforms(): void;
  121729. /**
  121730. * Define if the texture animates or not.
  121731. */
  121732. animate: boolean;
  121733. }
  121734. }
  121735. declare module BABYLON {
  121736. /** @hidden */
  121737. export var noisePixelShader: {
  121738. name: string;
  121739. shader: string;
  121740. };
  121741. }
  121742. declare module BABYLON {
  121743. /**
  121744. * Class used to generate noise procedural textures
  121745. */
  121746. export class NoiseProceduralTexture extends ProceduralTexture {
  121747. private _time;
  121748. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  121749. brightness: number;
  121750. /** Defines the number of octaves to process */
  121751. octaves: number;
  121752. /** Defines the level of persistence (0.8 by default) */
  121753. persistence: number;
  121754. /** Gets or sets animation speed factor (default is 1) */
  121755. animationSpeedFactor: number;
  121756. /**
  121757. * Creates a new NoiseProceduralTexture
  121758. * @param name defines the name fo the texture
  121759. * @param size defines the size of the texture (default is 256)
  121760. * @param scene defines the hosting scene
  121761. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  121762. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  121763. */
  121764. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121765. private _updateShaderUniforms;
  121766. protected _getDefines(): string;
  121767. /** Generate the current state of the procedural texture */
  121768. render(useCameraPostProcess?: boolean): void;
  121769. /**
  121770. * Serializes this noise procedural texture
  121771. * @returns a serialized noise procedural texture object
  121772. */
  121773. serialize(): any;
  121774. /**
  121775. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  121776. * @param parsedTexture defines parsed texture data
  121777. * @param scene defines the current scene
  121778. * @param rootUrl defines the root URL containing noise procedural texture information
  121779. * @returns a parsed NoiseProceduralTexture
  121780. */
  121781. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  121782. }
  121783. }
  121784. declare module BABYLON {
  121785. /**
  121786. * Raw cube texture where the raw buffers are passed in
  121787. */
  121788. export class RawCubeTexture extends CubeTexture {
  121789. /**
  121790. * Creates a cube texture where the raw buffers are passed in.
  121791. * @param scene defines the scene the texture is attached to
  121792. * @param data defines the array of data to use to create each face
  121793. * @param size defines the size of the textures
  121794. * @param format defines the format of the data
  121795. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  121796. * @param generateMipMaps defines if the engine should generate the mip levels
  121797. * @param invertY defines if data must be stored with Y axis inverted
  121798. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  121799. * @param compression defines the compression used (null by default)
  121800. */
  121801. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  121802. /**
  121803. * Updates the raw cube texture.
  121804. * @param data defines the data to store
  121805. * @param format defines the data format
  121806. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121807. * @param invertY defines if data must be stored with Y axis inverted
  121808. * @param compression defines the compression used (null by default)
  121809. * @param level defines which level of the texture to update
  121810. */
  121811. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  121812. /**
  121813. * Updates a raw cube texture with RGBD encoded data.
  121814. * @param data defines the array of data [mipmap][face] to use to create each face
  121815. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  121816. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  121817. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  121818. * @returns a promsie that resolves when the operation is complete
  121819. */
  121820. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  121821. /**
  121822. * Clones the raw cube texture.
  121823. * @return a new cube texture
  121824. */
  121825. clone(): CubeTexture;
  121826. /** @hidden */
  121827. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  121828. }
  121829. }
  121830. declare module BABYLON {
  121831. /**
  121832. * Class used to store 3D textures containing user data
  121833. */
  121834. export class RawTexture3D extends Texture {
  121835. /** Gets or sets the texture format to use */
  121836. format: number;
  121837. private _engine;
  121838. /**
  121839. * Create a new RawTexture3D
  121840. * @param data defines the data of the texture
  121841. * @param width defines the width of the texture
  121842. * @param height defines the height of the texture
  121843. * @param depth defines the depth of the texture
  121844. * @param format defines the texture format to use
  121845. * @param scene defines the hosting scene
  121846. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121847. * @param invertY defines if texture must be stored with Y axis inverted
  121848. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121849. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121850. */
  121851. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121852. /** Gets or sets the texture format to use */
  121853. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121854. /**
  121855. * Update the texture with new data
  121856. * @param data defines the data to store in the texture
  121857. */
  121858. update(data: ArrayBufferView): void;
  121859. }
  121860. }
  121861. declare module BABYLON {
  121862. /**
  121863. * Class used to store 2D array textures containing user data
  121864. */
  121865. export class RawTexture2DArray extends Texture {
  121866. /** Gets or sets the texture format to use */
  121867. format: number;
  121868. private _engine;
  121869. /**
  121870. * Create a new RawTexture2DArray
  121871. * @param data defines the data of the texture
  121872. * @param width defines the width of the texture
  121873. * @param height defines the height of the texture
  121874. * @param depth defines the number of layers of the texture
  121875. * @param format defines the texture format to use
  121876. * @param scene defines the hosting scene
  121877. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121878. * @param invertY defines if texture must be stored with Y axis inverted
  121879. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121880. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121881. */
  121882. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121883. /** Gets or sets the texture format to use */
  121884. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121885. /**
  121886. * Update the texture with new data
  121887. * @param data defines the data to store in the texture
  121888. */
  121889. update(data: ArrayBufferView): void;
  121890. }
  121891. }
  121892. declare module BABYLON {
  121893. /**
  121894. * Creates a refraction texture used by refraction channel of the standard material.
  121895. * It is like a mirror but to see through a material.
  121896. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121897. */
  121898. export class RefractionTexture extends RenderTargetTexture {
  121899. /**
  121900. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  121901. * 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.
  121902. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121903. */
  121904. refractionPlane: Plane;
  121905. /**
  121906. * Define how deep under the surface we should see.
  121907. */
  121908. depth: number;
  121909. /**
  121910. * Creates a refraction texture used by refraction channel of the standard material.
  121911. * It is like a mirror but to see through a material.
  121912. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121913. * @param name Define the texture name
  121914. * @param size Define the size of the underlying texture
  121915. * @param scene Define the scene the refraction belongs to
  121916. * @param generateMipMaps Define if we need to generate mips level for the refraction
  121917. */
  121918. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  121919. /**
  121920. * Clone the refraction texture.
  121921. * @returns the cloned texture
  121922. */
  121923. clone(): RefractionTexture;
  121924. /**
  121925. * Serialize the texture to a JSON representation you could use in Parse later on
  121926. * @returns the serialized JSON representation
  121927. */
  121928. serialize(): any;
  121929. }
  121930. }
  121931. declare module BABYLON {
  121932. /**
  121933. * Defines the options related to the creation of an HtmlElementTexture
  121934. */
  121935. export interface IHtmlElementTextureOptions {
  121936. /**
  121937. * Defines wether mip maps should be created or not.
  121938. */
  121939. generateMipMaps?: boolean;
  121940. /**
  121941. * Defines the sampling mode of the texture.
  121942. */
  121943. samplingMode?: number;
  121944. /**
  121945. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  121946. */
  121947. engine: Nullable<ThinEngine>;
  121948. /**
  121949. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  121950. */
  121951. scene: Nullable<Scene>;
  121952. }
  121953. /**
  121954. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  121955. * To be as efficient as possible depending on your constraints nothing aside the first upload
  121956. * is automatically managed.
  121957. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  121958. * in your application.
  121959. *
  121960. * As the update is not automatic, you need to call them manually.
  121961. */
  121962. export class HtmlElementTexture extends BaseTexture {
  121963. /**
  121964. * The texture URL.
  121965. */
  121966. element: HTMLVideoElement | HTMLCanvasElement;
  121967. private static readonly DefaultOptions;
  121968. private _textureMatrix;
  121969. private _engine;
  121970. private _isVideo;
  121971. private _generateMipMaps;
  121972. private _samplingMode;
  121973. /**
  121974. * Instantiates a HtmlElementTexture from the following parameters.
  121975. *
  121976. * @param name Defines the name of the texture
  121977. * @param element Defines the video or canvas the texture is filled with
  121978. * @param options Defines the other none mandatory texture creation options
  121979. */
  121980. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  121981. private _createInternalTexture;
  121982. /**
  121983. * Returns the texture matrix used in most of the material.
  121984. */
  121985. getTextureMatrix(): Matrix;
  121986. /**
  121987. * Updates the content of the texture.
  121988. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  121989. */
  121990. update(invertY?: Nullable<boolean>): void;
  121991. }
  121992. }
  121993. declare module BABYLON {
  121994. /**
  121995. * Enum used to define the target of a block
  121996. */
  121997. export enum NodeMaterialBlockTargets {
  121998. /** Vertex shader */
  121999. Vertex = 1,
  122000. /** Fragment shader */
  122001. Fragment = 2,
  122002. /** Neutral */
  122003. Neutral = 4,
  122004. /** Vertex and Fragment */
  122005. VertexAndFragment = 3
  122006. }
  122007. }
  122008. declare module BABYLON {
  122009. /**
  122010. * Defines the kind of connection point for node based material
  122011. */
  122012. export enum NodeMaterialBlockConnectionPointTypes {
  122013. /** Float */
  122014. Float = 1,
  122015. /** Int */
  122016. Int = 2,
  122017. /** Vector2 */
  122018. Vector2 = 4,
  122019. /** Vector3 */
  122020. Vector3 = 8,
  122021. /** Vector4 */
  122022. Vector4 = 16,
  122023. /** Color3 */
  122024. Color3 = 32,
  122025. /** Color4 */
  122026. Color4 = 64,
  122027. /** Matrix */
  122028. Matrix = 128,
  122029. /** Detect type based on connection */
  122030. AutoDetect = 1024,
  122031. /** Output type that will be defined by input type */
  122032. BasedOnInput = 2048
  122033. }
  122034. }
  122035. declare module BABYLON {
  122036. /**
  122037. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  122038. */
  122039. export enum NodeMaterialBlockConnectionPointMode {
  122040. /** Value is an uniform */
  122041. Uniform = 0,
  122042. /** Value is a mesh attribute */
  122043. Attribute = 1,
  122044. /** Value is a varying between vertex and fragment shaders */
  122045. Varying = 2,
  122046. /** Mode is undefined */
  122047. Undefined = 3
  122048. }
  122049. }
  122050. declare module BABYLON {
  122051. /**
  122052. * Enum used to define system values e.g. values automatically provided by the system
  122053. */
  122054. export enum NodeMaterialSystemValues {
  122055. /** World */
  122056. World = 1,
  122057. /** View */
  122058. View = 2,
  122059. /** Projection */
  122060. Projection = 3,
  122061. /** ViewProjection */
  122062. ViewProjection = 4,
  122063. /** WorldView */
  122064. WorldView = 5,
  122065. /** WorldViewProjection */
  122066. WorldViewProjection = 6,
  122067. /** CameraPosition */
  122068. CameraPosition = 7,
  122069. /** Fog Color */
  122070. FogColor = 8,
  122071. /** Delta time */
  122072. DeltaTime = 9
  122073. }
  122074. }
  122075. declare module BABYLON {
  122076. /**
  122077. * Root class for all node material optimizers
  122078. */
  122079. export class NodeMaterialOptimizer {
  122080. /**
  122081. * Function used to optimize a NodeMaterial graph
  122082. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  122083. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  122084. */
  122085. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  122086. }
  122087. }
  122088. declare module BABYLON {
  122089. /**
  122090. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  122091. */
  122092. export class TransformBlock extends NodeMaterialBlock {
  122093. /**
  122094. * Defines the value to use to complement W value to transform it to a Vector4
  122095. */
  122096. complementW: number;
  122097. /**
  122098. * Defines the value to use to complement z value to transform it to a Vector4
  122099. */
  122100. complementZ: number;
  122101. /**
  122102. * Creates a new TransformBlock
  122103. * @param name defines the block name
  122104. */
  122105. constructor(name: string);
  122106. /**
  122107. * Gets the current class name
  122108. * @returns the class name
  122109. */
  122110. getClassName(): string;
  122111. /**
  122112. * Gets the vector input
  122113. */
  122114. readonly vector: NodeMaterialConnectionPoint;
  122115. /**
  122116. * Gets the output component
  122117. */
  122118. readonly output: NodeMaterialConnectionPoint;
  122119. /**
  122120. * Gets the matrix transform input
  122121. */
  122122. readonly transform: NodeMaterialConnectionPoint;
  122123. protected _buildBlock(state: NodeMaterialBuildState): this;
  122124. serialize(): any;
  122125. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122126. protected _dumpPropertiesCode(): string;
  122127. }
  122128. }
  122129. declare module BABYLON {
  122130. /**
  122131. * Block used to output the vertex position
  122132. */
  122133. export class VertexOutputBlock extends NodeMaterialBlock {
  122134. /**
  122135. * Creates a new VertexOutputBlock
  122136. * @param name defines the block name
  122137. */
  122138. constructor(name: string);
  122139. /**
  122140. * Gets the current class name
  122141. * @returns the class name
  122142. */
  122143. getClassName(): string;
  122144. /**
  122145. * Gets the vector input component
  122146. */
  122147. readonly vector: NodeMaterialConnectionPoint;
  122148. protected _buildBlock(state: NodeMaterialBuildState): this;
  122149. }
  122150. }
  122151. declare module BABYLON {
  122152. /**
  122153. * Block used to output the final color
  122154. */
  122155. export class FragmentOutputBlock extends NodeMaterialBlock {
  122156. /**
  122157. * Create a new FragmentOutputBlock
  122158. * @param name defines the block name
  122159. */
  122160. constructor(name: string);
  122161. /**
  122162. * Gets the current class name
  122163. * @returns the class name
  122164. */
  122165. getClassName(): string;
  122166. /**
  122167. * Gets the rgba input component
  122168. */
  122169. readonly rgba: NodeMaterialConnectionPoint;
  122170. /**
  122171. * Gets the rgb input component
  122172. */
  122173. readonly rgb: NodeMaterialConnectionPoint;
  122174. /**
  122175. * Gets the a input component
  122176. */
  122177. readonly a: NodeMaterialConnectionPoint;
  122178. protected _buildBlock(state: NodeMaterialBuildState): this;
  122179. }
  122180. }
  122181. declare module BABYLON {
  122182. /**
  122183. * Block used to read a reflection texture from a sampler
  122184. */
  122185. export class ReflectionTextureBlock extends NodeMaterialBlock {
  122186. private _define3DName;
  122187. private _defineCubicName;
  122188. private _defineExplicitName;
  122189. private _defineProjectionName;
  122190. private _defineLocalCubicName;
  122191. private _defineSphericalName;
  122192. private _definePlanarName;
  122193. private _defineEquirectangularName;
  122194. private _defineMirroredEquirectangularFixedName;
  122195. private _defineEquirectangularFixedName;
  122196. private _defineSkyboxName;
  122197. private _cubeSamplerName;
  122198. private _2DSamplerName;
  122199. private _positionUVWName;
  122200. private _directionWName;
  122201. private _reflectionCoordsName;
  122202. private _reflection2DCoordsName;
  122203. private _reflectionColorName;
  122204. private _reflectionMatrixName;
  122205. /**
  122206. * Gets or sets the texture associated with the node
  122207. */
  122208. texture: Nullable<BaseTexture>;
  122209. /**
  122210. * Create a new TextureBlock
  122211. * @param name defines the block name
  122212. */
  122213. constructor(name: string);
  122214. /**
  122215. * Gets the current class name
  122216. * @returns the class name
  122217. */
  122218. getClassName(): string;
  122219. /**
  122220. * Gets the world position input component
  122221. */
  122222. readonly position: NodeMaterialConnectionPoint;
  122223. /**
  122224. * Gets the world position input component
  122225. */
  122226. readonly worldPosition: NodeMaterialConnectionPoint;
  122227. /**
  122228. * Gets the world normal input component
  122229. */
  122230. readonly worldNormal: NodeMaterialConnectionPoint;
  122231. /**
  122232. * Gets the world input component
  122233. */
  122234. readonly world: NodeMaterialConnectionPoint;
  122235. /**
  122236. * Gets the camera (or eye) position component
  122237. */
  122238. readonly cameraPosition: NodeMaterialConnectionPoint;
  122239. /**
  122240. * Gets the view input component
  122241. */
  122242. readonly view: NodeMaterialConnectionPoint;
  122243. /**
  122244. * Gets the rgb output component
  122245. */
  122246. readonly rgb: NodeMaterialConnectionPoint;
  122247. /**
  122248. * Gets the r output component
  122249. */
  122250. readonly r: NodeMaterialConnectionPoint;
  122251. /**
  122252. * Gets the g output component
  122253. */
  122254. readonly g: NodeMaterialConnectionPoint;
  122255. /**
  122256. * Gets the b output component
  122257. */
  122258. readonly b: NodeMaterialConnectionPoint;
  122259. autoConfigure(material: NodeMaterial): void;
  122260. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122261. isReady(): boolean;
  122262. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122263. private _injectVertexCode;
  122264. private _writeOutput;
  122265. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122266. protected _dumpPropertiesCode(): string;
  122267. serialize(): any;
  122268. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122269. }
  122270. }
  122271. declare module BABYLON {
  122272. /**
  122273. * Interface used to configure the node material editor
  122274. */
  122275. export interface INodeMaterialEditorOptions {
  122276. /** Define the URl to load node editor script */
  122277. editorURL?: string;
  122278. }
  122279. /** @hidden */
  122280. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  122281. /** BONES */
  122282. NUM_BONE_INFLUENCERS: number;
  122283. BonesPerMesh: number;
  122284. BONETEXTURE: boolean;
  122285. /** MORPH TARGETS */
  122286. MORPHTARGETS: boolean;
  122287. MORPHTARGETS_NORMAL: boolean;
  122288. MORPHTARGETS_TANGENT: boolean;
  122289. MORPHTARGETS_UV: boolean;
  122290. NUM_MORPH_INFLUENCERS: number;
  122291. /** IMAGE PROCESSING */
  122292. IMAGEPROCESSING: boolean;
  122293. VIGNETTE: boolean;
  122294. VIGNETTEBLENDMODEMULTIPLY: boolean;
  122295. VIGNETTEBLENDMODEOPAQUE: boolean;
  122296. TONEMAPPING: boolean;
  122297. TONEMAPPING_ACES: boolean;
  122298. CONTRAST: boolean;
  122299. EXPOSURE: boolean;
  122300. COLORCURVES: boolean;
  122301. COLORGRADING: boolean;
  122302. COLORGRADING3D: boolean;
  122303. SAMPLER3DGREENDEPTH: boolean;
  122304. SAMPLER3DBGRMAP: boolean;
  122305. IMAGEPROCESSINGPOSTPROCESS: boolean;
  122306. /** MISC. */
  122307. BUMPDIRECTUV: number;
  122308. constructor();
  122309. setValue(name: string, value: boolean): void;
  122310. }
  122311. /**
  122312. * Class used to configure NodeMaterial
  122313. */
  122314. export interface INodeMaterialOptions {
  122315. /**
  122316. * Defines if blocks should emit comments
  122317. */
  122318. emitComments: boolean;
  122319. }
  122320. /**
  122321. * Class used to create a node based material built by assembling shader blocks
  122322. */
  122323. export class NodeMaterial extends PushMaterial {
  122324. private static _BuildIdGenerator;
  122325. private _options;
  122326. private _vertexCompilationState;
  122327. private _fragmentCompilationState;
  122328. private _sharedData;
  122329. private _buildId;
  122330. private _buildWasSuccessful;
  122331. private _cachedWorldViewMatrix;
  122332. private _cachedWorldViewProjectionMatrix;
  122333. private _optimizers;
  122334. private _animationFrame;
  122335. /** Define the URl to load node editor script */
  122336. static EditorURL: string;
  122337. private BJSNODEMATERIALEDITOR;
  122338. /** Get the inspector from bundle or global */
  122339. private _getGlobalNodeMaterialEditor;
  122340. /**
  122341. * Gets or sets data used by visual editor
  122342. * @see https://nme.babylonjs.com
  122343. */
  122344. editorData: any;
  122345. /**
  122346. * 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)
  122347. */
  122348. ignoreAlpha: boolean;
  122349. /**
  122350. * Defines the maximum number of lights that can be used in the material
  122351. */
  122352. maxSimultaneousLights: number;
  122353. /**
  122354. * Observable raised when the material is built
  122355. */
  122356. onBuildObservable: Observable<NodeMaterial>;
  122357. /**
  122358. * Gets or sets the root nodes of the material vertex shader
  122359. */
  122360. _vertexOutputNodes: NodeMaterialBlock[];
  122361. /**
  122362. * Gets or sets the root nodes of the material fragment (pixel) shader
  122363. */
  122364. _fragmentOutputNodes: NodeMaterialBlock[];
  122365. /** Gets or sets options to control the node material overall behavior */
  122366. options: INodeMaterialOptions;
  122367. /**
  122368. * Default configuration related to image processing available in the standard Material.
  122369. */
  122370. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  122371. /**
  122372. * Gets the image processing configuration used either in this material.
  122373. */
  122374. /**
  122375. * Sets the Default image processing configuration used either in the this material.
  122376. *
  122377. * If sets to null, the scene one is in use.
  122378. */
  122379. imageProcessingConfiguration: ImageProcessingConfiguration;
  122380. /**
  122381. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  122382. */
  122383. attachedBlocks: NodeMaterialBlock[];
  122384. /**
  122385. * Create a new node based material
  122386. * @param name defines the material name
  122387. * @param scene defines the hosting scene
  122388. * @param options defines creation option
  122389. */
  122390. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  122391. /**
  122392. * Gets the current class name of the material e.g. "NodeMaterial"
  122393. * @returns the class name
  122394. */
  122395. getClassName(): string;
  122396. /**
  122397. * Keep track of the image processing observer to allow dispose and replace.
  122398. */
  122399. private _imageProcessingObserver;
  122400. /**
  122401. * Attaches a new image processing configuration to the Standard Material.
  122402. * @param configuration
  122403. */
  122404. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  122405. /**
  122406. * Get a block by its name
  122407. * @param name defines the name of the block to retrieve
  122408. * @returns the required block or null if not found
  122409. */
  122410. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  122411. /**
  122412. * Get a block by its name
  122413. * @param predicate defines the predicate used to find the good candidate
  122414. * @returns the required block or null if not found
  122415. */
  122416. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  122417. /**
  122418. * Get an input block by its name
  122419. * @param predicate defines the predicate used to find the good candidate
  122420. * @returns the required input block or null if not found
  122421. */
  122422. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  122423. /**
  122424. * Gets the list of input blocks attached to this material
  122425. * @returns an array of InputBlocks
  122426. */
  122427. getInputBlocks(): InputBlock[];
  122428. /**
  122429. * Adds a new optimizer to the list of optimizers
  122430. * @param optimizer defines the optimizers to add
  122431. * @returns the current material
  122432. */
  122433. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122434. /**
  122435. * Remove an optimizer from the list of optimizers
  122436. * @param optimizer defines the optimizers to remove
  122437. * @returns the current material
  122438. */
  122439. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122440. /**
  122441. * Add a new block to the list of output nodes
  122442. * @param node defines the node to add
  122443. * @returns the current material
  122444. */
  122445. addOutputNode(node: NodeMaterialBlock): this;
  122446. /**
  122447. * Remove a block from the list of root nodes
  122448. * @param node defines the node to remove
  122449. * @returns the current material
  122450. */
  122451. removeOutputNode(node: NodeMaterialBlock): this;
  122452. private _addVertexOutputNode;
  122453. private _removeVertexOutputNode;
  122454. private _addFragmentOutputNode;
  122455. private _removeFragmentOutputNode;
  122456. /**
  122457. * Specifies if the material will require alpha blending
  122458. * @returns a boolean specifying if alpha blending is needed
  122459. */
  122460. needAlphaBlending(): boolean;
  122461. /**
  122462. * Specifies if this material should be rendered in alpha test mode
  122463. * @returns a boolean specifying if an alpha test is needed.
  122464. */
  122465. needAlphaTesting(): boolean;
  122466. private _initializeBlock;
  122467. private _resetDualBlocks;
  122468. /**
  122469. * Build the material and generates the inner effect
  122470. * @param verbose defines if the build should log activity
  122471. */
  122472. build(verbose?: boolean): void;
  122473. /**
  122474. * Runs an otpimization phase to try to improve the shader code
  122475. */
  122476. optimize(): void;
  122477. private _prepareDefinesForAttributes;
  122478. /**
  122479. * Get if the submesh is ready to be used and all its information available.
  122480. * Child classes can use it to update shaders
  122481. * @param mesh defines the mesh to check
  122482. * @param subMesh defines which submesh to check
  122483. * @param useInstances specifies that instances should be used
  122484. * @returns a boolean indicating that the submesh is ready or not
  122485. */
  122486. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  122487. /**
  122488. * Get a string representing the shaders built by the current node graph
  122489. */
  122490. readonly compiledShaders: string;
  122491. /**
  122492. * Binds the world matrix to the material
  122493. * @param world defines the world transformation matrix
  122494. */
  122495. bindOnlyWorldMatrix(world: Matrix): void;
  122496. /**
  122497. * Binds the submesh to this material by preparing the effect and shader to draw
  122498. * @param world defines the world transformation matrix
  122499. * @param mesh defines the mesh containing the submesh
  122500. * @param subMesh defines the submesh to bind the material to
  122501. */
  122502. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  122503. /**
  122504. * Gets the active textures from the material
  122505. * @returns an array of textures
  122506. */
  122507. getActiveTextures(): BaseTexture[];
  122508. /**
  122509. * Gets the list of texture blocks
  122510. * @returns an array of texture blocks
  122511. */
  122512. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  122513. /**
  122514. * Specifies if the material uses a texture
  122515. * @param texture defines the texture to check against the material
  122516. * @returns a boolean specifying if the material uses the texture
  122517. */
  122518. hasTexture(texture: BaseTexture): boolean;
  122519. /**
  122520. * Disposes the material
  122521. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  122522. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  122523. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  122524. */
  122525. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  122526. /** Creates the node editor window. */
  122527. private _createNodeEditor;
  122528. /**
  122529. * Launch the node material editor
  122530. * @param config Define the configuration of the editor
  122531. * @return a promise fulfilled when the node editor is visible
  122532. */
  122533. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  122534. /**
  122535. * Clear the current material
  122536. */
  122537. clear(): void;
  122538. /**
  122539. * Clear the current material and set it to a default state
  122540. */
  122541. setToDefault(): void;
  122542. /**
  122543. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  122544. * @param url defines the url to load from
  122545. * @returns a promise that will fullfil when the material is fully loaded
  122546. */
  122547. loadAsync(url: string): Promise<void>;
  122548. private _gatherBlocks;
  122549. /**
  122550. * Generate a string containing the code declaration required to create an equivalent of this material
  122551. * @returns a string
  122552. */
  122553. generateCode(): string;
  122554. /**
  122555. * Serializes this material in a JSON representation
  122556. * @returns the serialized material object
  122557. */
  122558. serialize(): any;
  122559. private _restoreConnections;
  122560. /**
  122561. * Clear the current graph and load a new one from a serialization object
  122562. * @param source defines the JSON representation of the material
  122563. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122564. */
  122565. loadFromSerialization(source: any, rootUrl?: string): void;
  122566. /**
  122567. * Creates a node material from parsed material data
  122568. * @param source defines the JSON representation of the material
  122569. * @param scene defines the hosting scene
  122570. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122571. * @returns a new node material
  122572. */
  122573. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  122574. /**
  122575. * Creates a new node material set to default basic configuration
  122576. * @param name defines the name of the material
  122577. * @param scene defines the hosting scene
  122578. * @returns a new NodeMaterial
  122579. */
  122580. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  122581. }
  122582. }
  122583. declare module BABYLON {
  122584. /**
  122585. * Block used to read a texture from a sampler
  122586. */
  122587. export class TextureBlock extends NodeMaterialBlock {
  122588. private _defineName;
  122589. private _linearDefineName;
  122590. private _tempTextureRead;
  122591. private _samplerName;
  122592. private _transformedUVName;
  122593. private _textureTransformName;
  122594. private _textureInfoName;
  122595. private _mainUVName;
  122596. private _mainUVDefineName;
  122597. /**
  122598. * Gets or sets the texture associated with the node
  122599. */
  122600. texture: Nullable<Texture>;
  122601. /**
  122602. * Create a new TextureBlock
  122603. * @param name defines the block name
  122604. */
  122605. constructor(name: string);
  122606. /**
  122607. * Gets the current class name
  122608. * @returns the class name
  122609. */
  122610. getClassName(): string;
  122611. /**
  122612. * Gets the uv input component
  122613. */
  122614. readonly uv: NodeMaterialConnectionPoint;
  122615. /**
  122616. * Gets the rgba output component
  122617. */
  122618. readonly rgba: NodeMaterialConnectionPoint;
  122619. /**
  122620. * Gets the rgb output component
  122621. */
  122622. readonly rgb: NodeMaterialConnectionPoint;
  122623. /**
  122624. * Gets the r output component
  122625. */
  122626. readonly r: NodeMaterialConnectionPoint;
  122627. /**
  122628. * Gets the g output component
  122629. */
  122630. readonly g: NodeMaterialConnectionPoint;
  122631. /**
  122632. * Gets the b output component
  122633. */
  122634. readonly b: NodeMaterialConnectionPoint;
  122635. /**
  122636. * Gets the a output component
  122637. */
  122638. readonly a: NodeMaterialConnectionPoint;
  122639. readonly target: NodeMaterialBlockTargets;
  122640. autoConfigure(material: NodeMaterial): void;
  122641. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122642. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122643. private _getTextureBase;
  122644. isReady(): boolean;
  122645. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122646. private readonly _isMixed;
  122647. private _injectVertexCode;
  122648. private _writeTextureRead;
  122649. private _writeOutput;
  122650. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122651. protected _dumpPropertiesCode(): string;
  122652. serialize(): any;
  122653. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122654. }
  122655. }
  122656. declare module BABYLON {
  122657. /**
  122658. * Class used to store shared data between 2 NodeMaterialBuildState
  122659. */
  122660. export class NodeMaterialBuildStateSharedData {
  122661. /**
  122662. * Gets the list of emitted varyings
  122663. */
  122664. temps: string[];
  122665. /**
  122666. * Gets the list of emitted varyings
  122667. */
  122668. varyings: string[];
  122669. /**
  122670. * Gets the varying declaration string
  122671. */
  122672. varyingDeclaration: string;
  122673. /**
  122674. * Input blocks
  122675. */
  122676. inputBlocks: InputBlock[];
  122677. /**
  122678. * Input blocks
  122679. */
  122680. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  122681. /**
  122682. * Bindable blocks (Blocks that need to set data to the effect)
  122683. */
  122684. bindableBlocks: NodeMaterialBlock[];
  122685. /**
  122686. * List of blocks that can provide a compilation fallback
  122687. */
  122688. blocksWithFallbacks: NodeMaterialBlock[];
  122689. /**
  122690. * List of blocks that can provide a define update
  122691. */
  122692. blocksWithDefines: NodeMaterialBlock[];
  122693. /**
  122694. * List of blocks that can provide a repeatable content
  122695. */
  122696. repeatableContentBlocks: NodeMaterialBlock[];
  122697. /**
  122698. * List of blocks that can provide a dynamic list of uniforms
  122699. */
  122700. dynamicUniformBlocks: NodeMaterialBlock[];
  122701. /**
  122702. * List of blocks that can block the isReady function for the material
  122703. */
  122704. blockingBlocks: NodeMaterialBlock[];
  122705. /**
  122706. * Gets the list of animated inputs
  122707. */
  122708. animatedInputs: InputBlock[];
  122709. /**
  122710. * Build Id used to avoid multiple recompilations
  122711. */
  122712. buildId: number;
  122713. /** List of emitted variables */
  122714. variableNames: {
  122715. [key: string]: number;
  122716. };
  122717. /** List of emitted defines */
  122718. defineNames: {
  122719. [key: string]: number;
  122720. };
  122721. /** Should emit comments? */
  122722. emitComments: boolean;
  122723. /** Emit build activity */
  122724. verbose: boolean;
  122725. /** Gets or sets the hosting scene */
  122726. scene: Scene;
  122727. /**
  122728. * Gets the compilation hints emitted at compilation time
  122729. */
  122730. hints: {
  122731. needWorldViewMatrix: boolean;
  122732. needWorldViewProjectionMatrix: boolean;
  122733. needAlphaBlending: boolean;
  122734. needAlphaTesting: boolean;
  122735. };
  122736. /**
  122737. * List of compilation checks
  122738. */
  122739. checks: {
  122740. emitVertex: boolean;
  122741. emitFragment: boolean;
  122742. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  122743. };
  122744. /** Creates a new shared data */
  122745. constructor();
  122746. /**
  122747. * Emits console errors and exceptions if there is a failing check
  122748. */
  122749. emitErrors(): void;
  122750. }
  122751. }
  122752. declare module BABYLON {
  122753. /**
  122754. * Class used to store node based material build state
  122755. */
  122756. export class NodeMaterialBuildState {
  122757. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  122758. supportUniformBuffers: boolean;
  122759. /**
  122760. * Gets the list of emitted attributes
  122761. */
  122762. attributes: string[];
  122763. /**
  122764. * Gets the list of emitted uniforms
  122765. */
  122766. uniforms: string[];
  122767. /**
  122768. * Gets the list of emitted constants
  122769. */
  122770. constants: string[];
  122771. /**
  122772. * Gets the list of emitted samplers
  122773. */
  122774. samplers: string[];
  122775. /**
  122776. * Gets the list of emitted functions
  122777. */
  122778. functions: {
  122779. [key: string]: string;
  122780. };
  122781. /**
  122782. * Gets the list of emitted extensions
  122783. */
  122784. extensions: {
  122785. [key: string]: string;
  122786. };
  122787. /**
  122788. * Gets the target of the compilation state
  122789. */
  122790. target: NodeMaterialBlockTargets;
  122791. /**
  122792. * Gets the list of emitted counters
  122793. */
  122794. counters: {
  122795. [key: string]: number;
  122796. };
  122797. /**
  122798. * Shared data between multiple NodeMaterialBuildState instances
  122799. */
  122800. sharedData: NodeMaterialBuildStateSharedData;
  122801. /** @hidden */
  122802. _vertexState: NodeMaterialBuildState;
  122803. /** @hidden */
  122804. _attributeDeclaration: string;
  122805. /** @hidden */
  122806. _uniformDeclaration: string;
  122807. /** @hidden */
  122808. _constantDeclaration: string;
  122809. /** @hidden */
  122810. _samplerDeclaration: string;
  122811. /** @hidden */
  122812. _varyingTransfer: string;
  122813. private _repeatableContentAnchorIndex;
  122814. /** @hidden */
  122815. _builtCompilationString: string;
  122816. /**
  122817. * Gets the emitted compilation strings
  122818. */
  122819. compilationString: string;
  122820. /**
  122821. * Finalize the compilation strings
  122822. * @param state defines the current compilation state
  122823. */
  122824. finalize(state: NodeMaterialBuildState): void;
  122825. /** @hidden */
  122826. readonly _repeatableContentAnchor: string;
  122827. /** @hidden */
  122828. _getFreeVariableName(prefix: string): string;
  122829. /** @hidden */
  122830. _getFreeDefineName(prefix: string): string;
  122831. /** @hidden */
  122832. _excludeVariableName(name: string): void;
  122833. /** @hidden */
  122834. _emit2DSampler(name: string): void;
  122835. /** @hidden */
  122836. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  122837. /** @hidden */
  122838. _emitExtension(name: string, extension: string): void;
  122839. /** @hidden */
  122840. _emitFunction(name: string, code: string, comments: string): void;
  122841. /** @hidden */
  122842. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  122843. replaceStrings?: {
  122844. search: RegExp;
  122845. replace: string;
  122846. }[];
  122847. repeatKey?: string;
  122848. }): string;
  122849. /** @hidden */
  122850. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  122851. repeatKey?: string;
  122852. removeAttributes?: boolean;
  122853. removeUniforms?: boolean;
  122854. removeVaryings?: boolean;
  122855. removeIfDef?: boolean;
  122856. replaceStrings?: {
  122857. search: RegExp;
  122858. replace: string;
  122859. }[];
  122860. }, storeKey?: string): void;
  122861. /** @hidden */
  122862. _registerTempVariable(name: string): boolean;
  122863. /** @hidden */
  122864. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  122865. /** @hidden */
  122866. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  122867. /** @hidden */
  122868. _emitFloat(value: number): string;
  122869. }
  122870. }
  122871. declare module BABYLON {
  122872. /**
  122873. * Defines a block that can be used inside a node based material
  122874. */
  122875. export class NodeMaterialBlock {
  122876. private _buildId;
  122877. private _buildTarget;
  122878. private _target;
  122879. private _isFinalMerger;
  122880. private _isInput;
  122881. protected _isUnique: boolean;
  122882. /** @hidden */
  122883. _codeVariableName: string;
  122884. /** @hidden */
  122885. _inputs: NodeMaterialConnectionPoint[];
  122886. /** @hidden */
  122887. _outputs: NodeMaterialConnectionPoint[];
  122888. /** @hidden */
  122889. _preparationId: number;
  122890. /**
  122891. * Gets or sets the name of the block
  122892. */
  122893. name: string;
  122894. /**
  122895. * Gets or sets the unique id of the node
  122896. */
  122897. uniqueId: number;
  122898. /**
  122899. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  122900. */
  122901. readonly isUnique: boolean;
  122902. /**
  122903. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  122904. */
  122905. readonly isFinalMerger: boolean;
  122906. /**
  122907. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  122908. */
  122909. readonly isInput: boolean;
  122910. /**
  122911. * Gets or sets the build Id
  122912. */
  122913. buildId: number;
  122914. /**
  122915. * Gets or sets the target of the block
  122916. */
  122917. target: NodeMaterialBlockTargets;
  122918. /**
  122919. * Gets the list of input points
  122920. */
  122921. readonly inputs: NodeMaterialConnectionPoint[];
  122922. /** Gets the list of output points */
  122923. readonly outputs: NodeMaterialConnectionPoint[];
  122924. /**
  122925. * Find an input by its name
  122926. * @param name defines the name of the input to look for
  122927. * @returns the input or null if not found
  122928. */
  122929. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122930. /**
  122931. * Find an output by its name
  122932. * @param name defines the name of the outputto look for
  122933. * @returns the output or null if not found
  122934. */
  122935. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122936. /**
  122937. * Creates a new NodeMaterialBlock
  122938. * @param name defines the block name
  122939. * @param target defines the target of that block (Vertex by default)
  122940. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  122941. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  122942. */
  122943. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  122944. /**
  122945. * Initialize the block and prepare the context for build
  122946. * @param state defines the state that will be used for the build
  122947. */
  122948. initialize(state: NodeMaterialBuildState): void;
  122949. /**
  122950. * Bind data to effect. Will only be called for blocks with isBindable === true
  122951. * @param effect defines the effect to bind data to
  122952. * @param nodeMaterial defines the hosting NodeMaterial
  122953. * @param mesh defines the mesh that will be rendered
  122954. */
  122955. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122956. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  122957. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  122958. protected _writeFloat(value: number): string;
  122959. /**
  122960. * Gets the current class name e.g. "NodeMaterialBlock"
  122961. * @returns the class name
  122962. */
  122963. getClassName(): string;
  122964. /**
  122965. * Register a new input. Must be called inside a block constructor
  122966. * @param name defines the connection point name
  122967. * @param type defines the connection point type
  122968. * @param isOptional defines a boolean indicating that this input can be omitted
  122969. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122970. * @returns the current block
  122971. */
  122972. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  122973. /**
  122974. * Register a new output. Must be called inside a block constructor
  122975. * @param name defines the connection point name
  122976. * @param type defines the connection point type
  122977. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122978. * @returns the current block
  122979. */
  122980. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  122981. /**
  122982. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  122983. * @param forOutput defines an optional connection point to check compatibility with
  122984. * @returns the first available input or null
  122985. */
  122986. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  122987. /**
  122988. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  122989. * @param forBlock defines an optional block to check compatibility with
  122990. * @returns the first available input or null
  122991. */
  122992. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  122993. /**
  122994. * Gets the sibling of the given output
  122995. * @param current defines the current output
  122996. * @returns the next output in the list or null
  122997. */
  122998. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  122999. /**
  123000. * Connect current block with another block
  123001. * @param other defines the block to connect with
  123002. * @param options define the various options to help pick the right connections
  123003. * @returns the current block
  123004. */
  123005. connectTo(other: NodeMaterialBlock, options?: {
  123006. input?: string;
  123007. output?: string;
  123008. outputSwizzle?: string;
  123009. }): this | undefined;
  123010. protected _buildBlock(state: NodeMaterialBuildState): void;
  123011. /**
  123012. * Add uniforms, samplers and uniform buffers at compilation time
  123013. * @param state defines the state to update
  123014. * @param nodeMaterial defines the node material requesting the update
  123015. * @param defines defines the material defines to update
  123016. * @param uniformBuffers defines the list of uniform buffer names
  123017. */
  123018. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  123019. /**
  123020. * Add potential fallbacks if shader compilation fails
  123021. * @param mesh defines the mesh to be rendered
  123022. * @param fallbacks defines the current prioritized list of fallbacks
  123023. */
  123024. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  123025. /**
  123026. * Initialize defines for shader compilation
  123027. * @param mesh defines the mesh to be rendered
  123028. * @param nodeMaterial defines the node material requesting the update
  123029. * @param defines defines the material defines to update
  123030. * @param useInstances specifies that instances should be used
  123031. */
  123032. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  123033. /**
  123034. * Update defines for shader compilation
  123035. * @param mesh defines the mesh to be rendered
  123036. * @param nodeMaterial defines the node material requesting the update
  123037. * @param defines defines the material defines to update
  123038. * @param useInstances specifies that instances should be used
  123039. */
  123040. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  123041. /**
  123042. * Lets the block try to connect some inputs automatically
  123043. * @param material defines the hosting NodeMaterial
  123044. */
  123045. autoConfigure(material: NodeMaterial): void;
  123046. /**
  123047. * Function called when a block is declared as repeatable content generator
  123048. * @param vertexShaderState defines the current compilation state for the vertex shader
  123049. * @param fragmentShaderState defines the current compilation state for the fragment shader
  123050. * @param mesh defines the mesh to be rendered
  123051. * @param defines defines the material defines to update
  123052. */
  123053. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  123054. /**
  123055. * Checks if the block is ready
  123056. * @param mesh defines the mesh to be rendered
  123057. * @param nodeMaterial defines the node material requesting the update
  123058. * @param defines defines the material defines to update
  123059. * @param useInstances specifies that instances should be used
  123060. * @returns true if the block is ready
  123061. */
  123062. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  123063. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  123064. private _processBuild;
  123065. /**
  123066. * Compile the current node and generate the shader code
  123067. * @param state defines the current compilation state (uniforms, samplers, current string)
  123068. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  123069. * @returns true if already built
  123070. */
  123071. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  123072. protected _inputRename(name: string): string;
  123073. protected _outputRename(name: string): string;
  123074. protected _dumpPropertiesCode(): string;
  123075. /** @hidden */
  123076. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  123077. /** @hidden */
  123078. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  123079. /**
  123080. * Clone the current block to a new identical block
  123081. * @param scene defines the hosting scene
  123082. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  123083. * @returns a copy of the current block
  123084. */
  123085. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  123086. /**
  123087. * Serializes this block in a JSON representation
  123088. * @returns the serialized block object
  123089. */
  123090. serialize(): any;
  123091. /** @hidden */
  123092. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123093. /**
  123094. * Release resources
  123095. */
  123096. dispose(): void;
  123097. }
  123098. }
  123099. declare module BABYLON {
  123100. /**
  123101. * Enum defining the type of animations supported by InputBlock
  123102. */
  123103. export enum AnimatedInputBlockTypes {
  123104. /** No animation */
  123105. None = 0,
  123106. /** Time based animation. Will only work for floats */
  123107. Time = 1
  123108. }
  123109. }
  123110. declare module BABYLON {
  123111. /**
  123112. * Block used to expose an input value
  123113. */
  123114. export class InputBlock extends NodeMaterialBlock {
  123115. private _mode;
  123116. private _associatedVariableName;
  123117. private _storedValue;
  123118. private _valueCallback;
  123119. private _type;
  123120. private _animationType;
  123121. /** Gets or set a value used to limit the range of float values */
  123122. min: number;
  123123. /** Gets or set a value used to limit the range of float values */
  123124. max: number;
  123125. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  123126. matrixMode: number;
  123127. /** @hidden */
  123128. _systemValue: Nullable<NodeMaterialSystemValues>;
  123129. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  123130. visibleInInspector: boolean;
  123131. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  123132. isConstant: boolean;
  123133. /**
  123134. * Gets or sets the connection point type (default is float)
  123135. */
  123136. readonly type: NodeMaterialBlockConnectionPointTypes;
  123137. /**
  123138. * Creates a new InputBlock
  123139. * @param name defines the block name
  123140. * @param target defines the target of that block (Vertex by default)
  123141. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  123142. */
  123143. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  123144. /**
  123145. * Gets the output component
  123146. */
  123147. readonly output: NodeMaterialConnectionPoint;
  123148. /**
  123149. * Set the source of this connection point to a vertex attribute
  123150. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  123151. * @returns the current connection point
  123152. */
  123153. setAsAttribute(attributeName?: string): InputBlock;
  123154. /**
  123155. * Set the source of this connection point to a system value
  123156. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  123157. * @returns the current connection point
  123158. */
  123159. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  123160. /**
  123161. * Gets or sets the value of that point.
  123162. * Please note that this value will be ignored if valueCallback is defined
  123163. */
  123164. value: any;
  123165. /**
  123166. * Gets or sets a callback used to get the value of that point.
  123167. * Please note that setting this value will force the connection point to ignore the value property
  123168. */
  123169. valueCallback: () => any;
  123170. /**
  123171. * Gets or sets the associated variable name in the shader
  123172. */
  123173. associatedVariableName: string;
  123174. /** Gets or sets the type of animation applied to the input */
  123175. animationType: AnimatedInputBlockTypes;
  123176. /**
  123177. * Gets a boolean indicating that this connection point not defined yet
  123178. */
  123179. readonly isUndefined: boolean;
  123180. /**
  123181. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  123182. * In this case the connection point name must be the name of the uniform to use.
  123183. * Can only be set on inputs
  123184. */
  123185. isUniform: boolean;
  123186. /**
  123187. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  123188. * In this case the connection point name must be the name of the attribute to use
  123189. * Can only be set on inputs
  123190. */
  123191. isAttribute: boolean;
  123192. /**
  123193. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  123194. * Can only be set on exit points
  123195. */
  123196. isVarying: boolean;
  123197. /**
  123198. * Gets a boolean indicating that the current connection point is a system value
  123199. */
  123200. readonly isSystemValue: boolean;
  123201. /**
  123202. * Gets or sets the current well known value or null if not defined as a system value
  123203. */
  123204. systemValue: Nullable<NodeMaterialSystemValues>;
  123205. /**
  123206. * Gets the current class name
  123207. * @returns the class name
  123208. */
  123209. getClassName(): string;
  123210. /**
  123211. * Animate the input if animationType !== None
  123212. * @param scene defines the rendering scene
  123213. */
  123214. animate(scene: Scene): void;
  123215. private _emitDefine;
  123216. initialize(state: NodeMaterialBuildState): void;
  123217. /**
  123218. * Set the input block to its default value (based on its type)
  123219. */
  123220. setDefaultValue(): void;
  123221. private _emitConstant;
  123222. private _emit;
  123223. /** @hidden */
  123224. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  123225. /** @hidden */
  123226. _transmit(effect: Effect, scene: Scene): void;
  123227. protected _buildBlock(state: NodeMaterialBuildState): void;
  123228. protected _dumpPropertiesCode(): string;
  123229. serialize(): any;
  123230. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123231. }
  123232. }
  123233. declare module BABYLON {
  123234. /**
  123235. * Enum used to define the compatibility state between two connection points
  123236. */
  123237. export enum NodeMaterialConnectionPointCompatibilityStates {
  123238. /** Points are compatibles */
  123239. Compatible = 0,
  123240. /** Points are incompatible because of their types */
  123241. TypeIncompatible = 1,
  123242. /** Points are incompatible because of their targets (vertex vs fragment) */
  123243. TargetIncompatible = 2
  123244. }
  123245. /**
  123246. * Defines a connection point for a block
  123247. */
  123248. export class NodeMaterialConnectionPoint {
  123249. /** @hidden */
  123250. _ownerBlock: NodeMaterialBlock;
  123251. /** @hidden */
  123252. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  123253. private _endpoints;
  123254. private _associatedVariableName;
  123255. /** @hidden */
  123256. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  123257. /** @hidden */
  123258. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  123259. private _type;
  123260. /** @hidden */
  123261. _enforceAssociatedVariableName: boolean;
  123262. /**
  123263. * Gets or sets the additional types supported by this connection point
  123264. */
  123265. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  123266. /**
  123267. * Gets or sets the additional types excluded by this connection point
  123268. */
  123269. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  123270. /**
  123271. * Observable triggered when this point is connected
  123272. */
  123273. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  123274. /**
  123275. * Gets or sets the associated variable name in the shader
  123276. */
  123277. associatedVariableName: string;
  123278. /**
  123279. * Gets or sets the connection point type (default is float)
  123280. */
  123281. type: NodeMaterialBlockConnectionPointTypes;
  123282. /**
  123283. * Gets or sets the connection point name
  123284. */
  123285. name: string;
  123286. /**
  123287. * Gets or sets a boolean indicating that this connection point can be omitted
  123288. */
  123289. isOptional: boolean;
  123290. /**
  123291. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  123292. */
  123293. define: string;
  123294. /** @hidden */
  123295. _prioritizeVertex: boolean;
  123296. private _target;
  123297. /** Gets or sets the target of that connection point */
  123298. target: NodeMaterialBlockTargets;
  123299. /**
  123300. * Gets a boolean indicating that the current point is connected
  123301. */
  123302. readonly isConnected: boolean;
  123303. /**
  123304. * Gets a boolean indicating that the current point is connected to an input block
  123305. */
  123306. readonly isConnectedToInputBlock: boolean;
  123307. /**
  123308. * Gets a the connected input block (if any)
  123309. */
  123310. readonly connectInputBlock: Nullable<InputBlock>;
  123311. /** Get the other side of the connection (if any) */
  123312. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  123313. /** Get the block that owns this connection point */
  123314. readonly ownerBlock: NodeMaterialBlock;
  123315. /** Get the block connected on the other side of this connection (if any) */
  123316. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  123317. /** Get the block connected on the endpoints of this connection (if any) */
  123318. readonly connectedBlocks: Array<NodeMaterialBlock>;
  123319. /** Gets the list of connected endpoints */
  123320. readonly endpoints: NodeMaterialConnectionPoint[];
  123321. /** Gets a boolean indicating if that output point is connected to at least one input */
  123322. readonly hasEndpoints: boolean;
  123323. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  123324. readonly isConnectedInVertexShader: boolean;
  123325. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  123326. readonly isConnectedInFragmentShader: boolean;
  123327. /**
  123328. * Creates a new connection point
  123329. * @param name defines the connection point name
  123330. * @param ownerBlock defines the block hosting this connection point
  123331. */
  123332. constructor(name: string, ownerBlock: NodeMaterialBlock);
  123333. /**
  123334. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  123335. * @returns the class name
  123336. */
  123337. getClassName(): string;
  123338. /**
  123339. * Gets a boolean indicating if the current point can be connected to another point
  123340. * @param connectionPoint defines the other connection point
  123341. * @returns a boolean
  123342. */
  123343. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  123344. /**
  123345. * Gets a number indicating if the current point can be connected to another point
  123346. * @param connectionPoint defines the other connection point
  123347. * @returns a number defining the compatibility state
  123348. */
  123349. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  123350. /**
  123351. * Connect this point to another connection point
  123352. * @param connectionPoint defines the other connection point
  123353. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  123354. * @returns the current connection point
  123355. */
  123356. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  123357. /**
  123358. * Disconnect this point from one of his endpoint
  123359. * @param endpoint defines the other connection point
  123360. * @returns the current connection point
  123361. */
  123362. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  123363. /**
  123364. * Serializes this point in a JSON representation
  123365. * @returns the serialized point object
  123366. */
  123367. serialize(): any;
  123368. /**
  123369. * Release resources
  123370. */
  123371. dispose(): void;
  123372. }
  123373. }
  123374. declare module BABYLON {
  123375. /**
  123376. * Block used to add support for vertex skinning (bones)
  123377. */
  123378. export class BonesBlock extends NodeMaterialBlock {
  123379. /**
  123380. * Creates a new BonesBlock
  123381. * @param name defines the block name
  123382. */
  123383. constructor(name: string);
  123384. /**
  123385. * Initialize the block and prepare the context for build
  123386. * @param state defines the state that will be used for the build
  123387. */
  123388. initialize(state: NodeMaterialBuildState): void;
  123389. /**
  123390. * Gets the current class name
  123391. * @returns the class name
  123392. */
  123393. getClassName(): string;
  123394. /**
  123395. * Gets the matrix indices input component
  123396. */
  123397. readonly matricesIndices: NodeMaterialConnectionPoint;
  123398. /**
  123399. * Gets the matrix weights input component
  123400. */
  123401. readonly matricesWeights: NodeMaterialConnectionPoint;
  123402. /**
  123403. * Gets the extra matrix indices input component
  123404. */
  123405. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  123406. /**
  123407. * Gets the extra matrix weights input component
  123408. */
  123409. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  123410. /**
  123411. * Gets the world input component
  123412. */
  123413. readonly world: NodeMaterialConnectionPoint;
  123414. /**
  123415. * Gets the output component
  123416. */
  123417. readonly output: NodeMaterialConnectionPoint;
  123418. autoConfigure(material: NodeMaterial): void;
  123419. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  123420. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123421. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123422. protected _buildBlock(state: NodeMaterialBuildState): this;
  123423. }
  123424. }
  123425. declare module BABYLON {
  123426. /**
  123427. * Block used to add support for instances
  123428. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  123429. */
  123430. export class InstancesBlock extends NodeMaterialBlock {
  123431. /**
  123432. * Creates a new InstancesBlock
  123433. * @param name defines the block name
  123434. */
  123435. constructor(name: string);
  123436. /**
  123437. * Gets the current class name
  123438. * @returns the class name
  123439. */
  123440. getClassName(): string;
  123441. /**
  123442. * Gets the first world row input component
  123443. */
  123444. readonly world0: NodeMaterialConnectionPoint;
  123445. /**
  123446. * Gets the second world row input component
  123447. */
  123448. readonly world1: NodeMaterialConnectionPoint;
  123449. /**
  123450. * Gets the third world row input component
  123451. */
  123452. readonly world2: NodeMaterialConnectionPoint;
  123453. /**
  123454. * Gets the forth world row input component
  123455. */
  123456. readonly world3: NodeMaterialConnectionPoint;
  123457. /**
  123458. * Gets the world input component
  123459. */
  123460. readonly world: NodeMaterialConnectionPoint;
  123461. /**
  123462. * Gets the output component
  123463. */
  123464. readonly output: NodeMaterialConnectionPoint;
  123465. autoConfigure(material: NodeMaterial): void;
  123466. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  123467. protected _buildBlock(state: NodeMaterialBuildState): this;
  123468. }
  123469. }
  123470. declare module BABYLON {
  123471. /**
  123472. * Block used to add morph targets support to vertex shader
  123473. */
  123474. export class MorphTargetsBlock extends NodeMaterialBlock {
  123475. private _repeatableContentAnchor;
  123476. private _repeatebleContentGenerated;
  123477. /**
  123478. * Create a new MorphTargetsBlock
  123479. * @param name defines the block name
  123480. */
  123481. constructor(name: string);
  123482. /**
  123483. * Gets the current class name
  123484. * @returns the class name
  123485. */
  123486. getClassName(): string;
  123487. /**
  123488. * Gets the position input component
  123489. */
  123490. readonly position: NodeMaterialConnectionPoint;
  123491. /**
  123492. * Gets the normal input component
  123493. */
  123494. readonly normal: NodeMaterialConnectionPoint;
  123495. /**
  123496. * Gets the tangent input component
  123497. */
  123498. readonly tangent: NodeMaterialConnectionPoint;
  123499. /**
  123500. * Gets the tangent input component
  123501. */
  123502. readonly uv: NodeMaterialConnectionPoint;
  123503. /**
  123504. * Gets the position output component
  123505. */
  123506. readonly positionOutput: NodeMaterialConnectionPoint;
  123507. /**
  123508. * Gets the normal output component
  123509. */
  123510. readonly normalOutput: NodeMaterialConnectionPoint;
  123511. /**
  123512. * Gets the tangent output component
  123513. */
  123514. readonly tangentOutput: NodeMaterialConnectionPoint;
  123515. /**
  123516. * Gets the tangent output component
  123517. */
  123518. readonly uvOutput: NodeMaterialConnectionPoint;
  123519. initialize(state: NodeMaterialBuildState): void;
  123520. autoConfigure(material: NodeMaterial): void;
  123521. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123522. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123523. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  123524. protected _buildBlock(state: NodeMaterialBuildState): this;
  123525. }
  123526. }
  123527. declare module BABYLON {
  123528. /**
  123529. * Block used to get data information from a light
  123530. */
  123531. export class LightInformationBlock extends NodeMaterialBlock {
  123532. private _lightDataUniformName;
  123533. private _lightColorUniformName;
  123534. private _lightTypeDefineName;
  123535. /**
  123536. * Gets or sets the light associated with this block
  123537. */
  123538. light: Nullable<Light>;
  123539. /**
  123540. * Creates a new LightInformationBlock
  123541. * @param name defines the block name
  123542. */
  123543. constructor(name: string);
  123544. /**
  123545. * Gets the current class name
  123546. * @returns the class name
  123547. */
  123548. getClassName(): string;
  123549. /**
  123550. * Gets the world position input component
  123551. */
  123552. readonly worldPosition: NodeMaterialConnectionPoint;
  123553. /**
  123554. * Gets the direction output component
  123555. */
  123556. readonly direction: NodeMaterialConnectionPoint;
  123557. /**
  123558. * Gets the direction output component
  123559. */
  123560. readonly color: NodeMaterialConnectionPoint;
  123561. /**
  123562. * Gets the direction output component
  123563. */
  123564. readonly intensity: NodeMaterialConnectionPoint;
  123565. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123566. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123567. protected _buildBlock(state: NodeMaterialBuildState): this;
  123568. serialize(): any;
  123569. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123570. }
  123571. }
  123572. declare module BABYLON {
  123573. /**
  123574. * Block used to add image processing support to fragment shader
  123575. */
  123576. export class ImageProcessingBlock extends NodeMaterialBlock {
  123577. /**
  123578. * Create a new ImageProcessingBlock
  123579. * @param name defines the block name
  123580. */
  123581. constructor(name: string);
  123582. /**
  123583. * Gets the current class name
  123584. * @returns the class name
  123585. */
  123586. getClassName(): string;
  123587. /**
  123588. * Gets the color input component
  123589. */
  123590. readonly color: NodeMaterialConnectionPoint;
  123591. /**
  123592. * Gets the output component
  123593. */
  123594. readonly output: NodeMaterialConnectionPoint;
  123595. /**
  123596. * Initialize the block and prepare the context for build
  123597. * @param state defines the state that will be used for the build
  123598. */
  123599. initialize(state: NodeMaterialBuildState): void;
  123600. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  123601. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123602. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123603. protected _buildBlock(state: NodeMaterialBuildState): this;
  123604. }
  123605. }
  123606. declare module BABYLON {
  123607. /**
  123608. * Block used to pertub normals based on a normal map
  123609. */
  123610. export class PerturbNormalBlock extends NodeMaterialBlock {
  123611. private _tangentSpaceParameterName;
  123612. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  123613. invertX: boolean;
  123614. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  123615. invertY: boolean;
  123616. /**
  123617. * Create a new PerturbNormalBlock
  123618. * @param name defines the block name
  123619. */
  123620. constructor(name: string);
  123621. /**
  123622. * Gets the current class name
  123623. * @returns the class name
  123624. */
  123625. getClassName(): string;
  123626. /**
  123627. * Gets the world position input component
  123628. */
  123629. readonly worldPosition: NodeMaterialConnectionPoint;
  123630. /**
  123631. * Gets the world normal input component
  123632. */
  123633. readonly worldNormal: NodeMaterialConnectionPoint;
  123634. /**
  123635. * Gets the uv input component
  123636. */
  123637. readonly uv: NodeMaterialConnectionPoint;
  123638. /**
  123639. * Gets the normal map color input component
  123640. */
  123641. readonly normalMapColor: NodeMaterialConnectionPoint;
  123642. /**
  123643. * Gets the strength input component
  123644. */
  123645. readonly strength: NodeMaterialConnectionPoint;
  123646. /**
  123647. * Gets the output component
  123648. */
  123649. readonly output: NodeMaterialConnectionPoint;
  123650. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123651. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123652. autoConfigure(material: NodeMaterial): void;
  123653. protected _buildBlock(state: NodeMaterialBuildState): this;
  123654. protected _dumpPropertiesCode(): string;
  123655. serialize(): any;
  123656. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123657. }
  123658. }
  123659. declare module BABYLON {
  123660. /**
  123661. * Block used to discard a pixel if a value is smaller than a cutoff
  123662. */
  123663. export class DiscardBlock extends NodeMaterialBlock {
  123664. /**
  123665. * Create a new DiscardBlock
  123666. * @param name defines the block name
  123667. */
  123668. constructor(name: string);
  123669. /**
  123670. * Gets the current class name
  123671. * @returns the class name
  123672. */
  123673. getClassName(): string;
  123674. /**
  123675. * Gets the color input component
  123676. */
  123677. readonly value: NodeMaterialConnectionPoint;
  123678. /**
  123679. * Gets the cutoff input component
  123680. */
  123681. readonly cutoff: NodeMaterialConnectionPoint;
  123682. protected _buildBlock(state: NodeMaterialBuildState): this;
  123683. }
  123684. }
  123685. declare module BABYLON {
  123686. /**
  123687. * Block used to test if the fragment shader is front facing
  123688. */
  123689. export class FrontFacingBlock extends NodeMaterialBlock {
  123690. /**
  123691. * Creates a new FrontFacingBlock
  123692. * @param name defines the block name
  123693. */
  123694. constructor(name: string);
  123695. /**
  123696. * Gets the current class name
  123697. * @returns the class name
  123698. */
  123699. getClassName(): string;
  123700. /**
  123701. * Gets the output component
  123702. */
  123703. readonly output: NodeMaterialConnectionPoint;
  123704. protected _buildBlock(state: NodeMaterialBuildState): this;
  123705. }
  123706. }
  123707. declare module BABYLON {
  123708. /**
  123709. * Block used to get the derivative value on x and y of a given input
  123710. */
  123711. export class DerivativeBlock extends NodeMaterialBlock {
  123712. /**
  123713. * Create a new DerivativeBlock
  123714. * @param name defines the block name
  123715. */
  123716. constructor(name: string);
  123717. /**
  123718. * Gets the current class name
  123719. * @returns the class name
  123720. */
  123721. getClassName(): string;
  123722. /**
  123723. * Gets the input component
  123724. */
  123725. readonly input: NodeMaterialConnectionPoint;
  123726. /**
  123727. * Gets the derivative output on x
  123728. */
  123729. readonly dx: NodeMaterialConnectionPoint;
  123730. /**
  123731. * Gets the derivative output on y
  123732. */
  123733. readonly dy: NodeMaterialConnectionPoint;
  123734. protected _buildBlock(state: NodeMaterialBuildState): this;
  123735. }
  123736. }
  123737. declare module BABYLON {
  123738. /**
  123739. * Block used to add support for scene fog
  123740. */
  123741. export class FogBlock extends NodeMaterialBlock {
  123742. private _fogDistanceName;
  123743. private _fogParameters;
  123744. /**
  123745. * Create a new FogBlock
  123746. * @param name defines the block name
  123747. */
  123748. constructor(name: string);
  123749. /**
  123750. * Gets the current class name
  123751. * @returns the class name
  123752. */
  123753. getClassName(): string;
  123754. /**
  123755. * Gets the world position input component
  123756. */
  123757. readonly worldPosition: NodeMaterialConnectionPoint;
  123758. /**
  123759. * Gets the view input component
  123760. */
  123761. readonly view: NodeMaterialConnectionPoint;
  123762. /**
  123763. * Gets the color input component
  123764. */
  123765. readonly input: NodeMaterialConnectionPoint;
  123766. /**
  123767. * Gets the fog color input component
  123768. */
  123769. readonly fogColor: NodeMaterialConnectionPoint;
  123770. /**
  123771. * Gets the output component
  123772. */
  123773. readonly output: NodeMaterialConnectionPoint;
  123774. autoConfigure(material: NodeMaterial): void;
  123775. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123776. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123777. protected _buildBlock(state: NodeMaterialBuildState): this;
  123778. }
  123779. }
  123780. declare module BABYLON {
  123781. /**
  123782. * Block used to add light in the fragment shader
  123783. */
  123784. export class LightBlock extends NodeMaterialBlock {
  123785. private _lightId;
  123786. /**
  123787. * Gets or sets the light associated with this block
  123788. */
  123789. light: Nullable<Light>;
  123790. /**
  123791. * Create a new LightBlock
  123792. * @param name defines the block name
  123793. */
  123794. constructor(name: string);
  123795. /**
  123796. * Gets the current class name
  123797. * @returns the class name
  123798. */
  123799. getClassName(): string;
  123800. /**
  123801. * Gets the world position input component
  123802. */
  123803. readonly worldPosition: NodeMaterialConnectionPoint;
  123804. /**
  123805. * Gets the world normal input component
  123806. */
  123807. readonly worldNormal: NodeMaterialConnectionPoint;
  123808. /**
  123809. * Gets the camera (or eye) position component
  123810. */
  123811. readonly cameraPosition: NodeMaterialConnectionPoint;
  123812. /**
  123813. * Gets the glossiness component
  123814. */
  123815. readonly glossiness: NodeMaterialConnectionPoint;
  123816. /**
  123817. * Gets the glossinness power component
  123818. */
  123819. readonly glossPower: NodeMaterialConnectionPoint;
  123820. /**
  123821. * Gets the diffuse color component
  123822. */
  123823. readonly diffuseColor: NodeMaterialConnectionPoint;
  123824. /**
  123825. * Gets the specular color component
  123826. */
  123827. readonly specularColor: NodeMaterialConnectionPoint;
  123828. /**
  123829. * Gets the diffuse output component
  123830. */
  123831. readonly diffuseOutput: NodeMaterialConnectionPoint;
  123832. /**
  123833. * Gets the specular output component
  123834. */
  123835. readonly specularOutput: NodeMaterialConnectionPoint;
  123836. autoConfigure(material: NodeMaterial): void;
  123837. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123838. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  123839. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123840. private _injectVertexCode;
  123841. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123842. serialize(): any;
  123843. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123844. }
  123845. }
  123846. declare module BABYLON {
  123847. /**
  123848. * Block used to multiply 2 values
  123849. */
  123850. export class MultiplyBlock extends NodeMaterialBlock {
  123851. /**
  123852. * Creates a new MultiplyBlock
  123853. * @param name defines the block name
  123854. */
  123855. constructor(name: string);
  123856. /**
  123857. * Gets the current class name
  123858. * @returns the class name
  123859. */
  123860. getClassName(): string;
  123861. /**
  123862. * Gets the left operand input component
  123863. */
  123864. readonly left: NodeMaterialConnectionPoint;
  123865. /**
  123866. * Gets the right operand input component
  123867. */
  123868. readonly right: NodeMaterialConnectionPoint;
  123869. /**
  123870. * Gets the output component
  123871. */
  123872. readonly output: NodeMaterialConnectionPoint;
  123873. protected _buildBlock(state: NodeMaterialBuildState): this;
  123874. }
  123875. }
  123876. declare module BABYLON {
  123877. /**
  123878. * Block used to add 2 vectors
  123879. */
  123880. export class AddBlock extends NodeMaterialBlock {
  123881. /**
  123882. * Creates a new AddBlock
  123883. * @param name defines the block name
  123884. */
  123885. constructor(name: string);
  123886. /**
  123887. * Gets the current class name
  123888. * @returns the class name
  123889. */
  123890. getClassName(): string;
  123891. /**
  123892. * Gets the left operand input component
  123893. */
  123894. readonly left: NodeMaterialConnectionPoint;
  123895. /**
  123896. * Gets the right operand input component
  123897. */
  123898. readonly right: NodeMaterialConnectionPoint;
  123899. /**
  123900. * Gets the output component
  123901. */
  123902. readonly output: NodeMaterialConnectionPoint;
  123903. protected _buildBlock(state: NodeMaterialBuildState): this;
  123904. }
  123905. }
  123906. declare module BABYLON {
  123907. /**
  123908. * Block used to scale a vector by a float
  123909. */
  123910. export class ScaleBlock extends NodeMaterialBlock {
  123911. /**
  123912. * Creates a new ScaleBlock
  123913. * @param name defines the block name
  123914. */
  123915. constructor(name: string);
  123916. /**
  123917. * Gets the current class name
  123918. * @returns the class name
  123919. */
  123920. getClassName(): string;
  123921. /**
  123922. * Gets the input component
  123923. */
  123924. readonly input: NodeMaterialConnectionPoint;
  123925. /**
  123926. * Gets the factor input component
  123927. */
  123928. readonly factor: NodeMaterialConnectionPoint;
  123929. /**
  123930. * Gets the output component
  123931. */
  123932. readonly output: NodeMaterialConnectionPoint;
  123933. protected _buildBlock(state: NodeMaterialBuildState): this;
  123934. }
  123935. }
  123936. declare module BABYLON {
  123937. /**
  123938. * Block used to clamp a float
  123939. */
  123940. export class ClampBlock extends NodeMaterialBlock {
  123941. /** Gets or sets the minimum range */
  123942. minimum: number;
  123943. /** Gets or sets the maximum range */
  123944. maximum: number;
  123945. /**
  123946. * Creates a new ClampBlock
  123947. * @param name defines the block name
  123948. */
  123949. constructor(name: string);
  123950. /**
  123951. * Gets the current class name
  123952. * @returns the class name
  123953. */
  123954. getClassName(): string;
  123955. /**
  123956. * Gets the value input component
  123957. */
  123958. readonly value: NodeMaterialConnectionPoint;
  123959. /**
  123960. * Gets the output component
  123961. */
  123962. readonly output: NodeMaterialConnectionPoint;
  123963. protected _buildBlock(state: NodeMaterialBuildState): this;
  123964. protected _dumpPropertiesCode(): string;
  123965. serialize(): any;
  123966. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123967. }
  123968. }
  123969. declare module BABYLON {
  123970. /**
  123971. * Block used to apply a cross product between 2 vectors
  123972. */
  123973. export class CrossBlock extends NodeMaterialBlock {
  123974. /**
  123975. * Creates a new CrossBlock
  123976. * @param name defines the block name
  123977. */
  123978. constructor(name: string);
  123979. /**
  123980. * Gets the current class name
  123981. * @returns the class name
  123982. */
  123983. getClassName(): string;
  123984. /**
  123985. * Gets the left operand input component
  123986. */
  123987. readonly left: NodeMaterialConnectionPoint;
  123988. /**
  123989. * Gets the right operand input component
  123990. */
  123991. readonly right: NodeMaterialConnectionPoint;
  123992. /**
  123993. * Gets the output component
  123994. */
  123995. readonly output: NodeMaterialConnectionPoint;
  123996. protected _buildBlock(state: NodeMaterialBuildState): this;
  123997. }
  123998. }
  123999. declare module BABYLON {
  124000. /**
  124001. * Block used to apply a dot product between 2 vectors
  124002. */
  124003. export class DotBlock extends NodeMaterialBlock {
  124004. /**
  124005. * Creates a new DotBlock
  124006. * @param name defines the block name
  124007. */
  124008. constructor(name: string);
  124009. /**
  124010. * Gets the current class name
  124011. * @returns the class name
  124012. */
  124013. getClassName(): string;
  124014. /**
  124015. * Gets the left operand input component
  124016. */
  124017. readonly left: NodeMaterialConnectionPoint;
  124018. /**
  124019. * Gets the right operand input component
  124020. */
  124021. readonly right: NodeMaterialConnectionPoint;
  124022. /**
  124023. * Gets the output component
  124024. */
  124025. readonly output: NodeMaterialConnectionPoint;
  124026. protected _buildBlock(state: NodeMaterialBuildState): this;
  124027. }
  124028. }
  124029. declare module BABYLON {
  124030. /**
  124031. * Block used to remap a float from a range to a new one
  124032. */
  124033. export class RemapBlock extends NodeMaterialBlock {
  124034. /**
  124035. * Gets or sets the source range
  124036. */
  124037. sourceRange: Vector2;
  124038. /**
  124039. * Gets or sets the target range
  124040. */
  124041. targetRange: Vector2;
  124042. /**
  124043. * Creates a new RemapBlock
  124044. * @param name defines the block name
  124045. */
  124046. constructor(name: string);
  124047. /**
  124048. * Gets the current class name
  124049. * @returns the class name
  124050. */
  124051. getClassName(): string;
  124052. /**
  124053. * Gets the input component
  124054. */
  124055. readonly input: NodeMaterialConnectionPoint;
  124056. /**
  124057. * Gets the source min input component
  124058. */
  124059. readonly sourceMin: NodeMaterialConnectionPoint;
  124060. /**
  124061. * Gets the source max input component
  124062. */
  124063. readonly sourceMax: NodeMaterialConnectionPoint;
  124064. /**
  124065. * Gets the target min input component
  124066. */
  124067. readonly targetMin: NodeMaterialConnectionPoint;
  124068. /**
  124069. * Gets the target max input component
  124070. */
  124071. readonly targetMax: NodeMaterialConnectionPoint;
  124072. /**
  124073. * Gets the output component
  124074. */
  124075. readonly output: NodeMaterialConnectionPoint;
  124076. protected _buildBlock(state: NodeMaterialBuildState): this;
  124077. protected _dumpPropertiesCode(): string;
  124078. serialize(): any;
  124079. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124080. }
  124081. }
  124082. declare module BABYLON {
  124083. /**
  124084. * Block used to normalize a vector
  124085. */
  124086. export class NormalizeBlock extends NodeMaterialBlock {
  124087. /**
  124088. * Creates a new NormalizeBlock
  124089. * @param name defines the block name
  124090. */
  124091. constructor(name: string);
  124092. /**
  124093. * Gets the current class name
  124094. * @returns the class name
  124095. */
  124096. getClassName(): string;
  124097. /**
  124098. * Gets the input component
  124099. */
  124100. readonly input: NodeMaterialConnectionPoint;
  124101. /**
  124102. * Gets the output component
  124103. */
  124104. readonly output: NodeMaterialConnectionPoint;
  124105. protected _buildBlock(state: NodeMaterialBuildState): this;
  124106. }
  124107. }
  124108. declare module BABYLON {
  124109. /**
  124110. * Operations supported by the Trigonometry block
  124111. */
  124112. export enum TrigonometryBlockOperations {
  124113. /** Cos */
  124114. Cos = 0,
  124115. /** Sin */
  124116. Sin = 1,
  124117. /** Abs */
  124118. Abs = 2,
  124119. /** Exp */
  124120. Exp = 3,
  124121. /** Exp2 */
  124122. Exp2 = 4,
  124123. /** Round */
  124124. Round = 5,
  124125. /** Floor */
  124126. Floor = 6,
  124127. /** Ceiling */
  124128. Ceiling = 7,
  124129. /** Square root */
  124130. Sqrt = 8,
  124131. /** Log */
  124132. Log = 9,
  124133. /** Tangent */
  124134. Tan = 10,
  124135. /** Arc tangent */
  124136. ArcTan = 11,
  124137. /** Arc cosinus */
  124138. ArcCos = 12,
  124139. /** Arc sinus */
  124140. ArcSin = 13,
  124141. /** Fraction */
  124142. Fract = 14,
  124143. /** Sign */
  124144. Sign = 15,
  124145. /** To radians (from degrees) */
  124146. Radians = 16,
  124147. /** To degrees (from radians) */
  124148. Degrees = 17
  124149. }
  124150. /**
  124151. * Block used to apply trigonometry operation to floats
  124152. */
  124153. export class TrigonometryBlock extends NodeMaterialBlock {
  124154. /**
  124155. * Gets or sets the operation applied by the block
  124156. */
  124157. operation: TrigonometryBlockOperations;
  124158. /**
  124159. * Creates a new TrigonometryBlock
  124160. * @param name defines the block name
  124161. */
  124162. constructor(name: string);
  124163. /**
  124164. * Gets the current class name
  124165. * @returns the class name
  124166. */
  124167. getClassName(): string;
  124168. /**
  124169. * Gets the input component
  124170. */
  124171. readonly input: NodeMaterialConnectionPoint;
  124172. /**
  124173. * Gets the output component
  124174. */
  124175. readonly output: NodeMaterialConnectionPoint;
  124176. protected _buildBlock(state: NodeMaterialBuildState): this;
  124177. serialize(): any;
  124178. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124179. protected _dumpPropertiesCode(): string;
  124180. }
  124181. }
  124182. declare module BABYLON {
  124183. /**
  124184. * Block used to create a Color3/4 out of individual inputs (one for each component)
  124185. */
  124186. export class ColorMergerBlock extends NodeMaterialBlock {
  124187. /**
  124188. * Create a new ColorMergerBlock
  124189. * @param name defines the block name
  124190. */
  124191. constructor(name: string);
  124192. /**
  124193. * Gets the current class name
  124194. * @returns the class name
  124195. */
  124196. getClassName(): string;
  124197. /**
  124198. * Gets the r component (input)
  124199. */
  124200. readonly r: NodeMaterialConnectionPoint;
  124201. /**
  124202. * Gets the g component (input)
  124203. */
  124204. readonly g: NodeMaterialConnectionPoint;
  124205. /**
  124206. * Gets the b component (input)
  124207. */
  124208. readonly b: NodeMaterialConnectionPoint;
  124209. /**
  124210. * Gets the a component (input)
  124211. */
  124212. readonly a: NodeMaterialConnectionPoint;
  124213. /**
  124214. * Gets the rgba component (output)
  124215. */
  124216. readonly rgba: NodeMaterialConnectionPoint;
  124217. /**
  124218. * Gets the rgb component (output)
  124219. */
  124220. readonly rgb: NodeMaterialConnectionPoint;
  124221. protected _buildBlock(state: NodeMaterialBuildState): this;
  124222. }
  124223. }
  124224. declare module BABYLON {
  124225. /**
  124226. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  124227. */
  124228. export class VectorMergerBlock extends NodeMaterialBlock {
  124229. /**
  124230. * Create a new VectorMergerBlock
  124231. * @param name defines the block name
  124232. */
  124233. constructor(name: string);
  124234. /**
  124235. * Gets the current class name
  124236. * @returns the class name
  124237. */
  124238. getClassName(): string;
  124239. /**
  124240. * Gets the x component (input)
  124241. */
  124242. readonly x: NodeMaterialConnectionPoint;
  124243. /**
  124244. * Gets the y component (input)
  124245. */
  124246. readonly y: NodeMaterialConnectionPoint;
  124247. /**
  124248. * Gets the z component (input)
  124249. */
  124250. readonly z: NodeMaterialConnectionPoint;
  124251. /**
  124252. * Gets the w component (input)
  124253. */
  124254. readonly w: NodeMaterialConnectionPoint;
  124255. /**
  124256. * Gets the xyzw component (output)
  124257. */
  124258. readonly xyzw: NodeMaterialConnectionPoint;
  124259. /**
  124260. * Gets the xyz component (output)
  124261. */
  124262. readonly xyz: NodeMaterialConnectionPoint;
  124263. /**
  124264. * Gets the xy component (output)
  124265. */
  124266. readonly xy: NodeMaterialConnectionPoint;
  124267. protected _buildBlock(state: NodeMaterialBuildState): this;
  124268. }
  124269. }
  124270. declare module BABYLON {
  124271. /**
  124272. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  124273. */
  124274. export class ColorSplitterBlock extends NodeMaterialBlock {
  124275. /**
  124276. * Create a new ColorSplitterBlock
  124277. * @param name defines the block name
  124278. */
  124279. constructor(name: string);
  124280. /**
  124281. * Gets the current class name
  124282. * @returns the class name
  124283. */
  124284. getClassName(): string;
  124285. /**
  124286. * Gets the rgba component (input)
  124287. */
  124288. readonly rgba: NodeMaterialConnectionPoint;
  124289. /**
  124290. * Gets the rgb component (input)
  124291. */
  124292. readonly rgbIn: NodeMaterialConnectionPoint;
  124293. /**
  124294. * Gets the rgb component (output)
  124295. */
  124296. readonly rgbOut: NodeMaterialConnectionPoint;
  124297. /**
  124298. * Gets the r component (output)
  124299. */
  124300. readonly r: NodeMaterialConnectionPoint;
  124301. /**
  124302. * Gets the g component (output)
  124303. */
  124304. readonly g: NodeMaterialConnectionPoint;
  124305. /**
  124306. * Gets the b component (output)
  124307. */
  124308. readonly b: NodeMaterialConnectionPoint;
  124309. /**
  124310. * Gets the a component (output)
  124311. */
  124312. readonly a: NodeMaterialConnectionPoint;
  124313. protected _inputRename(name: string): string;
  124314. protected _outputRename(name: string): string;
  124315. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124316. }
  124317. }
  124318. declare module BABYLON {
  124319. /**
  124320. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  124321. */
  124322. export class VectorSplitterBlock extends NodeMaterialBlock {
  124323. /**
  124324. * Create a new VectorSplitterBlock
  124325. * @param name defines the block name
  124326. */
  124327. constructor(name: string);
  124328. /**
  124329. * Gets the current class name
  124330. * @returns the class name
  124331. */
  124332. getClassName(): string;
  124333. /**
  124334. * Gets the xyzw component (input)
  124335. */
  124336. readonly xyzw: NodeMaterialConnectionPoint;
  124337. /**
  124338. * Gets the xyz component (input)
  124339. */
  124340. readonly xyzIn: NodeMaterialConnectionPoint;
  124341. /**
  124342. * Gets the xy component (input)
  124343. */
  124344. readonly xyIn: NodeMaterialConnectionPoint;
  124345. /**
  124346. * Gets the xyz component (output)
  124347. */
  124348. readonly xyzOut: NodeMaterialConnectionPoint;
  124349. /**
  124350. * Gets the xy component (output)
  124351. */
  124352. readonly xyOut: NodeMaterialConnectionPoint;
  124353. /**
  124354. * Gets the x component (output)
  124355. */
  124356. readonly x: NodeMaterialConnectionPoint;
  124357. /**
  124358. * Gets the y component (output)
  124359. */
  124360. readonly y: NodeMaterialConnectionPoint;
  124361. /**
  124362. * Gets the z component (output)
  124363. */
  124364. readonly z: NodeMaterialConnectionPoint;
  124365. /**
  124366. * Gets the w component (output)
  124367. */
  124368. readonly w: NodeMaterialConnectionPoint;
  124369. protected _inputRename(name: string): string;
  124370. protected _outputRename(name: string): string;
  124371. protected _buildBlock(state: NodeMaterialBuildState): this;
  124372. }
  124373. }
  124374. declare module BABYLON {
  124375. /**
  124376. * Block used to lerp between 2 values
  124377. */
  124378. export class LerpBlock extends NodeMaterialBlock {
  124379. /**
  124380. * Creates a new LerpBlock
  124381. * @param name defines the block name
  124382. */
  124383. constructor(name: string);
  124384. /**
  124385. * Gets the current class name
  124386. * @returns the class name
  124387. */
  124388. getClassName(): string;
  124389. /**
  124390. * Gets the left operand input component
  124391. */
  124392. readonly left: NodeMaterialConnectionPoint;
  124393. /**
  124394. * Gets the right operand input component
  124395. */
  124396. readonly right: NodeMaterialConnectionPoint;
  124397. /**
  124398. * Gets the gradient operand input component
  124399. */
  124400. readonly gradient: NodeMaterialConnectionPoint;
  124401. /**
  124402. * Gets the output component
  124403. */
  124404. readonly output: NodeMaterialConnectionPoint;
  124405. protected _buildBlock(state: NodeMaterialBuildState): this;
  124406. }
  124407. }
  124408. declare module BABYLON {
  124409. /**
  124410. * Block used to divide 2 vectors
  124411. */
  124412. export class DivideBlock extends NodeMaterialBlock {
  124413. /**
  124414. * Creates a new DivideBlock
  124415. * @param name defines the block name
  124416. */
  124417. constructor(name: string);
  124418. /**
  124419. * Gets the current class name
  124420. * @returns the class name
  124421. */
  124422. getClassName(): string;
  124423. /**
  124424. * Gets the left operand input component
  124425. */
  124426. readonly left: NodeMaterialConnectionPoint;
  124427. /**
  124428. * Gets the right operand input component
  124429. */
  124430. readonly right: NodeMaterialConnectionPoint;
  124431. /**
  124432. * Gets the output component
  124433. */
  124434. readonly output: NodeMaterialConnectionPoint;
  124435. protected _buildBlock(state: NodeMaterialBuildState): this;
  124436. }
  124437. }
  124438. declare module BABYLON {
  124439. /**
  124440. * Block used to subtract 2 vectors
  124441. */
  124442. export class SubtractBlock extends NodeMaterialBlock {
  124443. /**
  124444. * Creates a new SubtractBlock
  124445. * @param name defines the block name
  124446. */
  124447. constructor(name: string);
  124448. /**
  124449. * Gets the current class name
  124450. * @returns the class name
  124451. */
  124452. getClassName(): string;
  124453. /**
  124454. * Gets the left operand input component
  124455. */
  124456. readonly left: NodeMaterialConnectionPoint;
  124457. /**
  124458. * Gets the right operand input component
  124459. */
  124460. readonly right: NodeMaterialConnectionPoint;
  124461. /**
  124462. * Gets the output component
  124463. */
  124464. readonly output: NodeMaterialConnectionPoint;
  124465. protected _buildBlock(state: NodeMaterialBuildState): this;
  124466. }
  124467. }
  124468. declare module BABYLON {
  124469. /**
  124470. * Block used to step a value
  124471. */
  124472. export class StepBlock extends NodeMaterialBlock {
  124473. /**
  124474. * Creates a new StepBlock
  124475. * @param name defines the block name
  124476. */
  124477. constructor(name: string);
  124478. /**
  124479. * Gets the current class name
  124480. * @returns the class name
  124481. */
  124482. getClassName(): string;
  124483. /**
  124484. * Gets the value operand input component
  124485. */
  124486. readonly value: NodeMaterialConnectionPoint;
  124487. /**
  124488. * Gets the edge operand input component
  124489. */
  124490. readonly edge: NodeMaterialConnectionPoint;
  124491. /**
  124492. * Gets the output component
  124493. */
  124494. readonly output: NodeMaterialConnectionPoint;
  124495. protected _buildBlock(state: NodeMaterialBuildState): this;
  124496. }
  124497. }
  124498. declare module BABYLON {
  124499. /**
  124500. * Block used to get the opposite (1 - x) of a value
  124501. */
  124502. export class OneMinusBlock extends NodeMaterialBlock {
  124503. /**
  124504. * Creates a new OneMinusBlock
  124505. * @param name defines the block name
  124506. */
  124507. constructor(name: string);
  124508. /**
  124509. * Gets the current class name
  124510. * @returns the class name
  124511. */
  124512. getClassName(): string;
  124513. /**
  124514. * Gets the input component
  124515. */
  124516. readonly input: NodeMaterialConnectionPoint;
  124517. /**
  124518. * Gets the output component
  124519. */
  124520. readonly output: NodeMaterialConnectionPoint;
  124521. protected _buildBlock(state: NodeMaterialBuildState): this;
  124522. }
  124523. }
  124524. declare module BABYLON {
  124525. /**
  124526. * Block used to get the view direction
  124527. */
  124528. export class ViewDirectionBlock extends NodeMaterialBlock {
  124529. /**
  124530. * Creates a new ViewDirectionBlock
  124531. * @param name defines the block name
  124532. */
  124533. constructor(name: string);
  124534. /**
  124535. * Gets the current class name
  124536. * @returns the class name
  124537. */
  124538. getClassName(): string;
  124539. /**
  124540. * Gets the world position component
  124541. */
  124542. readonly worldPosition: NodeMaterialConnectionPoint;
  124543. /**
  124544. * Gets the camera position component
  124545. */
  124546. readonly cameraPosition: NodeMaterialConnectionPoint;
  124547. /**
  124548. * Gets the output component
  124549. */
  124550. readonly output: NodeMaterialConnectionPoint;
  124551. autoConfigure(material: NodeMaterial): void;
  124552. protected _buildBlock(state: NodeMaterialBuildState): this;
  124553. }
  124554. }
  124555. declare module BABYLON {
  124556. /**
  124557. * Block used to compute fresnel value
  124558. */
  124559. export class FresnelBlock extends NodeMaterialBlock {
  124560. /**
  124561. * Create a new FresnelBlock
  124562. * @param name defines the block name
  124563. */
  124564. constructor(name: string);
  124565. /**
  124566. * Gets the current class name
  124567. * @returns the class name
  124568. */
  124569. getClassName(): string;
  124570. /**
  124571. * Gets the world normal input component
  124572. */
  124573. readonly worldNormal: NodeMaterialConnectionPoint;
  124574. /**
  124575. * Gets the view direction input component
  124576. */
  124577. readonly viewDirection: NodeMaterialConnectionPoint;
  124578. /**
  124579. * Gets the bias input component
  124580. */
  124581. readonly bias: NodeMaterialConnectionPoint;
  124582. /**
  124583. * Gets the camera (or eye) position component
  124584. */
  124585. readonly power: NodeMaterialConnectionPoint;
  124586. /**
  124587. * Gets the fresnel output component
  124588. */
  124589. readonly fresnel: NodeMaterialConnectionPoint;
  124590. autoConfigure(material: NodeMaterial): void;
  124591. protected _buildBlock(state: NodeMaterialBuildState): this;
  124592. }
  124593. }
  124594. declare module BABYLON {
  124595. /**
  124596. * Block used to get the max of 2 values
  124597. */
  124598. export class MaxBlock extends NodeMaterialBlock {
  124599. /**
  124600. * Creates a new MaxBlock
  124601. * @param name defines the block name
  124602. */
  124603. constructor(name: string);
  124604. /**
  124605. * Gets the current class name
  124606. * @returns the class name
  124607. */
  124608. getClassName(): string;
  124609. /**
  124610. * Gets the left operand input component
  124611. */
  124612. readonly left: NodeMaterialConnectionPoint;
  124613. /**
  124614. * Gets the right operand input component
  124615. */
  124616. readonly right: NodeMaterialConnectionPoint;
  124617. /**
  124618. * Gets the output component
  124619. */
  124620. readonly output: NodeMaterialConnectionPoint;
  124621. protected _buildBlock(state: NodeMaterialBuildState): this;
  124622. }
  124623. }
  124624. declare module BABYLON {
  124625. /**
  124626. * Block used to get the min of 2 values
  124627. */
  124628. export class MinBlock extends NodeMaterialBlock {
  124629. /**
  124630. * Creates a new MinBlock
  124631. * @param name defines the block name
  124632. */
  124633. constructor(name: string);
  124634. /**
  124635. * Gets the current class name
  124636. * @returns the class name
  124637. */
  124638. getClassName(): string;
  124639. /**
  124640. * Gets the left operand input component
  124641. */
  124642. readonly left: NodeMaterialConnectionPoint;
  124643. /**
  124644. * Gets the right operand input component
  124645. */
  124646. readonly right: NodeMaterialConnectionPoint;
  124647. /**
  124648. * Gets the output component
  124649. */
  124650. readonly output: NodeMaterialConnectionPoint;
  124651. protected _buildBlock(state: NodeMaterialBuildState): this;
  124652. }
  124653. }
  124654. declare module BABYLON {
  124655. /**
  124656. * Block used to get the distance between 2 values
  124657. */
  124658. export class DistanceBlock extends NodeMaterialBlock {
  124659. /**
  124660. * Creates a new DistanceBlock
  124661. * @param name defines the block name
  124662. */
  124663. constructor(name: string);
  124664. /**
  124665. * Gets the current class name
  124666. * @returns the class name
  124667. */
  124668. getClassName(): string;
  124669. /**
  124670. * Gets the left operand input component
  124671. */
  124672. readonly left: NodeMaterialConnectionPoint;
  124673. /**
  124674. * Gets the right operand input component
  124675. */
  124676. readonly right: NodeMaterialConnectionPoint;
  124677. /**
  124678. * Gets the output component
  124679. */
  124680. readonly output: NodeMaterialConnectionPoint;
  124681. protected _buildBlock(state: NodeMaterialBuildState): this;
  124682. }
  124683. }
  124684. declare module BABYLON {
  124685. /**
  124686. * Block used to get the length of a vector
  124687. */
  124688. export class LengthBlock extends NodeMaterialBlock {
  124689. /**
  124690. * Creates a new LengthBlock
  124691. * @param name defines the block name
  124692. */
  124693. constructor(name: string);
  124694. /**
  124695. * Gets the current class name
  124696. * @returns the class name
  124697. */
  124698. getClassName(): string;
  124699. /**
  124700. * Gets the value input component
  124701. */
  124702. readonly value: NodeMaterialConnectionPoint;
  124703. /**
  124704. * Gets the output component
  124705. */
  124706. readonly output: NodeMaterialConnectionPoint;
  124707. protected _buildBlock(state: NodeMaterialBuildState): this;
  124708. }
  124709. }
  124710. declare module BABYLON {
  124711. /**
  124712. * Block used to get negative version of a value (i.e. x * -1)
  124713. */
  124714. export class NegateBlock extends NodeMaterialBlock {
  124715. /**
  124716. * Creates a new NegateBlock
  124717. * @param name defines the block name
  124718. */
  124719. constructor(name: string);
  124720. /**
  124721. * Gets the current class name
  124722. * @returns the class name
  124723. */
  124724. getClassName(): string;
  124725. /**
  124726. * Gets the value input component
  124727. */
  124728. readonly value: NodeMaterialConnectionPoint;
  124729. /**
  124730. * Gets the output component
  124731. */
  124732. readonly output: NodeMaterialConnectionPoint;
  124733. protected _buildBlock(state: NodeMaterialBuildState): this;
  124734. }
  124735. }
  124736. declare module BABYLON {
  124737. /**
  124738. * Block used to get the value of the first parameter raised to the power of the second
  124739. */
  124740. export class PowBlock extends NodeMaterialBlock {
  124741. /**
  124742. * Creates a new PowBlock
  124743. * @param name defines the block name
  124744. */
  124745. constructor(name: string);
  124746. /**
  124747. * Gets the current class name
  124748. * @returns the class name
  124749. */
  124750. getClassName(): string;
  124751. /**
  124752. * Gets the value operand input component
  124753. */
  124754. readonly value: NodeMaterialConnectionPoint;
  124755. /**
  124756. * Gets the power operand input component
  124757. */
  124758. readonly power: NodeMaterialConnectionPoint;
  124759. /**
  124760. * Gets the output component
  124761. */
  124762. readonly output: NodeMaterialConnectionPoint;
  124763. protected _buildBlock(state: NodeMaterialBuildState): this;
  124764. }
  124765. }
  124766. declare module BABYLON {
  124767. /**
  124768. * Block used to get a random number
  124769. */
  124770. export class RandomNumberBlock extends NodeMaterialBlock {
  124771. /**
  124772. * Creates a new RandomNumberBlock
  124773. * @param name defines the block name
  124774. */
  124775. constructor(name: string);
  124776. /**
  124777. * Gets the current class name
  124778. * @returns the class name
  124779. */
  124780. getClassName(): string;
  124781. /**
  124782. * Gets the seed input component
  124783. */
  124784. readonly seed: NodeMaterialConnectionPoint;
  124785. /**
  124786. * Gets the output component
  124787. */
  124788. readonly output: NodeMaterialConnectionPoint;
  124789. protected _buildBlock(state: NodeMaterialBuildState): this;
  124790. }
  124791. }
  124792. declare module BABYLON {
  124793. /**
  124794. * Block used to compute arc tangent of 2 values
  124795. */
  124796. export class ArcTan2Block extends NodeMaterialBlock {
  124797. /**
  124798. * Creates a new ArcTan2Block
  124799. * @param name defines the block name
  124800. */
  124801. constructor(name: string);
  124802. /**
  124803. * Gets the current class name
  124804. * @returns the class name
  124805. */
  124806. getClassName(): string;
  124807. /**
  124808. * Gets the x operand input component
  124809. */
  124810. readonly x: NodeMaterialConnectionPoint;
  124811. /**
  124812. * Gets the y operand input component
  124813. */
  124814. readonly y: NodeMaterialConnectionPoint;
  124815. /**
  124816. * Gets the output component
  124817. */
  124818. readonly output: NodeMaterialConnectionPoint;
  124819. protected _buildBlock(state: NodeMaterialBuildState): this;
  124820. }
  124821. }
  124822. declare module BABYLON {
  124823. /**
  124824. * Block used to smooth step a value
  124825. */
  124826. export class SmoothStepBlock extends NodeMaterialBlock {
  124827. /**
  124828. * Creates a new SmoothStepBlock
  124829. * @param name defines the block name
  124830. */
  124831. constructor(name: string);
  124832. /**
  124833. * Gets the current class name
  124834. * @returns the class name
  124835. */
  124836. getClassName(): string;
  124837. /**
  124838. * Gets the value operand input component
  124839. */
  124840. readonly value: NodeMaterialConnectionPoint;
  124841. /**
  124842. * Gets the first edge operand input component
  124843. */
  124844. readonly edge0: NodeMaterialConnectionPoint;
  124845. /**
  124846. * Gets the second edge operand input component
  124847. */
  124848. readonly edge1: NodeMaterialConnectionPoint;
  124849. /**
  124850. * Gets the output component
  124851. */
  124852. readonly output: NodeMaterialConnectionPoint;
  124853. protected _buildBlock(state: NodeMaterialBuildState): this;
  124854. }
  124855. }
  124856. declare module BABYLON {
  124857. /**
  124858. * Block used to get the reciprocal (1 / x) of a value
  124859. */
  124860. export class ReciprocalBlock extends NodeMaterialBlock {
  124861. /**
  124862. * Creates a new ReciprocalBlock
  124863. * @param name defines the block name
  124864. */
  124865. constructor(name: string);
  124866. /**
  124867. * Gets the current class name
  124868. * @returns the class name
  124869. */
  124870. getClassName(): string;
  124871. /**
  124872. * Gets the input component
  124873. */
  124874. readonly input: NodeMaterialConnectionPoint;
  124875. /**
  124876. * Gets the output component
  124877. */
  124878. readonly output: NodeMaterialConnectionPoint;
  124879. protected _buildBlock(state: NodeMaterialBuildState): this;
  124880. }
  124881. }
  124882. declare module BABYLON {
  124883. /**
  124884. * Block used to replace a color by another one
  124885. */
  124886. export class ReplaceColorBlock extends NodeMaterialBlock {
  124887. /**
  124888. * Creates a new ReplaceColorBlock
  124889. * @param name defines the block name
  124890. */
  124891. constructor(name: string);
  124892. /**
  124893. * Gets the current class name
  124894. * @returns the class name
  124895. */
  124896. getClassName(): string;
  124897. /**
  124898. * Gets the value input component
  124899. */
  124900. readonly value: NodeMaterialConnectionPoint;
  124901. /**
  124902. * Gets the reference input component
  124903. */
  124904. readonly reference: NodeMaterialConnectionPoint;
  124905. /**
  124906. * Gets the distance input component
  124907. */
  124908. readonly distance: NodeMaterialConnectionPoint;
  124909. /**
  124910. * Gets the replacement input component
  124911. */
  124912. readonly replacement: NodeMaterialConnectionPoint;
  124913. /**
  124914. * Gets the output component
  124915. */
  124916. readonly output: NodeMaterialConnectionPoint;
  124917. protected _buildBlock(state: NodeMaterialBuildState): this;
  124918. }
  124919. }
  124920. declare module BABYLON {
  124921. /**
  124922. * Block used to posterize a value
  124923. * @see https://en.wikipedia.org/wiki/Posterization
  124924. */
  124925. export class PosterizeBlock extends NodeMaterialBlock {
  124926. /**
  124927. * Creates a new PosterizeBlock
  124928. * @param name defines the block name
  124929. */
  124930. constructor(name: string);
  124931. /**
  124932. * Gets the current class name
  124933. * @returns the class name
  124934. */
  124935. getClassName(): string;
  124936. /**
  124937. * Gets the value input component
  124938. */
  124939. readonly value: NodeMaterialConnectionPoint;
  124940. /**
  124941. * Gets the steps input component
  124942. */
  124943. readonly steps: NodeMaterialConnectionPoint;
  124944. /**
  124945. * Gets the output component
  124946. */
  124947. readonly output: NodeMaterialConnectionPoint;
  124948. protected _buildBlock(state: NodeMaterialBuildState): this;
  124949. }
  124950. }
  124951. declare module BABYLON {
  124952. /**
  124953. * Operations supported by the Wave block
  124954. */
  124955. export enum WaveBlockKind {
  124956. /** SawTooth */
  124957. SawTooth = 0,
  124958. /** Square */
  124959. Square = 1,
  124960. /** Triangle */
  124961. Triangle = 2
  124962. }
  124963. /**
  124964. * Block used to apply wave operation to floats
  124965. */
  124966. export class WaveBlock extends NodeMaterialBlock {
  124967. /**
  124968. * Gets or sets the kibnd of wave to be applied by the block
  124969. */
  124970. kind: WaveBlockKind;
  124971. /**
  124972. * Creates a new WaveBlock
  124973. * @param name defines the block name
  124974. */
  124975. constructor(name: string);
  124976. /**
  124977. * Gets the current class name
  124978. * @returns the class name
  124979. */
  124980. getClassName(): string;
  124981. /**
  124982. * Gets the input component
  124983. */
  124984. readonly input: NodeMaterialConnectionPoint;
  124985. /**
  124986. * Gets the output component
  124987. */
  124988. readonly output: NodeMaterialConnectionPoint;
  124989. protected _buildBlock(state: NodeMaterialBuildState): this;
  124990. serialize(): any;
  124991. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124992. }
  124993. }
  124994. declare module BABYLON {
  124995. /**
  124996. * Class used to store a color step for the GradientBlock
  124997. */
  124998. export class GradientBlockColorStep {
  124999. /**
  125000. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  125001. */
  125002. step: number;
  125003. /**
  125004. * Gets or sets the color associated with this step
  125005. */
  125006. color: Color3;
  125007. /**
  125008. * Creates a new GradientBlockColorStep
  125009. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  125010. * @param color defines the color associated with this step
  125011. */
  125012. constructor(
  125013. /**
  125014. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  125015. */
  125016. step: number,
  125017. /**
  125018. * Gets or sets the color associated with this step
  125019. */
  125020. color: Color3);
  125021. }
  125022. /**
  125023. * Block used to return a color from a gradient based on an input value between 0 and 1
  125024. */
  125025. export class GradientBlock extends NodeMaterialBlock {
  125026. /**
  125027. * Gets or sets the list of color steps
  125028. */
  125029. colorSteps: GradientBlockColorStep[];
  125030. /**
  125031. * Creates a new GradientBlock
  125032. * @param name defines the block name
  125033. */
  125034. constructor(name: string);
  125035. /**
  125036. * Gets the current class name
  125037. * @returns the class name
  125038. */
  125039. getClassName(): string;
  125040. /**
  125041. * Gets the gradient input component
  125042. */
  125043. readonly gradient: NodeMaterialConnectionPoint;
  125044. /**
  125045. * Gets the output component
  125046. */
  125047. readonly output: NodeMaterialConnectionPoint;
  125048. private _writeColorConstant;
  125049. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  125050. serialize(): any;
  125051. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  125052. protected _dumpPropertiesCode(): string;
  125053. }
  125054. }
  125055. declare module BABYLON {
  125056. /**
  125057. * Block used to normalize lerp between 2 values
  125058. */
  125059. export class NLerpBlock extends NodeMaterialBlock {
  125060. /**
  125061. * Creates a new NLerpBlock
  125062. * @param name defines the block name
  125063. */
  125064. constructor(name: string);
  125065. /**
  125066. * Gets the current class name
  125067. * @returns the class name
  125068. */
  125069. getClassName(): string;
  125070. /**
  125071. * Gets the left operand input component
  125072. */
  125073. readonly left: NodeMaterialConnectionPoint;
  125074. /**
  125075. * Gets the right operand input component
  125076. */
  125077. readonly right: NodeMaterialConnectionPoint;
  125078. /**
  125079. * Gets the gradient operand input component
  125080. */
  125081. readonly gradient: NodeMaterialConnectionPoint;
  125082. /**
  125083. * Gets the output component
  125084. */
  125085. readonly output: NodeMaterialConnectionPoint;
  125086. protected _buildBlock(state: NodeMaterialBuildState): this;
  125087. }
  125088. }
  125089. declare module BABYLON {
  125090. /**
  125091. * block used to Generate a Worley Noise 3D Noise Pattern
  125092. */
  125093. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  125094. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  125095. manhattanDistance: boolean;
  125096. /**
  125097. * Creates a new WorleyNoise3DBlock
  125098. * @param name defines the block name
  125099. */
  125100. constructor(name: string);
  125101. /**
  125102. * Gets the current class name
  125103. * @returns the class name
  125104. */
  125105. getClassName(): string;
  125106. /**
  125107. * Gets the seed input component
  125108. */
  125109. readonly seed: NodeMaterialConnectionPoint;
  125110. /**
  125111. * Gets the jitter input component
  125112. */
  125113. readonly jitter: NodeMaterialConnectionPoint;
  125114. /**
  125115. * Gets the output component
  125116. */
  125117. readonly output: NodeMaterialConnectionPoint;
  125118. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  125119. /**
  125120. * Exposes the properties to the UI?
  125121. */
  125122. protected _dumpPropertiesCode(): string;
  125123. /**
  125124. * Exposes the properties to the Seralize?
  125125. */
  125126. serialize(): any;
  125127. /**
  125128. * Exposes the properties to the deseralize?
  125129. */
  125130. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  125131. }
  125132. }
  125133. declare module BABYLON {
  125134. /**
  125135. * block used to Generate a Simplex Perlin 3d Noise Pattern
  125136. */
  125137. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  125138. /**
  125139. * Creates a new SimplexPerlin3DBlock
  125140. * @param name defines the block name
  125141. */
  125142. constructor(name: string);
  125143. /**
  125144. * Gets the current class name
  125145. * @returns the class name
  125146. */
  125147. getClassName(): string;
  125148. /**
  125149. * Gets the seed operand input component
  125150. */
  125151. readonly seed: NodeMaterialConnectionPoint;
  125152. /**
  125153. * Gets the output component
  125154. */
  125155. readonly output: NodeMaterialConnectionPoint;
  125156. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  125157. }
  125158. }
  125159. declare module BABYLON {
  125160. /**
  125161. * Block used to blend normals
  125162. */
  125163. export class NormalBlendBlock extends NodeMaterialBlock {
  125164. /**
  125165. * Creates a new NormalBlendBlock
  125166. * @param name defines the block name
  125167. */
  125168. constructor(name: string);
  125169. /**
  125170. * Gets the current class name
  125171. * @returns the class name
  125172. */
  125173. getClassName(): string;
  125174. /**
  125175. * Gets the first input component
  125176. */
  125177. readonly input0: NodeMaterialConnectionPoint;
  125178. /**
  125179. * Gets the second input component
  125180. */
  125181. readonly input1: NodeMaterialConnectionPoint;
  125182. /**
  125183. * Gets the output component
  125184. */
  125185. readonly output: NodeMaterialConnectionPoint;
  125186. protected _buildBlock(state: NodeMaterialBuildState): this;
  125187. }
  125188. }
  125189. declare module BABYLON {
  125190. /**
  125191. * Block used to rotate a 2d vector by a given angle
  125192. */
  125193. export class Rotate2dBlock extends NodeMaterialBlock {
  125194. /**
  125195. * Creates a new Rotate2dBlock
  125196. * @param name defines the block name
  125197. */
  125198. constructor(name: string);
  125199. /**
  125200. * Gets the current class name
  125201. * @returns the class name
  125202. */
  125203. getClassName(): string;
  125204. /**
  125205. * Gets the input vector
  125206. */
  125207. readonly input: NodeMaterialConnectionPoint;
  125208. /**
  125209. * Gets the input angle
  125210. */
  125211. readonly angle: NodeMaterialConnectionPoint;
  125212. /**
  125213. * Gets the output component
  125214. */
  125215. readonly output: NodeMaterialConnectionPoint;
  125216. autoConfigure(material: NodeMaterial): void;
  125217. protected _buildBlock(state: NodeMaterialBuildState): this;
  125218. }
  125219. }
  125220. declare module BABYLON {
  125221. /**
  125222. * Block used to get the reflected vector from a direction and a normal
  125223. */
  125224. export class ReflectBlock extends NodeMaterialBlock {
  125225. /**
  125226. * Creates a new ReflectBlock
  125227. * @param name defines the block name
  125228. */
  125229. constructor(name: string);
  125230. /**
  125231. * Gets the current class name
  125232. * @returns the class name
  125233. */
  125234. getClassName(): string;
  125235. /**
  125236. * Gets the incident component
  125237. */
  125238. readonly incident: NodeMaterialConnectionPoint;
  125239. /**
  125240. * Gets the normal component
  125241. */
  125242. readonly normal: NodeMaterialConnectionPoint;
  125243. /**
  125244. * Gets the output component
  125245. */
  125246. readonly output: NodeMaterialConnectionPoint;
  125247. protected _buildBlock(state: NodeMaterialBuildState): this;
  125248. }
  125249. }
  125250. declare module BABYLON {
  125251. /**
  125252. * Block used to get the refracted vector from a direction and a normal
  125253. */
  125254. export class RefractBlock extends NodeMaterialBlock {
  125255. /**
  125256. * Creates a new RefractBlock
  125257. * @param name defines the block name
  125258. */
  125259. constructor(name: string);
  125260. /**
  125261. * Gets the current class name
  125262. * @returns the class name
  125263. */
  125264. getClassName(): string;
  125265. /**
  125266. * Gets the incident component
  125267. */
  125268. readonly incident: NodeMaterialConnectionPoint;
  125269. /**
  125270. * Gets the normal component
  125271. */
  125272. readonly normal: NodeMaterialConnectionPoint;
  125273. /**
  125274. * Gets the index of refraction component
  125275. */
  125276. readonly ior: NodeMaterialConnectionPoint;
  125277. /**
  125278. * Gets the output component
  125279. */
  125280. readonly output: NodeMaterialConnectionPoint;
  125281. protected _buildBlock(state: NodeMaterialBuildState): this;
  125282. }
  125283. }
  125284. declare module BABYLON {
  125285. /**
  125286. * Effect Render Options
  125287. */
  125288. export interface IEffectRendererOptions {
  125289. /**
  125290. * Defines the vertices positions.
  125291. */
  125292. positions?: number[];
  125293. /**
  125294. * Defines the indices.
  125295. */
  125296. indices?: number[];
  125297. }
  125298. /**
  125299. * Helper class to render one or more effects
  125300. */
  125301. export class EffectRenderer {
  125302. private engine;
  125303. private static _DefaultOptions;
  125304. private _vertexBuffers;
  125305. private _indexBuffer;
  125306. private _ringBufferIndex;
  125307. private _ringScreenBuffer;
  125308. private _fullscreenViewport;
  125309. private _getNextFrameBuffer;
  125310. /**
  125311. * Creates an effect renderer
  125312. * @param engine the engine to use for rendering
  125313. * @param options defines the options of the effect renderer
  125314. */
  125315. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  125316. /**
  125317. * Sets the current viewport in normalized coordinates 0-1
  125318. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  125319. */
  125320. setViewport(viewport?: Viewport): void;
  125321. /**
  125322. * Binds the embedded attributes buffer to the effect.
  125323. * @param effect Defines the effect to bind the attributes for
  125324. */
  125325. bindBuffers(effect: Effect): void;
  125326. /**
  125327. * Sets the current effect wrapper to use during draw.
  125328. * The effect needs to be ready before calling this api.
  125329. * This also sets the default full screen position attribute.
  125330. * @param effectWrapper Defines the effect to draw with
  125331. */
  125332. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  125333. /**
  125334. * Draws a full screen quad.
  125335. */
  125336. draw(): void;
  125337. /**
  125338. * renders one or more effects to a specified texture
  125339. * @param effectWrappers list of effects to renderer
  125340. * @param outputTexture texture to draw to, if null it will render to the screen
  125341. */
  125342. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  125343. /**
  125344. * Disposes of the effect renderer
  125345. */
  125346. dispose(): void;
  125347. }
  125348. /**
  125349. * Options to create an EffectWrapper
  125350. */
  125351. interface EffectWrapperCreationOptions {
  125352. /**
  125353. * Engine to use to create the effect
  125354. */
  125355. engine: ThinEngine;
  125356. /**
  125357. * Fragment shader for the effect
  125358. */
  125359. fragmentShader: string;
  125360. /**
  125361. * Vertex shader for the effect
  125362. */
  125363. vertexShader?: string;
  125364. /**
  125365. * Attributes to use in the shader
  125366. */
  125367. attributeNames?: Array<string>;
  125368. /**
  125369. * Uniforms to use in the shader
  125370. */
  125371. uniformNames?: Array<string>;
  125372. /**
  125373. * Texture sampler names to use in the shader
  125374. */
  125375. samplerNames?: Array<string>;
  125376. /**
  125377. * The friendly name of the effect displayed in Spector.
  125378. */
  125379. name?: string;
  125380. }
  125381. /**
  125382. * Wraps an effect to be used for rendering
  125383. */
  125384. export class EffectWrapper {
  125385. /**
  125386. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  125387. */
  125388. onApplyObservable: Observable<{}>;
  125389. /**
  125390. * The underlying effect
  125391. */
  125392. effect: Effect;
  125393. /**
  125394. * Creates an effect to be renderer
  125395. * @param creationOptions options to create the effect
  125396. */
  125397. constructor(creationOptions: EffectWrapperCreationOptions);
  125398. /**
  125399. * Disposes of the effect wrapper
  125400. */
  125401. dispose(): void;
  125402. }
  125403. }
  125404. declare module BABYLON {
  125405. /**
  125406. * Helper class to push actions to a pool of workers.
  125407. */
  125408. export class WorkerPool implements IDisposable {
  125409. private _workerInfos;
  125410. private _pendingActions;
  125411. /**
  125412. * Constructor
  125413. * @param workers Array of workers to use for actions
  125414. */
  125415. constructor(workers: Array<Worker>);
  125416. /**
  125417. * Terminates all workers and clears any pending actions.
  125418. */
  125419. dispose(): void;
  125420. /**
  125421. * Pushes an action to the worker pool. If all the workers are active, the action will be
  125422. * pended until a worker has completed its action.
  125423. * @param action The action to perform. Call onComplete when the action is complete.
  125424. */
  125425. push(action: (worker: Worker, onComplete: () => void) => void): void;
  125426. private _execute;
  125427. }
  125428. }
  125429. declare module BABYLON {
  125430. /**
  125431. * Configuration for Draco compression
  125432. */
  125433. export interface IDracoCompressionConfiguration {
  125434. /**
  125435. * Configuration for the decoder.
  125436. */
  125437. decoder: {
  125438. /**
  125439. * The url to the WebAssembly module.
  125440. */
  125441. wasmUrl?: string;
  125442. /**
  125443. * The url to the WebAssembly binary.
  125444. */
  125445. wasmBinaryUrl?: string;
  125446. /**
  125447. * The url to the fallback JavaScript module.
  125448. */
  125449. fallbackUrl?: string;
  125450. };
  125451. }
  125452. /**
  125453. * Draco compression (https://google.github.io/draco/)
  125454. *
  125455. * This class wraps the Draco module.
  125456. *
  125457. * **Encoder**
  125458. *
  125459. * The encoder is not currently implemented.
  125460. *
  125461. * **Decoder**
  125462. *
  125463. * 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.
  125464. *
  125465. * To update the configuration, use the following code:
  125466. * ```javascript
  125467. * DracoCompression.Configuration = {
  125468. * decoder: {
  125469. * wasmUrl: "<url to the WebAssembly library>",
  125470. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  125471. * fallbackUrl: "<url to the fallback JavaScript library>",
  125472. * }
  125473. * };
  125474. * ```
  125475. *
  125476. * 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.
  125477. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  125478. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  125479. *
  125480. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  125481. * ```javascript
  125482. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  125483. * ```
  125484. *
  125485. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  125486. */
  125487. export class DracoCompression implements IDisposable {
  125488. private _workerPoolPromise?;
  125489. private _decoderModulePromise?;
  125490. /**
  125491. * The configuration. Defaults to the following urls:
  125492. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  125493. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  125494. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  125495. */
  125496. static Configuration: IDracoCompressionConfiguration;
  125497. /**
  125498. * Returns true if the decoder configuration is available.
  125499. */
  125500. static readonly DecoderAvailable: boolean;
  125501. /**
  125502. * Default number of workers to create when creating the draco compression object.
  125503. */
  125504. static DefaultNumWorkers: number;
  125505. private static GetDefaultNumWorkers;
  125506. private static _Default;
  125507. /**
  125508. * Default instance for the draco compression object.
  125509. */
  125510. static readonly Default: DracoCompression;
  125511. /**
  125512. * Constructor
  125513. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  125514. */
  125515. constructor(numWorkers?: number);
  125516. /**
  125517. * Stop all async operations and release resources.
  125518. */
  125519. dispose(): void;
  125520. /**
  125521. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  125522. * @returns a promise that resolves when ready
  125523. */
  125524. whenReadyAsync(): Promise<void>;
  125525. /**
  125526. * Decode Draco compressed mesh data to vertex data.
  125527. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  125528. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  125529. * @returns A promise that resolves with the decoded vertex data
  125530. */
  125531. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  125532. [kind: string]: number;
  125533. }): Promise<VertexData>;
  125534. }
  125535. }
  125536. declare module BABYLON {
  125537. /**
  125538. * Class for building Constructive Solid Geometry
  125539. */
  125540. export class CSG {
  125541. private polygons;
  125542. /**
  125543. * The world matrix
  125544. */
  125545. matrix: Matrix;
  125546. /**
  125547. * Stores the position
  125548. */
  125549. position: Vector3;
  125550. /**
  125551. * Stores the rotation
  125552. */
  125553. rotation: Vector3;
  125554. /**
  125555. * Stores the rotation quaternion
  125556. */
  125557. rotationQuaternion: Nullable<Quaternion>;
  125558. /**
  125559. * Stores the scaling vector
  125560. */
  125561. scaling: Vector3;
  125562. /**
  125563. * Convert the Mesh to CSG
  125564. * @param mesh The Mesh to convert to CSG
  125565. * @returns A new CSG from the Mesh
  125566. */
  125567. static FromMesh(mesh: Mesh): CSG;
  125568. /**
  125569. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  125570. * @param polygons Polygons used to construct a CSG solid
  125571. */
  125572. private static FromPolygons;
  125573. /**
  125574. * Clones, or makes a deep copy, of the CSG
  125575. * @returns A new CSG
  125576. */
  125577. clone(): CSG;
  125578. /**
  125579. * Unions this CSG with another CSG
  125580. * @param csg The CSG to union against this CSG
  125581. * @returns The unioned CSG
  125582. */
  125583. union(csg: CSG): CSG;
  125584. /**
  125585. * Unions this CSG with another CSG in place
  125586. * @param csg The CSG to union against this CSG
  125587. */
  125588. unionInPlace(csg: CSG): void;
  125589. /**
  125590. * Subtracts this CSG with another CSG
  125591. * @param csg The CSG to subtract against this CSG
  125592. * @returns A new CSG
  125593. */
  125594. subtract(csg: CSG): CSG;
  125595. /**
  125596. * Subtracts this CSG with another CSG in place
  125597. * @param csg The CSG to subtact against this CSG
  125598. */
  125599. subtractInPlace(csg: CSG): void;
  125600. /**
  125601. * Intersect this CSG with another CSG
  125602. * @param csg The CSG to intersect against this CSG
  125603. * @returns A new CSG
  125604. */
  125605. intersect(csg: CSG): CSG;
  125606. /**
  125607. * Intersects this CSG with another CSG in place
  125608. * @param csg The CSG to intersect against this CSG
  125609. */
  125610. intersectInPlace(csg: CSG): void;
  125611. /**
  125612. * Return a new CSG solid with solid and empty space switched. This solid is
  125613. * not modified.
  125614. * @returns A new CSG solid with solid and empty space switched
  125615. */
  125616. inverse(): CSG;
  125617. /**
  125618. * Inverses the CSG in place
  125619. */
  125620. inverseInPlace(): void;
  125621. /**
  125622. * This is used to keep meshes transformations so they can be restored
  125623. * when we build back a Babylon Mesh
  125624. * NB : All CSG operations are performed in world coordinates
  125625. * @param csg The CSG to copy the transform attributes from
  125626. * @returns This CSG
  125627. */
  125628. copyTransformAttributes(csg: CSG): CSG;
  125629. /**
  125630. * Build Raw mesh from CSG
  125631. * Coordinates here are in world space
  125632. * @param name The name of the mesh geometry
  125633. * @param scene The Scene
  125634. * @param keepSubMeshes Specifies if the submeshes should be kept
  125635. * @returns A new Mesh
  125636. */
  125637. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125638. /**
  125639. * Build Mesh from CSG taking material and transforms into account
  125640. * @param name The name of the Mesh
  125641. * @param material The material of the Mesh
  125642. * @param scene The Scene
  125643. * @param keepSubMeshes Specifies if submeshes should be kept
  125644. * @returns The new Mesh
  125645. */
  125646. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125647. }
  125648. }
  125649. declare module BABYLON {
  125650. /**
  125651. * Class used to create a trail following a mesh
  125652. */
  125653. export class TrailMesh extends Mesh {
  125654. private _generator;
  125655. private _autoStart;
  125656. private _running;
  125657. private _diameter;
  125658. private _length;
  125659. private _sectionPolygonPointsCount;
  125660. private _sectionVectors;
  125661. private _sectionNormalVectors;
  125662. private _beforeRenderObserver;
  125663. /**
  125664. * @constructor
  125665. * @param name The value used by scene.getMeshByName() to do a lookup.
  125666. * @param generator The mesh to generate a trail.
  125667. * @param scene The scene to add this mesh to.
  125668. * @param diameter Diameter of trailing mesh. Default is 1.
  125669. * @param length Length of trailing mesh. Default is 60.
  125670. * @param autoStart Automatically start trailing mesh. Default true.
  125671. */
  125672. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  125673. /**
  125674. * "TrailMesh"
  125675. * @returns "TrailMesh"
  125676. */
  125677. getClassName(): string;
  125678. private _createMesh;
  125679. /**
  125680. * Start trailing mesh.
  125681. */
  125682. start(): void;
  125683. /**
  125684. * Stop trailing mesh.
  125685. */
  125686. stop(): void;
  125687. /**
  125688. * Update trailing mesh geometry.
  125689. */
  125690. update(): void;
  125691. /**
  125692. * Returns a new TrailMesh object.
  125693. * @param name is a string, the name given to the new mesh
  125694. * @param newGenerator use new generator object for cloned trail mesh
  125695. * @returns a new mesh
  125696. */
  125697. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  125698. /**
  125699. * Serializes this trail mesh
  125700. * @param serializationObject object to write serialization to
  125701. */
  125702. serialize(serializationObject: any): void;
  125703. /**
  125704. * Parses a serialized trail mesh
  125705. * @param parsedMesh the serialized mesh
  125706. * @param scene the scene to create the trail mesh in
  125707. * @returns the created trail mesh
  125708. */
  125709. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  125710. }
  125711. }
  125712. declare module BABYLON {
  125713. /**
  125714. * Class containing static functions to help procedurally build meshes
  125715. */
  125716. export class TiledBoxBuilder {
  125717. /**
  125718. * Creates a box mesh
  125719. * 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)
  125720. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125721. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125722. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125723. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125724. * @param name defines the name of the mesh
  125725. * @param options defines the options used to create the mesh
  125726. * @param scene defines the hosting scene
  125727. * @returns the box mesh
  125728. */
  125729. static CreateTiledBox(name: string, options: {
  125730. pattern?: number;
  125731. width?: number;
  125732. height?: number;
  125733. depth?: number;
  125734. tileSize?: number;
  125735. tileWidth?: number;
  125736. tileHeight?: number;
  125737. alignHorizontal?: number;
  125738. alignVertical?: number;
  125739. faceUV?: Vector4[];
  125740. faceColors?: Color4[];
  125741. sideOrientation?: number;
  125742. updatable?: boolean;
  125743. }, scene?: Nullable<Scene>): Mesh;
  125744. }
  125745. }
  125746. declare module BABYLON {
  125747. /**
  125748. * Class containing static functions to help procedurally build meshes
  125749. */
  125750. export class TorusKnotBuilder {
  125751. /**
  125752. * Creates a torus knot mesh
  125753. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  125754. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  125755. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  125756. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  125757. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125758. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125759. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125760. * @param name defines the name of the mesh
  125761. * @param options defines the options used to create the mesh
  125762. * @param scene defines the hosting scene
  125763. * @returns the torus knot mesh
  125764. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  125765. */
  125766. static CreateTorusKnot(name: string, options: {
  125767. radius?: number;
  125768. tube?: number;
  125769. radialSegments?: number;
  125770. tubularSegments?: number;
  125771. p?: number;
  125772. q?: number;
  125773. updatable?: boolean;
  125774. sideOrientation?: number;
  125775. frontUVs?: Vector4;
  125776. backUVs?: Vector4;
  125777. }, scene: any): Mesh;
  125778. }
  125779. }
  125780. declare module BABYLON {
  125781. /**
  125782. * Polygon
  125783. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  125784. */
  125785. export class Polygon {
  125786. /**
  125787. * Creates a rectangle
  125788. * @param xmin bottom X coord
  125789. * @param ymin bottom Y coord
  125790. * @param xmax top X coord
  125791. * @param ymax top Y coord
  125792. * @returns points that make the resulting rectation
  125793. */
  125794. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  125795. /**
  125796. * Creates a circle
  125797. * @param radius radius of circle
  125798. * @param cx scale in x
  125799. * @param cy scale in y
  125800. * @param numberOfSides number of sides that make up the circle
  125801. * @returns points that make the resulting circle
  125802. */
  125803. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  125804. /**
  125805. * Creates a polygon from input string
  125806. * @param input Input polygon data
  125807. * @returns the parsed points
  125808. */
  125809. static Parse(input: string): Vector2[];
  125810. /**
  125811. * Starts building a polygon from x and y coordinates
  125812. * @param x x coordinate
  125813. * @param y y coordinate
  125814. * @returns the started path2
  125815. */
  125816. static StartingAt(x: number, y: number): Path2;
  125817. }
  125818. /**
  125819. * Builds a polygon
  125820. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  125821. */
  125822. export class PolygonMeshBuilder {
  125823. private _points;
  125824. private _outlinepoints;
  125825. private _holes;
  125826. private _name;
  125827. private _scene;
  125828. private _epoints;
  125829. private _eholes;
  125830. private _addToepoint;
  125831. /**
  125832. * Babylon reference to the earcut plugin.
  125833. */
  125834. bjsEarcut: any;
  125835. /**
  125836. * Creates a PolygonMeshBuilder
  125837. * @param name name of the builder
  125838. * @param contours Path of the polygon
  125839. * @param scene scene to add to when creating the mesh
  125840. * @param earcutInjection can be used to inject your own earcut reference
  125841. */
  125842. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  125843. /**
  125844. * Adds a whole within the polygon
  125845. * @param hole Array of points defining the hole
  125846. * @returns this
  125847. */
  125848. addHole(hole: Vector2[]): PolygonMeshBuilder;
  125849. /**
  125850. * Creates the polygon
  125851. * @param updatable If the mesh should be updatable
  125852. * @param depth The depth of the mesh created
  125853. * @returns the created mesh
  125854. */
  125855. build(updatable?: boolean, depth?: number): Mesh;
  125856. /**
  125857. * Creates the polygon
  125858. * @param depth The depth of the mesh created
  125859. * @returns the created VertexData
  125860. */
  125861. buildVertexData(depth?: number): VertexData;
  125862. /**
  125863. * Adds a side to the polygon
  125864. * @param positions points that make the polygon
  125865. * @param normals normals of the polygon
  125866. * @param uvs uvs of the polygon
  125867. * @param indices indices of the polygon
  125868. * @param bounds bounds of the polygon
  125869. * @param points points of the polygon
  125870. * @param depth depth of the polygon
  125871. * @param flip flip of the polygon
  125872. */
  125873. private addSide;
  125874. }
  125875. }
  125876. declare module BABYLON {
  125877. /**
  125878. * Class containing static functions to help procedurally build meshes
  125879. */
  125880. export class PolygonBuilder {
  125881. /**
  125882. * Creates a polygon mesh
  125883. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  125884. * * 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
  125885. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125886. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125887. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  125888. * * Remember you can only change the shape positions, not their number when updating a polygon
  125889. * @param name defines the name of the mesh
  125890. * @param options defines the options used to create the mesh
  125891. * @param scene defines the hosting scene
  125892. * @param earcutInjection can be used to inject your own earcut reference
  125893. * @returns the polygon mesh
  125894. */
  125895. static CreatePolygon(name: string, options: {
  125896. shape: Vector3[];
  125897. holes?: Vector3[][];
  125898. depth?: number;
  125899. faceUV?: Vector4[];
  125900. faceColors?: Color4[];
  125901. updatable?: boolean;
  125902. sideOrientation?: number;
  125903. frontUVs?: Vector4;
  125904. backUVs?: Vector4;
  125905. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125906. /**
  125907. * Creates an extruded polygon mesh, with depth in the Y direction.
  125908. * * 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)
  125909. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125910. * @param name defines the name of the mesh
  125911. * @param options defines the options used to create the mesh
  125912. * @param scene defines the hosting scene
  125913. * @param earcutInjection can be used to inject your own earcut reference
  125914. * @returns the polygon mesh
  125915. */
  125916. static ExtrudePolygon(name: string, options: {
  125917. shape: Vector3[];
  125918. holes?: Vector3[][];
  125919. depth?: number;
  125920. faceUV?: Vector4[];
  125921. faceColors?: Color4[];
  125922. updatable?: boolean;
  125923. sideOrientation?: number;
  125924. frontUVs?: Vector4;
  125925. backUVs?: Vector4;
  125926. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125927. }
  125928. }
  125929. declare module BABYLON {
  125930. /**
  125931. * Class containing static functions to help procedurally build meshes
  125932. */
  125933. export class LatheBuilder {
  125934. /**
  125935. * Creates lathe mesh.
  125936. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  125937. * * 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
  125938. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  125939. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  125940. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  125941. * * 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
  125942. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  125943. * * 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
  125944. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125945. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125946. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125947. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125948. * @param name defines the name of the mesh
  125949. * @param options defines the options used to create the mesh
  125950. * @param scene defines the hosting scene
  125951. * @returns the lathe mesh
  125952. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  125953. */
  125954. static CreateLathe(name: string, options: {
  125955. shape: Vector3[];
  125956. radius?: number;
  125957. tessellation?: number;
  125958. clip?: number;
  125959. arc?: number;
  125960. closed?: boolean;
  125961. updatable?: boolean;
  125962. sideOrientation?: number;
  125963. frontUVs?: Vector4;
  125964. backUVs?: Vector4;
  125965. cap?: number;
  125966. invertUV?: boolean;
  125967. }, scene?: Nullable<Scene>): Mesh;
  125968. }
  125969. }
  125970. declare module BABYLON {
  125971. /**
  125972. * Class containing static functions to help procedurally build meshes
  125973. */
  125974. export class TiledPlaneBuilder {
  125975. /**
  125976. * Creates a tiled plane mesh
  125977. * * The parameter `pattern` will, depending on value, do nothing or
  125978. * * * flip (reflect about central vertical) alternate tiles across and up
  125979. * * * flip every tile on alternate rows
  125980. * * * rotate (180 degs) alternate tiles across and up
  125981. * * * rotate every tile on alternate rows
  125982. * * * flip and rotate alternate tiles across and up
  125983. * * * flip and rotate every tile on alternate rows
  125984. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  125985. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  125986. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125987. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125988. * * 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)
  125989. * * 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)
  125990. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125991. * @param name defines the name of the mesh
  125992. * @param options defines the options used to create the mesh
  125993. * @param scene defines the hosting scene
  125994. * @returns the box mesh
  125995. */
  125996. static CreateTiledPlane(name: string, options: {
  125997. pattern?: number;
  125998. tileSize?: number;
  125999. tileWidth?: number;
  126000. tileHeight?: number;
  126001. size?: number;
  126002. width?: number;
  126003. height?: number;
  126004. alignHorizontal?: number;
  126005. alignVertical?: number;
  126006. sideOrientation?: number;
  126007. frontUVs?: Vector4;
  126008. backUVs?: Vector4;
  126009. updatable?: boolean;
  126010. }, scene?: Nullable<Scene>): Mesh;
  126011. }
  126012. }
  126013. declare module BABYLON {
  126014. /**
  126015. * Class containing static functions to help procedurally build meshes
  126016. */
  126017. export class TubeBuilder {
  126018. /**
  126019. * Creates a tube mesh.
  126020. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126021. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  126022. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  126023. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  126024. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  126025. * * 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)
  126026. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  126027. * * 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
  126028. * * 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
  126029. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126030. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126031. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126032. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126033. * @param name defines the name of the mesh
  126034. * @param options defines the options used to create the mesh
  126035. * @param scene defines the hosting scene
  126036. * @returns the tube mesh
  126037. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126038. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  126039. */
  126040. static CreateTube(name: string, options: {
  126041. path: Vector3[];
  126042. radius?: number;
  126043. tessellation?: number;
  126044. radiusFunction?: {
  126045. (i: number, distance: number): number;
  126046. };
  126047. cap?: number;
  126048. arc?: number;
  126049. updatable?: boolean;
  126050. sideOrientation?: number;
  126051. frontUVs?: Vector4;
  126052. backUVs?: Vector4;
  126053. instance?: Mesh;
  126054. invertUV?: boolean;
  126055. }, scene?: Nullable<Scene>): Mesh;
  126056. }
  126057. }
  126058. declare module BABYLON {
  126059. /**
  126060. * Class containing static functions to help procedurally build meshes
  126061. */
  126062. export class IcoSphereBuilder {
  126063. /**
  126064. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  126065. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  126066. * * 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`)
  126067. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  126068. * * 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
  126069. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126070. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126071. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126072. * @param name defines the name of the mesh
  126073. * @param options defines the options used to create the mesh
  126074. * @param scene defines the hosting scene
  126075. * @returns the icosahedron mesh
  126076. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  126077. */
  126078. static CreateIcoSphere(name: string, options: {
  126079. radius?: number;
  126080. radiusX?: number;
  126081. radiusY?: number;
  126082. radiusZ?: number;
  126083. flat?: boolean;
  126084. subdivisions?: number;
  126085. sideOrientation?: number;
  126086. frontUVs?: Vector4;
  126087. backUVs?: Vector4;
  126088. updatable?: boolean;
  126089. }, scene?: Nullable<Scene>): Mesh;
  126090. }
  126091. }
  126092. declare module BABYLON {
  126093. /**
  126094. * Class containing static functions to help procedurally build meshes
  126095. */
  126096. export class DecalBuilder {
  126097. /**
  126098. * Creates a decal mesh.
  126099. * 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
  126100. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  126101. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  126102. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  126103. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  126104. * @param name defines the name of the mesh
  126105. * @param sourceMesh defines the mesh where the decal must be applied
  126106. * @param options defines the options used to create the mesh
  126107. * @param scene defines the hosting scene
  126108. * @returns the decal mesh
  126109. * @see https://doc.babylonjs.com/how_to/decals
  126110. */
  126111. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  126112. position?: Vector3;
  126113. normal?: Vector3;
  126114. size?: Vector3;
  126115. angle?: number;
  126116. }): Mesh;
  126117. }
  126118. }
  126119. declare module BABYLON {
  126120. /**
  126121. * Class containing static functions to help procedurally build meshes
  126122. */
  126123. export class MeshBuilder {
  126124. /**
  126125. * Creates a box mesh
  126126. * * The parameter `size` sets the size (float) of each box side (default 1)
  126127. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  126128. * * 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)
  126129. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  126130. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126131. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126132. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126133. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  126134. * @param name defines the name of the mesh
  126135. * @param options defines the options used to create the mesh
  126136. * @param scene defines the hosting scene
  126137. * @returns the box mesh
  126138. */
  126139. static CreateBox(name: string, options: {
  126140. size?: number;
  126141. width?: number;
  126142. height?: number;
  126143. depth?: number;
  126144. faceUV?: Vector4[];
  126145. faceColors?: Color4[];
  126146. sideOrientation?: number;
  126147. frontUVs?: Vector4;
  126148. backUVs?: Vector4;
  126149. updatable?: boolean;
  126150. }, scene?: Nullable<Scene>): Mesh;
  126151. /**
  126152. * Creates a tiled box mesh
  126153. * * faceTiles sets the pattern, tile size and number of tiles for a face
  126154. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126155. * @param name defines the name of the mesh
  126156. * @param options defines the options used to create the mesh
  126157. * @param scene defines the hosting scene
  126158. * @returns the tiled box mesh
  126159. */
  126160. static CreateTiledBox(name: string, options: {
  126161. pattern?: number;
  126162. size?: number;
  126163. width?: number;
  126164. height?: number;
  126165. depth: number;
  126166. tileSize?: number;
  126167. tileWidth?: number;
  126168. tileHeight?: number;
  126169. faceUV?: Vector4[];
  126170. faceColors?: Color4[];
  126171. alignHorizontal?: number;
  126172. alignVertical?: number;
  126173. sideOrientation?: number;
  126174. updatable?: boolean;
  126175. }, scene?: Nullable<Scene>): Mesh;
  126176. /**
  126177. * Creates a sphere mesh
  126178. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  126179. * * 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`)
  126180. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  126181. * * 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
  126182. * * 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)
  126183. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126184. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126185. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126186. * @param name defines the name of the mesh
  126187. * @param options defines the options used to create the mesh
  126188. * @param scene defines the hosting scene
  126189. * @returns the sphere mesh
  126190. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  126191. */
  126192. static CreateSphere(name: string, options: {
  126193. segments?: number;
  126194. diameter?: number;
  126195. diameterX?: number;
  126196. diameterY?: number;
  126197. diameterZ?: number;
  126198. arc?: number;
  126199. slice?: number;
  126200. sideOrientation?: number;
  126201. frontUVs?: Vector4;
  126202. backUVs?: Vector4;
  126203. updatable?: boolean;
  126204. }, scene?: Nullable<Scene>): Mesh;
  126205. /**
  126206. * Creates a plane polygonal mesh. By default, this is a disc
  126207. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  126208. * * 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
  126209. * * 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
  126210. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126211. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126212. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126213. * @param name defines the name of the mesh
  126214. * @param options defines the options used to create the mesh
  126215. * @param scene defines the hosting scene
  126216. * @returns the plane polygonal mesh
  126217. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  126218. */
  126219. static CreateDisc(name: string, options: {
  126220. radius?: number;
  126221. tessellation?: number;
  126222. arc?: number;
  126223. updatable?: boolean;
  126224. sideOrientation?: number;
  126225. frontUVs?: Vector4;
  126226. backUVs?: Vector4;
  126227. }, scene?: Nullable<Scene>): Mesh;
  126228. /**
  126229. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  126230. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  126231. * * 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`)
  126232. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  126233. * * 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
  126234. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126235. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126236. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126237. * @param name defines the name of the mesh
  126238. * @param options defines the options used to create the mesh
  126239. * @param scene defines the hosting scene
  126240. * @returns the icosahedron mesh
  126241. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  126242. */
  126243. static CreateIcoSphere(name: string, options: {
  126244. radius?: number;
  126245. radiusX?: number;
  126246. radiusY?: number;
  126247. radiusZ?: number;
  126248. flat?: boolean;
  126249. subdivisions?: number;
  126250. sideOrientation?: number;
  126251. frontUVs?: Vector4;
  126252. backUVs?: Vector4;
  126253. updatable?: boolean;
  126254. }, scene?: Nullable<Scene>): Mesh;
  126255. /**
  126256. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126257. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  126258. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  126259. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  126260. * * 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
  126261. * * 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
  126262. * * 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
  126263. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126264. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126265. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126266. * * 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
  126267. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  126268. * * 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
  126269. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  126270. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126271. * @param name defines the name of the mesh
  126272. * @param options defines the options used to create the mesh
  126273. * @param scene defines the hosting scene
  126274. * @returns the ribbon mesh
  126275. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  126276. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126277. */
  126278. static CreateRibbon(name: string, options: {
  126279. pathArray: Vector3[][];
  126280. closeArray?: boolean;
  126281. closePath?: boolean;
  126282. offset?: number;
  126283. updatable?: boolean;
  126284. sideOrientation?: number;
  126285. frontUVs?: Vector4;
  126286. backUVs?: Vector4;
  126287. instance?: Mesh;
  126288. invertUV?: boolean;
  126289. uvs?: Vector2[];
  126290. colors?: Color4[];
  126291. }, scene?: Nullable<Scene>): Mesh;
  126292. /**
  126293. * Creates a cylinder or a cone mesh
  126294. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  126295. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  126296. * * 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.
  126297. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  126298. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  126299. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  126300. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  126301. * * 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).
  126302. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  126303. * * 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).
  126304. * * 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
  126305. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  126306. * * 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
  126307. * * 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.
  126308. * * If `enclose` is false, a ring surface is one element.
  126309. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  126310. * * 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
  126311. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126312. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126313. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126314. * @param name defines the name of the mesh
  126315. * @param options defines the options used to create the mesh
  126316. * @param scene defines the hosting scene
  126317. * @returns the cylinder mesh
  126318. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  126319. */
  126320. static CreateCylinder(name: string, options: {
  126321. height?: number;
  126322. diameterTop?: number;
  126323. diameterBottom?: number;
  126324. diameter?: number;
  126325. tessellation?: number;
  126326. subdivisions?: number;
  126327. arc?: number;
  126328. faceColors?: Color4[];
  126329. faceUV?: Vector4[];
  126330. updatable?: boolean;
  126331. hasRings?: boolean;
  126332. enclose?: boolean;
  126333. cap?: number;
  126334. sideOrientation?: number;
  126335. frontUVs?: Vector4;
  126336. backUVs?: Vector4;
  126337. }, scene?: Nullable<Scene>): Mesh;
  126338. /**
  126339. * Creates a torus mesh
  126340. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  126341. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  126342. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  126343. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126344. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126345. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126346. * @param name defines the name of the mesh
  126347. * @param options defines the options used to create the mesh
  126348. * @param scene defines the hosting scene
  126349. * @returns the torus mesh
  126350. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  126351. */
  126352. static CreateTorus(name: string, options: {
  126353. diameter?: number;
  126354. thickness?: number;
  126355. tessellation?: number;
  126356. updatable?: boolean;
  126357. sideOrientation?: number;
  126358. frontUVs?: Vector4;
  126359. backUVs?: Vector4;
  126360. }, scene?: Nullable<Scene>): Mesh;
  126361. /**
  126362. * Creates a torus knot mesh
  126363. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  126364. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  126365. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  126366. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  126367. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126368. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126369. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126370. * @param name defines the name of the mesh
  126371. * @param options defines the options used to create the mesh
  126372. * @param scene defines the hosting scene
  126373. * @returns the torus knot mesh
  126374. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  126375. */
  126376. static CreateTorusKnot(name: string, options: {
  126377. radius?: number;
  126378. tube?: number;
  126379. radialSegments?: number;
  126380. tubularSegments?: number;
  126381. p?: number;
  126382. q?: number;
  126383. updatable?: boolean;
  126384. sideOrientation?: number;
  126385. frontUVs?: Vector4;
  126386. backUVs?: Vector4;
  126387. }, scene?: Nullable<Scene>): Mesh;
  126388. /**
  126389. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  126390. * * 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
  126391. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  126392. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  126393. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  126394. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  126395. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  126396. * * 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
  126397. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  126398. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126399. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  126400. * @param name defines the name of the new line system
  126401. * @param options defines the options used to create the line system
  126402. * @param scene defines the hosting scene
  126403. * @returns a new line system mesh
  126404. */
  126405. static CreateLineSystem(name: string, options: {
  126406. lines: Vector3[][];
  126407. updatable?: boolean;
  126408. instance?: Nullable<LinesMesh>;
  126409. colors?: Nullable<Color4[][]>;
  126410. useVertexAlpha?: boolean;
  126411. }, scene: Nullable<Scene>): LinesMesh;
  126412. /**
  126413. * Creates a line mesh
  126414. * 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
  126415. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  126416. * * The parameter `points` is an array successive Vector3
  126417. * * 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
  126418. * * The optional parameter `colors` is an array of successive Color4, one per line point
  126419. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  126420. * * When updating an instance, remember that only point positions can change, not the number of points
  126421. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126422. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  126423. * @param name defines the name of the new line system
  126424. * @param options defines the options used to create the line system
  126425. * @param scene defines the hosting scene
  126426. * @returns a new line mesh
  126427. */
  126428. static CreateLines(name: string, options: {
  126429. points: Vector3[];
  126430. updatable?: boolean;
  126431. instance?: Nullable<LinesMesh>;
  126432. colors?: Color4[];
  126433. useVertexAlpha?: boolean;
  126434. }, scene?: Nullable<Scene>): LinesMesh;
  126435. /**
  126436. * Creates a dashed line mesh
  126437. * * 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
  126438. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  126439. * * The parameter `points` is an array successive Vector3
  126440. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  126441. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  126442. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  126443. * * 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
  126444. * * When updating an instance, remember that only point positions can change, not the number of points
  126445. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126446. * @param name defines the name of the mesh
  126447. * @param options defines the options used to create the mesh
  126448. * @param scene defines the hosting scene
  126449. * @returns the dashed line mesh
  126450. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  126451. */
  126452. static CreateDashedLines(name: string, options: {
  126453. points: Vector3[];
  126454. dashSize?: number;
  126455. gapSize?: number;
  126456. dashNb?: number;
  126457. updatable?: boolean;
  126458. instance?: LinesMesh;
  126459. }, scene?: Nullable<Scene>): LinesMesh;
  126460. /**
  126461. * 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.
  126462. * * 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.
  126463. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  126464. * * 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.
  126465. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  126466. * * 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
  126467. * * 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
  126468. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  126469. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126470. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126471. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  126472. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126473. * @param name defines the name of the mesh
  126474. * @param options defines the options used to create the mesh
  126475. * @param scene defines the hosting scene
  126476. * @returns the extruded shape mesh
  126477. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126478. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  126479. */
  126480. static ExtrudeShape(name: string, options: {
  126481. shape: Vector3[];
  126482. path: Vector3[];
  126483. scale?: number;
  126484. rotation?: number;
  126485. cap?: number;
  126486. updatable?: boolean;
  126487. sideOrientation?: number;
  126488. frontUVs?: Vector4;
  126489. backUVs?: Vector4;
  126490. instance?: Mesh;
  126491. invertUV?: boolean;
  126492. }, scene?: Nullable<Scene>): Mesh;
  126493. /**
  126494. * Creates an custom extruded shape mesh.
  126495. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  126496. * * 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.
  126497. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  126498. * * 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
  126499. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  126500. * * 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
  126501. * * It must returns a float value that will be the scale value applied to the shape on each path point
  126502. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  126503. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  126504. * * 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
  126505. * * 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
  126506. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  126507. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126508. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126509. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126510. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126511. * @param name defines the name of the mesh
  126512. * @param options defines the options used to create the mesh
  126513. * @param scene defines the hosting scene
  126514. * @returns the custom extruded shape mesh
  126515. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  126516. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126517. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  126518. */
  126519. static ExtrudeShapeCustom(name: string, options: {
  126520. shape: Vector3[];
  126521. path: Vector3[];
  126522. scaleFunction?: any;
  126523. rotationFunction?: any;
  126524. ribbonCloseArray?: boolean;
  126525. ribbonClosePath?: boolean;
  126526. cap?: number;
  126527. updatable?: boolean;
  126528. sideOrientation?: number;
  126529. frontUVs?: Vector4;
  126530. backUVs?: Vector4;
  126531. instance?: Mesh;
  126532. invertUV?: boolean;
  126533. }, scene?: Nullable<Scene>): Mesh;
  126534. /**
  126535. * Creates lathe mesh.
  126536. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  126537. * * 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
  126538. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  126539. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  126540. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  126541. * * 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
  126542. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  126543. * * 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
  126544. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126545. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126546. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126547. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126548. * @param name defines the name of the mesh
  126549. * @param options defines the options used to create the mesh
  126550. * @param scene defines the hosting scene
  126551. * @returns the lathe mesh
  126552. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  126553. */
  126554. static CreateLathe(name: string, options: {
  126555. shape: Vector3[];
  126556. radius?: number;
  126557. tessellation?: number;
  126558. clip?: number;
  126559. arc?: number;
  126560. closed?: boolean;
  126561. updatable?: boolean;
  126562. sideOrientation?: number;
  126563. frontUVs?: Vector4;
  126564. backUVs?: Vector4;
  126565. cap?: number;
  126566. invertUV?: boolean;
  126567. }, scene?: Nullable<Scene>): Mesh;
  126568. /**
  126569. * Creates a tiled plane mesh
  126570. * * You can set a limited pattern arrangement with the tiles
  126571. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126572. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126573. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126574. * @param name defines the name of the mesh
  126575. * @param options defines the options used to create the mesh
  126576. * @param scene defines the hosting scene
  126577. * @returns the plane mesh
  126578. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  126579. */
  126580. static CreateTiledPlane(name: string, options: {
  126581. pattern?: number;
  126582. tileSize?: number;
  126583. tileWidth?: number;
  126584. tileHeight?: number;
  126585. size?: number;
  126586. width?: number;
  126587. height?: number;
  126588. alignHorizontal?: number;
  126589. alignVertical?: number;
  126590. sideOrientation?: number;
  126591. frontUVs?: Vector4;
  126592. backUVs?: Vector4;
  126593. updatable?: boolean;
  126594. }, scene?: Nullable<Scene>): Mesh;
  126595. /**
  126596. * Creates a plane mesh
  126597. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  126598. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  126599. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  126600. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126601. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126602. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126603. * @param name defines the name of the mesh
  126604. * @param options defines the options used to create the mesh
  126605. * @param scene defines the hosting scene
  126606. * @returns the plane mesh
  126607. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  126608. */
  126609. static CreatePlane(name: string, options: {
  126610. size?: number;
  126611. width?: number;
  126612. height?: number;
  126613. sideOrientation?: number;
  126614. frontUVs?: Vector4;
  126615. backUVs?: Vector4;
  126616. updatable?: boolean;
  126617. sourcePlane?: Plane;
  126618. }, scene?: Nullable<Scene>): Mesh;
  126619. /**
  126620. * Creates a ground mesh
  126621. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  126622. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  126623. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126624. * @param name defines the name of the mesh
  126625. * @param options defines the options used to create the mesh
  126626. * @param scene defines the hosting scene
  126627. * @returns the ground mesh
  126628. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  126629. */
  126630. static CreateGround(name: string, options: {
  126631. width?: number;
  126632. height?: number;
  126633. subdivisions?: number;
  126634. subdivisionsX?: number;
  126635. subdivisionsY?: number;
  126636. updatable?: boolean;
  126637. }, scene?: Nullable<Scene>): Mesh;
  126638. /**
  126639. * Creates a tiled ground mesh
  126640. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  126641. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  126642. * * 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
  126643. * * 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
  126644. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126645. * @param name defines the name of the mesh
  126646. * @param options defines the options used to create the mesh
  126647. * @param scene defines the hosting scene
  126648. * @returns the tiled ground mesh
  126649. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  126650. */
  126651. static CreateTiledGround(name: string, options: {
  126652. xmin: number;
  126653. zmin: number;
  126654. xmax: number;
  126655. zmax: number;
  126656. subdivisions?: {
  126657. w: number;
  126658. h: number;
  126659. };
  126660. precision?: {
  126661. w: number;
  126662. h: number;
  126663. };
  126664. updatable?: boolean;
  126665. }, scene?: Nullable<Scene>): Mesh;
  126666. /**
  126667. * Creates a ground mesh from a height map
  126668. * * The parameter `url` sets the URL of the height map image resource.
  126669. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  126670. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  126671. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  126672. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  126673. * * 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.
  126674. * * 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).
  126675. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  126676. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126677. * @param name defines the name of the mesh
  126678. * @param url defines the url to the height map
  126679. * @param options defines the options used to create the mesh
  126680. * @param scene defines the hosting scene
  126681. * @returns the ground mesh
  126682. * @see https://doc.babylonjs.com/babylon101/height_map
  126683. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  126684. */
  126685. static CreateGroundFromHeightMap(name: string, url: string, options: {
  126686. width?: number;
  126687. height?: number;
  126688. subdivisions?: number;
  126689. minHeight?: number;
  126690. maxHeight?: number;
  126691. colorFilter?: Color3;
  126692. alphaFilter?: number;
  126693. updatable?: boolean;
  126694. onReady?: (mesh: GroundMesh) => void;
  126695. }, scene?: Nullable<Scene>): GroundMesh;
  126696. /**
  126697. * Creates a polygon mesh
  126698. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  126699. * * 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
  126700. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  126701. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126702. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  126703. * * Remember you can only change the shape positions, not their number when updating a polygon
  126704. * @param name defines the name of the mesh
  126705. * @param options defines the options used to create the mesh
  126706. * @param scene defines the hosting scene
  126707. * @param earcutInjection can be used to inject your own earcut reference
  126708. * @returns the polygon mesh
  126709. */
  126710. static CreatePolygon(name: string, options: {
  126711. shape: Vector3[];
  126712. holes?: Vector3[][];
  126713. depth?: number;
  126714. faceUV?: Vector4[];
  126715. faceColors?: Color4[];
  126716. updatable?: boolean;
  126717. sideOrientation?: number;
  126718. frontUVs?: Vector4;
  126719. backUVs?: Vector4;
  126720. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126721. /**
  126722. * Creates an extruded polygon mesh, with depth in the Y direction.
  126723. * * 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)
  126724. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  126725. * @param name defines the name of the mesh
  126726. * @param options defines the options used to create the mesh
  126727. * @param scene defines the hosting scene
  126728. * @param earcutInjection can be used to inject your own earcut reference
  126729. * @returns the polygon mesh
  126730. */
  126731. static ExtrudePolygon(name: string, options: {
  126732. shape: Vector3[];
  126733. holes?: Vector3[][];
  126734. depth?: number;
  126735. faceUV?: Vector4[];
  126736. faceColors?: Color4[];
  126737. updatable?: boolean;
  126738. sideOrientation?: number;
  126739. frontUVs?: Vector4;
  126740. backUVs?: Vector4;
  126741. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126742. /**
  126743. * Creates a tube mesh.
  126744. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126745. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  126746. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  126747. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  126748. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  126749. * * 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)
  126750. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  126751. * * 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
  126752. * * 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
  126753. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126754. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126755. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126756. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126757. * @param name defines the name of the mesh
  126758. * @param options defines the options used to create the mesh
  126759. * @param scene defines the hosting scene
  126760. * @returns the tube mesh
  126761. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126762. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  126763. */
  126764. static CreateTube(name: string, options: {
  126765. path: Vector3[];
  126766. radius?: number;
  126767. tessellation?: number;
  126768. radiusFunction?: {
  126769. (i: number, distance: number): number;
  126770. };
  126771. cap?: number;
  126772. arc?: number;
  126773. updatable?: boolean;
  126774. sideOrientation?: number;
  126775. frontUVs?: Vector4;
  126776. backUVs?: Vector4;
  126777. instance?: Mesh;
  126778. invertUV?: boolean;
  126779. }, scene?: Nullable<Scene>): Mesh;
  126780. /**
  126781. * Creates a polyhedron mesh
  126782. * * 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
  126783. * * The parameter `size` (positive float, default 1) sets the polygon size
  126784. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  126785. * * 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`
  126786. * * 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
  126787. * * 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)`)
  126788. * * 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
  126789. * * 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
  126790. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126791. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126792. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126793. * @param name defines the name of the mesh
  126794. * @param options defines the options used to create the mesh
  126795. * @param scene defines the hosting scene
  126796. * @returns the polyhedron mesh
  126797. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  126798. */
  126799. static CreatePolyhedron(name: string, options: {
  126800. type?: number;
  126801. size?: number;
  126802. sizeX?: number;
  126803. sizeY?: number;
  126804. sizeZ?: number;
  126805. custom?: any;
  126806. faceUV?: Vector4[];
  126807. faceColors?: Color4[];
  126808. flat?: boolean;
  126809. updatable?: boolean;
  126810. sideOrientation?: number;
  126811. frontUVs?: Vector4;
  126812. backUVs?: Vector4;
  126813. }, scene?: Nullable<Scene>): Mesh;
  126814. /**
  126815. * Creates a decal mesh.
  126816. * 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
  126817. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  126818. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  126819. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  126820. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  126821. * @param name defines the name of the mesh
  126822. * @param sourceMesh defines the mesh where the decal must be applied
  126823. * @param options defines the options used to create the mesh
  126824. * @param scene defines the hosting scene
  126825. * @returns the decal mesh
  126826. * @see https://doc.babylonjs.com/how_to/decals
  126827. */
  126828. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  126829. position?: Vector3;
  126830. normal?: Vector3;
  126831. size?: Vector3;
  126832. angle?: number;
  126833. }): Mesh;
  126834. }
  126835. }
  126836. declare module BABYLON {
  126837. /**
  126838. * A simplifier interface for future simplification implementations
  126839. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126840. */
  126841. export interface ISimplifier {
  126842. /**
  126843. * Simplification of a given mesh according to the given settings.
  126844. * Since this requires computation, it is assumed that the function runs async.
  126845. * @param settings The settings of the simplification, including quality and distance
  126846. * @param successCallback A callback that will be called after the mesh was simplified.
  126847. * @param errorCallback in case of an error, this callback will be called. optional.
  126848. */
  126849. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  126850. }
  126851. /**
  126852. * Expected simplification settings.
  126853. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  126854. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126855. */
  126856. export interface ISimplificationSettings {
  126857. /**
  126858. * Gets or sets the expected quality
  126859. */
  126860. quality: number;
  126861. /**
  126862. * Gets or sets the distance when this optimized version should be used
  126863. */
  126864. distance: number;
  126865. /**
  126866. * Gets an already optimized mesh
  126867. */
  126868. optimizeMesh?: boolean;
  126869. }
  126870. /**
  126871. * Class used to specify simplification options
  126872. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126873. */
  126874. export class SimplificationSettings implements ISimplificationSettings {
  126875. /** expected quality */
  126876. quality: number;
  126877. /** distance when this optimized version should be used */
  126878. distance: number;
  126879. /** already optimized mesh */
  126880. optimizeMesh?: boolean | undefined;
  126881. /**
  126882. * Creates a SimplificationSettings
  126883. * @param quality expected quality
  126884. * @param distance distance when this optimized version should be used
  126885. * @param optimizeMesh already optimized mesh
  126886. */
  126887. constructor(
  126888. /** expected quality */
  126889. quality: number,
  126890. /** distance when this optimized version should be used */
  126891. distance: number,
  126892. /** already optimized mesh */
  126893. optimizeMesh?: boolean | undefined);
  126894. }
  126895. /**
  126896. * Interface used to define a simplification task
  126897. */
  126898. export interface ISimplificationTask {
  126899. /**
  126900. * Array of settings
  126901. */
  126902. settings: Array<ISimplificationSettings>;
  126903. /**
  126904. * Simplification type
  126905. */
  126906. simplificationType: SimplificationType;
  126907. /**
  126908. * Mesh to simplify
  126909. */
  126910. mesh: Mesh;
  126911. /**
  126912. * Callback called on success
  126913. */
  126914. successCallback?: () => void;
  126915. /**
  126916. * Defines if parallel processing can be used
  126917. */
  126918. parallelProcessing: boolean;
  126919. }
  126920. /**
  126921. * Queue used to order the simplification tasks
  126922. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126923. */
  126924. export class SimplificationQueue {
  126925. private _simplificationArray;
  126926. /**
  126927. * Gets a boolean indicating that the process is still running
  126928. */
  126929. running: boolean;
  126930. /**
  126931. * Creates a new queue
  126932. */
  126933. constructor();
  126934. /**
  126935. * Adds a new simplification task
  126936. * @param task defines a task to add
  126937. */
  126938. addTask(task: ISimplificationTask): void;
  126939. /**
  126940. * Execute next task
  126941. */
  126942. executeNext(): void;
  126943. /**
  126944. * Execute a simplification task
  126945. * @param task defines the task to run
  126946. */
  126947. runSimplification(task: ISimplificationTask): void;
  126948. private getSimplifier;
  126949. }
  126950. /**
  126951. * The implemented types of simplification
  126952. * At the moment only Quadratic Error Decimation is implemented
  126953. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126954. */
  126955. export enum SimplificationType {
  126956. /** Quadratic error decimation */
  126957. QUADRATIC = 0
  126958. }
  126959. }
  126960. declare module BABYLON {
  126961. interface Scene {
  126962. /** @hidden (Backing field) */
  126963. _simplificationQueue: SimplificationQueue;
  126964. /**
  126965. * Gets or sets the simplification queue attached to the scene
  126966. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126967. */
  126968. simplificationQueue: SimplificationQueue;
  126969. }
  126970. interface Mesh {
  126971. /**
  126972. * Simplify the mesh according to the given array of settings.
  126973. * Function will return immediately and will simplify async
  126974. * @param settings a collection of simplification settings
  126975. * @param parallelProcessing should all levels calculate parallel or one after the other
  126976. * @param simplificationType the type of simplification to run
  126977. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  126978. * @returns the current mesh
  126979. */
  126980. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  126981. }
  126982. /**
  126983. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  126984. * created in a scene
  126985. */
  126986. export class SimplicationQueueSceneComponent implements ISceneComponent {
  126987. /**
  126988. * The component name helpfull to identify the component in the list of scene components.
  126989. */
  126990. readonly name: string;
  126991. /**
  126992. * The scene the component belongs to.
  126993. */
  126994. scene: Scene;
  126995. /**
  126996. * Creates a new instance of the component for the given scene
  126997. * @param scene Defines the scene to register the component in
  126998. */
  126999. constructor(scene: Scene);
  127000. /**
  127001. * Registers the component in a given scene
  127002. */
  127003. register(): void;
  127004. /**
  127005. * Rebuilds the elements related to this component in case of
  127006. * context lost for instance.
  127007. */
  127008. rebuild(): void;
  127009. /**
  127010. * Disposes the component and the associated ressources
  127011. */
  127012. dispose(): void;
  127013. private _beforeCameraUpdate;
  127014. }
  127015. }
  127016. declare module BABYLON {
  127017. /**
  127018. * Navigation plugin interface to add navigation constrained by a navigation mesh
  127019. */
  127020. export interface INavigationEnginePlugin {
  127021. /**
  127022. * plugin name
  127023. */
  127024. name: string;
  127025. /**
  127026. * Creates a navigation mesh
  127027. * @param meshes array of all the geometry used to compute the navigatio mesh
  127028. * @param parameters bunch of parameters used to filter geometry
  127029. */
  127030. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  127031. /**
  127032. * Create a navigation mesh debug mesh
  127033. * @param scene is where the mesh will be added
  127034. * @returns debug display mesh
  127035. */
  127036. createDebugNavMesh(scene: Scene): Mesh;
  127037. /**
  127038. * Get a navigation mesh constrained position, closest to the parameter position
  127039. * @param position world position
  127040. * @returns the closest point to position constrained by the navigation mesh
  127041. */
  127042. getClosestPoint(position: Vector3): Vector3;
  127043. /**
  127044. * Get a navigation mesh constrained position, within a particular radius
  127045. * @param position world position
  127046. * @param maxRadius the maximum distance to the constrained world position
  127047. * @returns the closest point to position constrained by the navigation mesh
  127048. */
  127049. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  127050. /**
  127051. * Compute the final position from a segment made of destination-position
  127052. * @param position world position
  127053. * @param destination world position
  127054. * @returns the resulting point along the navmesh
  127055. */
  127056. moveAlong(position: Vector3, destination: Vector3): Vector3;
  127057. /**
  127058. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  127059. * @param start world position
  127060. * @param end world position
  127061. * @returns array containing world position composing the path
  127062. */
  127063. computePath(start: Vector3, end: Vector3): Vector3[];
  127064. /**
  127065. * If this plugin is supported
  127066. * @returns true if plugin is supported
  127067. */
  127068. isSupported(): boolean;
  127069. /**
  127070. * Create a new Crowd so you can add agents
  127071. * @param maxAgents the maximum agent count in the crowd
  127072. * @param maxAgentRadius the maximum radius an agent can have
  127073. * @param scene to attach the crowd to
  127074. * @returns the crowd you can add agents to
  127075. */
  127076. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  127077. /**
  127078. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  127079. * The queries will try to find a solution within those bounds
  127080. * default is (1,1,1)
  127081. * @param extent x,y,z value that define the extent around the queries point of reference
  127082. */
  127083. setDefaultQueryExtent(extent: Vector3): void;
  127084. /**
  127085. * Get the Bounding box extent specified by setDefaultQueryExtent
  127086. * @returns the box extent values
  127087. */
  127088. getDefaultQueryExtent(): Vector3;
  127089. /**
  127090. * Release all resources
  127091. */
  127092. dispose(): void;
  127093. }
  127094. /**
  127095. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  127096. */
  127097. export interface ICrowd {
  127098. /**
  127099. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  127100. * You can attach anything to that node. The node position is updated in the scene update tick.
  127101. * @param pos world position that will be constrained by the navigation mesh
  127102. * @param parameters agent parameters
  127103. * @param transform hooked to the agent that will be update by the scene
  127104. * @returns agent index
  127105. */
  127106. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  127107. /**
  127108. * Returns the agent position in world space
  127109. * @param index agent index returned by addAgent
  127110. * @returns world space position
  127111. */
  127112. getAgentPosition(index: number): Vector3;
  127113. /**
  127114. * Gets the agent velocity in world space
  127115. * @param index agent index returned by addAgent
  127116. * @returns world space velocity
  127117. */
  127118. getAgentVelocity(index: number): Vector3;
  127119. /**
  127120. * remove a particular agent previously created
  127121. * @param index agent index returned by addAgent
  127122. */
  127123. removeAgent(index: number): void;
  127124. /**
  127125. * get the list of all agents attached to this crowd
  127126. * @returns list of agent indices
  127127. */
  127128. getAgents(): number[];
  127129. /**
  127130. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  127131. * @param deltaTime in seconds
  127132. */
  127133. update(deltaTime: number): void;
  127134. /**
  127135. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  127136. * @param index agent index returned by addAgent
  127137. * @param destination targeted world position
  127138. */
  127139. agentGoto(index: number, destination: Vector3): void;
  127140. /**
  127141. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  127142. * The queries will try to find a solution within those bounds
  127143. * default is (1,1,1)
  127144. * @param extent x,y,z value that define the extent around the queries point of reference
  127145. */
  127146. setDefaultQueryExtent(extent: Vector3): void;
  127147. /**
  127148. * Get the Bounding box extent specified by setDefaultQueryExtent
  127149. * @returns the box extent values
  127150. */
  127151. getDefaultQueryExtent(): Vector3;
  127152. /**
  127153. * Release all resources
  127154. */
  127155. dispose(): void;
  127156. }
  127157. /**
  127158. * Configures an agent
  127159. */
  127160. export interface IAgentParameters {
  127161. /**
  127162. * Agent radius. [Limit: >= 0]
  127163. */
  127164. radius: number;
  127165. /**
  127166. * Agent height. [Limit: > 0]
  127167. */
  127168. height: number;
  127169. /**
  127170. * Maximum allowed acceleration. [Limit: >= 0]
  127171. */
  127172. maxAcceleration: number;
  127173. /**
  127174. * Maximum allowed speed. [Limit: >= 0]
  127175. */
  127176. maxSpeed: number;
  127177. /**
  127178. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  127179. */
  127180. collisionQueryRange: number;
  127181. /**
  127182. * The path visibility optimization range. [Limit: > 0]
  127183. */
  127184. pathOptimizationRange: number;
  127185. /**
  127186. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  127187. */
  127188. separationWeight: number;
  127189. }
  127190. /**
  127191. * Configures the navigation mesh creation
  127192. */
  127193. export interface INavMeshParameters {
  127194. /**
  127195. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  127196. */
  127197. cs: number;
  127198. /**
  127199. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  127200. */
  127201. ch: number;
  127202. /**
  127203. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  127204. */
  127205. walkableSlopeAngle: number;
  127206. /**
  127207. * Minimum floor to 'ceiling' height that will still allow the floor area to
  127208. * be considered walkable. [Limit: >= 3] [Units: vx]
  127209. */
  127210. walkableHeight: number;
  127211. /**
  127212. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  127213. */
  127214. walkableClimb: number;
  127215. /**
  127216. * The distance to erode/shrink the walkable area of the heightfield away from
  127217. * obstructions. [Limit: >=0] [Units: vx]
  127218. */
  127219. walkableRadius: number;
  127220. /**
  127221. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  127222. */
  127223. maxEdgeLen: number;
  127224. /**
  127225. * The maximum distance a simplfied contour's border edges should deviate
  127226. * the original raw contour. [Limit: >=0] [Units: vx]
  127227. */
  127228. maxSimplificationError: number;
  127229. /**
  127230. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  127231. */
  127232. minRegionArea: number;
  127233. /**
  127234. * Any regions with a span count smaller than this value will, if possible,
  127235. * be merged with larger regions. [Limit: >=0] [Units: vx]
  127236. */
  127237. mergeRegionArea: number;
  127238. /**
  127239. * The maximum number of vertices allowed for polygons generated during the
  127240. * contour to polygon conversion process. [Limit: >= 3]
  127241. */
  127242. maxVertsPerPoly: number;
  127243. /**
  127244. * Sets the sampling distance to use when generating the detail mesh.
  127245. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  127246. */
  127247. detailSampleDist: number;
  127248. /**
  127249. * The maximum distance the detail mesh surface should deviate from heightfield
  127250. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  127251. */
  127252. detailSampleMaxError: number;
  127253. }
  127254. }
  127255. declare module BABYLON {
  127256. /**
  127257. * RecastJS navigation plugin
  127258. */
  127259. export class RecastJSPlugin implements INavigationEnginePlugin {
  127260. /**
  127261. * Reference to the Recast library
  127262. */
  127263. bjsRECAST: any;
  127264. /**
  127265. * plugin name
  127266. */
  127267. name: string;
  127268. /**
  127269. * the first navmesh created. We might extend this to support multiple navmeshes
  127270. */
  127271. navMesh: any;
  127272. /**
  127273. * Initializes the recastJS plugin
  127274. * @param recastInjection can be used to inject your own recast reference
  127275. */
  127276. constructor(recastInjection?: any);
  127277. /**
  127278. * Creates a navigation mesh
  127279. * @param meshes array of all the geometry used to compute the navigatio mesh
  127280. * @param parameters bunch of parameters used to filter geometry
  127281. */
  127282. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  127283. /**
  127284. * Create a navigation mesh debug mesh
  127285. * @param scene is where the mesh will be added
  127286. * @returns debug display mesh
  127287. */
  127288. createDebugNavMesh(scene: Scene): Mesh;
  127289. /**
  127290. * Get a navigation mesh constrained position, closest to the parameter position
  127291. * @param position world position
  127292. * @returns the closest point to position constrained by the navigation mesh
  127293. */
  127294. getClosestPoint(position: Vector3): Vector3;
  127295. /**
  127296. * Get a navigation mesh constrained position, within a particular radius
  127297. * @param position world position
  127298. * @param maxRadius the maximum distance to the constrained world position
  127299. * @returns the closest point to position constrained by the navigation mesh
  127300. */
  127301. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  127302. /**
  127303. * Compute the final position from a segment made of destination-position
  127304. * @param position world position
  127305. * @param destination world position
  127306. * @returns the resulting point along the navmesh
  127307. */
  127308. moveAlong(position: Vector3, destination: Vector3): Vector3;
  127309. /**
  127310. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  127311. * @param start world position
  127312. * @param end world position
  127313. * @returns array containing world position composing the path
  127314. */
  127315. computePath(start: Vector3, end: Vector3): Vector3[];
  127316. /**
  127317. * Create a new Crowd so you can add agents
  127318. * @param maxAgents the maximum agent count in the crowd
  127319. * @param maxAgentRadius the maximum radius an agent can have
  127320. * @param scene to attach the crowd to
  127321. * @returns the crowd you can add agents to
  127322. */
  127323. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  127324. /**
  127325. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  127326. * The queries will try to find a solution within those bounds
  127327. * default is (1,1,1)
  127328. * @param extent x,y,z value that define the extent around the queries point of reference
  127329. */
  127330. setDefaultQueryExtent(extent: Vector3): void;
  127331. /**
  127332. * Get the Bounding box extent specified by setDefaultQueryExtent
  127333. * @returns the box extent values
  127334. */
  127335. getDefaultQueryExtent(): Vector3;
  127336. /**
  127337. * Disposes
  127338. */
  127339. dispose(): void;
  127340. /**
  127341. * If this plugin is supported
  127342. * @returns true if plugin is supported
  127343. */
  127344. isSupported(): boolean;
  127345. }
  127346. /**
  127347. * Recast detour crowd implementation
  127348. */
  127349. export class RecastJSCrowd implements ICrowd {
  127350. /**
  127351. * Recast/detour plugin
  127352. */
  127353. bjsRECASTPlugin: RecastJSPlugin;
  127354. /**
  127355. * Link to the detour crowd
  127356. */
  127357. recastCrowd: any;
  127358. /**
  127359. * One transform per agent
  127360. */
  127361. transforms: TransformNode[];
  127362. /**
  127363. * All agents created
  127364. */
  127365. agents: number[];
  127366. /**
  127367. * Link to the scene is kept to unregister the crowd from the scene
  127368. */
  127369. private _scene;
  127370. /**
  127371. * Observer for crowd updates
  127372. */
  127373. private _onBeforeAnimationsObserver;
  127374. /**
  127375. * Constructor
  127376. * @param plugin recastJS plugin
  127377. * @param maxAgents the maximum agent count in the crowd
  127378. * @param maxAgentRadius the maximum radius an agent can have
  127379. * @param scene to attach the crowd to
  127380. * @returns the crowd you can add agents to
  127381. */
  127382. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  127383. /**
  127384. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  127385. * You can attach anything to that node. The node position is updated in the scene update tick.
  127386. * @param pos world position that will be constrained by the navigation mesh
  127387. * @param parameters agent parameters
  127388. * @param transform hooked to the agent that will be update by the scene
  127389. * @returns agent index
  127390. */
  127391. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  127392. /**
  127393. * Returns the agent position in world space
  127394. * @param index agent index returned by addAgent
  127395. * @returns world space position
  127396. */
  127397. getAgentPosition(index: number): Vector3;
  127398. /**
  127399. * Returns the agent velocity in world space
  127400. * @param index agent index returned by addAgent
  127401. * @returns world space velocity
  127402. */
  127403. getAgentVelocity(index: number): Vector3;
  127404. /**
  127405. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  127406. * @param index agent index returned by addAgent
  127407. * @param destination targeted world position
  127408. */
  127409. agentGoto(index: number, destination: Vector3): void;
  127410. /**
  127411. * remove a particular agent previously created
  127412. * @param index agent index returned by addAgent
  127413. */
  127414. removeAgent(index: number): void;
  127415. /**
  127416. * get the list of all agents attached to this crowd
  127417. * @returns list of agent indices
  127418. */
  127419. getAgents(): number[];
  127420. /**
  127421. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  127422. * @param deltaTime in seconds
  127423. */
  127424. update(deltaTime: number): void;
  127425. /**
  127426. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  127427. * The queries will try to find a solution within those bounds
  127428. * default is (1,1,1)
  127429. * @param extent x,y,z value that define the extent around the queries point of reference
  127430. */
  127431. setDefaultQueryExtent(extent: Vector3): void;
  127432. /**
  127433. * Get the Bounding box extent specified by setDefaultQueryExtent
  127434. * @returns the box extent values
  127435. */
  127436. getDefaultQueryExtent(): Vector3;
  127437. /**
  127438. * Release all resources
  127439. */
  127440. dispose(): void;
  127441. }
  127442. }
  127443. declare module BABYLON {
  127444. /**
  127445. * Class used to enable access to IndexedDB
  127446. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  127447. */
  127448. export class Database implements IOfflineProvider {
  127449. private _callbackManifestChecked;
  127450. private _currentSceneUrl;
  127451. private _db;
  127452. private _enableSceneOffline;
  127453. private _enableTexturesOffline;
  127454. private _manifestVersionFound;
  127455. private _mustUpdateRessources;
  127456. private _hasReachedQuota;
  127457. private _isSupported;
  127458. private _idbFactory;
  127459. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  127460. private static IsUASupportingBlobStorage;
  127461. /**
  127462. * Gets a boolean indicating if Database storate is enabled (off by default)
  127463. */
  127464. static IDBStorageEnabled: boolean;
  127465. /**
  127466. * Gets a boolean indicating if scene must be saved in the database
  127467. */
  127468. readonly enableSceneOffline: boolean;
  127469. /**
  127470. * Gets a boolean indicating if textures must be saved in the database
  127471. */
  127472. readonly enableTexturesOffline: boolean;
  127473. /**
  127474. * Creates a new Database
  127475. * @param urlToScene defines the url to load the scene
  127476. * @param callbackManifestChecked defines the callback to use when manifest is checked
  127477. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  127478. */
  127479. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  127480. private static _ParseURL;
  127481. private static _ReturnFullUrlLocation;
  127482. private _checkManifestFile;
  127483. /**
  127484. * Open the database and make it available
  127485. * @param successCallback defines the callback to call on success
  127486. * @param errorCallback defines the callback to call on error
  127487. */
  127488. open(successCallback: () => void, errorCallback: () => void): void;
  127489. /**
  127490. * Loads an image from the database
  127491. * @param url defines the url to load from
  127492. * @param image defines the target DOM image
  127493. */
  127494. loadImage(url: string, image: HTMLImageElement): void;
  127495. private _loadImageFromDBAsync;
  127496. private _saveImageIntoDBAsync;
  127497. private _checkVersionFromDB;
  127498. private _loadVersionFromDBAsync;
  127499. private _saveVersionIntoDBAsync;
  127500. /**
  127501. * Loads a file from database
  127502. * @param url defines the URL to load from
  127503. * @param sceneLoaded defines a callback to call on success
  127504. * @param progressCallBack defines a callback to call when progress changed
  127505. * @param errorCallback defines a callback to call on error
  127506. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  127507. */
  127508. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  127509. private _loadFileAsync;
  127510. private _saveFileAsync;
  127511. /**
  127512. * Validates if xhr data is correct
  127513. * @param xhr defines the request to validate
  127514. * @param dataType defines the expected data type
  127515. * @returns true if data is correct
  127516. */
  127517. private static _ValidateXHRData;
  127518. }
  127519. }
  127520. declare module BABYLON {
  127521. /** @hidden */
  127522. export var gpuUpdateParticlesPixelShader: {
  127523. name: string;
  127524. shader: string;
  127525. };
  127526. }
  127527. declare module BABYLON {
  127528. /** @hidden */
  127529. export var gpuUpdateParticlesVertexShader: {
  127530. name: string;
  127531. shader: string;
  127532. };
  127533. }
  127534. declare module BABYLON {
  127535. /** @hidden */
  127536. export var clipPlaneFragmentDeclaration2: {
  127537. name: string;
  127538. shader: string;
  127539. };
  127540. }
  127541. declare module BABYLON {
  127542. /** @hidden */
  127543. export var gpuRenderParticlesPixelShader: {
  127544. name: string;
  127545. shader: string;
  127546. };
  127547. }
  127548. declare module BABYLON {
  127549. /** @hidden */
  127550. export var clipPlaneVertexDeclaration2: {
  127551. name: string;
  127552. shader: string;
  127553. };
  127554. }
  127555. declare module BABYLON {
  127556. /** @hidden */
  127557. export var gpuRenderParticlesVertexShader: {
  127558. name: string;
  127559. shader: string;
  127560. };
  127561. }
  127562. declare module BABYLON {
  127563. /**
  127564. * This represents a GPU particle system in Babylon
  127565. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  127566. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  127567. */
  127568. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  127569. /**
  127570. * The layer mask we are rendering the particles through.
  127571. */
  127572. layerMask: number;
  127573. private _capacity;
  127574. private _activeCount;
  127575. private _currentActiveCount;
  127576. private _accumulatedCount;
  127577. private _renderEffect;
  127578. private _updateEffect;
  127579. private _buffer0;
  127580. private _buffer1;
  127581. private _spriteBuffer;
  127582. private _updateVAO;
  127583. private _renderVAO;
  127584. private _targetIndex;
  127585. private _sourceBuffer;
  127586. private _targetBuffer;
  127587. private _engine;
  127588. private _currentRenderId;
  127589. private _started;
  127590. private _stopped;
  127591. private _timeDelta;
  127592. private _randomTexture;
  127593. private _randomTexture2;
  127594. private _attributesStrideSize;
  127595. private _updateEffectOptions;
  127596. private _randomTextureSize;
  127597. private _actualFrame;
  127598. private readonly _rawTextureWidth;
  127599. /**
  127600. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  127601. */
  127602. static readonly IsSupported: boolean;
  127603. /**
  127604. * An event triggered when the system is disposed.
  127605. */
  127606. onDisposeObservable: Observable<GPUParticleSystem>;
  127607. /**
  127608. * Gets the maximum number of particles active at the same time.
  127609. * @returns The max number of active particles.
  127610. */
  127611. getCapacity(): number;
  127612. /**
  127613. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  127614. * to override the particles.
  127615. */
  127616. forceDepthWrite: boolean;
  127617. /**
  127618. * Gets or set the number of active particles
  127619. */
  127620. activeParticleCount: number;
  127621. private _preWarmDone;
  127622. /**
  127623. * Is this system ready to be used/rendered
  127624. * @return true if the system is ready
  127625. */
  127626. isReady(): boolean;
  127627. /**
  127628. * Gets if the system has been started. (Note: this will still be true after stop is called)
  127629. * @returns True if it has been started, otherwise false.
  127630. */
  127631. isStarted(): boolean;
  127632. /**
  127633. * Starts the particle system and begins to emit
  127634. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  127635. */
  127636. start(delay?: number): void;
  127637. /**
  127638. * Stops the particle system.
  127639. */
  127640. stop(): void;
  127641. /**
  127642. * Remove all active particles
  127643. */
  127644. reset(): void;
  127645. /**
  127646. * Returns the string "GPUParticleSystem"
  127647. * @returns a string containing the class name
  127648. */
  127649. getClassName(): string;
  127650. private _colorGradientsTexture;
  127651. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  127652. /**
  127653. * Adds a new color gradient
  127654. * @param gradient defines the gradient to use (between 0 and 1)
  127655. * @param color1 defines the color to affect to the specified gradient
  127656. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  127657. * @returns the current particle system
  127658. */
  127659. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  127660. /**
  127661. * Remove a specific color gradient
  127662. * @param gradient defines the gradient to remove
  127663. * @returns the current particle system
  127664. */
  127665. removeColorGradient(gradient: number): GPUParticleSystem;
  127666. private _angularSpeedGradientsTexture;
  127667. private _sizeGradientsTexture;
  127668. private _velocityGradientsTexture;
  127669. private _limitVelocityGradientsTexture;
  127670. private _dragGradientsTexture;
  127671. private _addFactorGradient;
  127672. /**
  127673. * Adds a new size gradient
  127674. * @param gradient defines the gradient to use (between 0 and 1)
  127675. * @param factor defines the size factor to affect to the specified gradient
  127676. * @returns the current particle system
  127677. */
  127678. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  127679. /**
  127680. * Remove a specific size gradient
  127681. * @param gradient defines the gradient to remove
  127682. * @returns the current particle system
  127683. */
  127684. removeSizeGradient(gradient: number): GPUParticleSystem;
  127685. /**
  127686. * Adds a new angular speed gradient
  127687. * @param gradient defines the gradient to use (between 0 and 1)
  127688. * @param factor defines the angular speed to affect to the specified gradient
  127689. * @returns the current particle system
  127690. */
  127691. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  127692. /**
  127693. * Remove a specific angular speed gradient
  127694. * @param gradient defines the gradient to remove
  127695. * @returns the current particle system
  127696. */
  127697. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  127698. /**
  127699. * Adds a new velocity gradient
  127700. * @param gradient defines the gradient to use (between 0 and 1)
  127701. * @param factor defines the velocity to affect to the specified gradient
  127702. * @returns the current particle system
  127703. */
  127704. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127705. /**
  127706. * Remove a specific velocity gradient
  127707. * @param gradient defines the gradient to remove
  127708. * @returns the current particle system
  127709. */
  127710. removeVelocityGradient(gradient: number): GPUParticleSystem;
  127711. /**
  127712. * Adds a new limit velocity gradient
  127713. * @param gradient defines the gradient to use (between 0 and 1)
  127714. * @param factor defines the limit velocity value to affect to the specified gradient
  127715. * @returns the current particle system
  127716. */
  127717. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127718. /**
  127719. * Remove a specific limit velocity gradient
  127720. * @param gradient defines the gradient to remove
  127721. * @returns the current particle system
  127722. */
  127723. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  127724. /**
  127725. * Adds a new drag gradient
  127726. * @param gradient defines the gradient to use (between 0 and 1)
  127727. * @param factor defines the drag value to affect to the specified gradient
  127728. * @returns the current particle system
  127729. */
  127730. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  127731. /**
  127732. * Remove a specific drag gradient
  127733. * @param gradient defines the gradient to remove
  127734. * @returns the current particle system
  127735. */
  127736. removeDragGradient(gradient: number): GPUParticleSystem;
  127737. /**
  127738. * Not supported by GPUParticleSystem
  127739. * @param gradient defines the gradient to use (between 0 and 1)
  127740. * @param factor defines the emit rate value to affect to the specified gradient
  127741. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127742. * @returns the current particle system
  127743. */
  127744. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127745. /**
  127746. * Not supported by GPUParticleSystem
  127747. * @param gradient defines the gradient to remove
  127748. * @returns the current particle system
  127749. */
  127750. removeEmitRateGradient(gradient: number): IParticleSystem;
  127751. /**
  127752. * Not supported by GPUParticleSystem
  127753. * @param gradient defines the gradient to use (between 0 and 1)
  127754. * @param factor defines the start size value to affect to the specified gradient
  127755. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127756. * @returns the current particle system
  127757. */
  127758. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127759. /**
  127760. * Not supported by GPUParticleSystem
  127761. * @param gradient defines the gradient to remove
  127762. * @returns the current particle system
  127763. */
  127764. removeStartSizeGradient(gradient: number): IParticleSystem;
  127765. /**
  127766. * Not supported by GPUParticleSystem
  127767. * @param gradient defines the gradient to use (between 0 and 1)
  127768. * @param min defines the color remap minimal range
  127769. * @param max defines the color remap maximal range
  127770. * @returns the current particle system
  127771. */
  127772. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127773. /**
  127774. * Not supported by GPUParticleSystem
  127775. * @param gradient defines the gradient to remove
  127776. * @returns the current particle system
  127777. */
  127778. removeColorRemapGradient(): IParticleSystem;
  127779. /**
  127780. * Not supported by GPUParticleSystem
  127781. * @param gradient defines the gradient to use (between 0 and 1)
  127782. * @param min defines the alpha remap minimal range
  127783. * @param max defines the alpha remap maximal range
  127784. * @returns the current particle system
  127785. */
  127786. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127787. /**
  127788. * Not supported by GPUParticleSystem
  127789. * @param gradient defines the gradient to remove
  127790. * @returns the current particle system
  127791. */
  127792. removeAlphaRemapGradient(): IParticleSystem;
  127793. /**
  127794. * Not supported by GPUParticleSystem
  127795. * @param gradient defines the gradient to use (between 0 and 1)
  127796. * @param color defines the color to affect to the specified gradient
  127797. * @returns the current particle system
  127798. */
  127799. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  127800. /**
  127801. * Not supported by GPUParticleSystem
  127802. * @param gradient defines the gradient to remove
  127803. * @returns the current particle system
  127804. */
  127805. removeRampGradient(): IParticleSystem;
  127806. /**
  127807. * Not supported by GPUParticleSystem
  127808. * @returns the list of ramp gradients
  127809. */
  127810. getRampGradients(): Nullable<Array<Color3Gradient>>;
  127811. /**
  127812. * Not supported by GPUParticleSystem
  127813. * Gets or sets a boolean indicating that ramp gradients must be used
  127814. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  127815. */
  127816. useRampGradients: boolean;
  127817. /**
  127818. * Not supported by GPUParticleSystem
  127819. * @param gradient defines the gradient to use (between 0 and 1)
  127820. * @param factor defines the life time factor to affect to the specified gradient
  127821. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127822. * @returns the current particle system
  127823. */
  127824. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127825. /**
  127826. * Not supported by GPUParticleSystem
  127827. * @param gradient defines the gradient to remove
  127828. * @returns the current particle system
  127829. */
  127830. removeLifeTimeGradient(gradient: number): IParticleSystem;
  127831. /**
  127832. * Instantiates a GPU particle system.
  127833. * 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.
  127834. * @param name The name of the particle system
  127835. * @param options The options used to create the system
  127836. * @param scene The scene the particle system belongs to
  127837. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  127838. */
  127839. constructor(name: string, options: Partial<{
  127840. capacity: number;
  127841. randomTextureSize: number;
  127842. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  127843. protected _reset(): void;
  127844. private _createUpdateVAO;
  127845. private _createRenderVAO;
  127846. private _initialize;
  127847. /** @hidden */
  127848. _recreateUpdateEffect(): void;
  127849. /** @hidden */
  127850. _recreateRenderEffect(): void;
  127851. /**
  127852. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  127853. * @param preWarm defines if we are in the pre-warmimg phase
  127854. */
  127855. animate(preWarm?: boolean): void;
  127856. private _createFactorGradientTexture;
  127857. private _createSizeGradientTexture;
  127858. private _createAngularSpeedGradientTexture;
  127859. private _createVelocityGradientTexture;
  127860. private _createLimitVelocityGradientTexture;
  127861. private _createDragGradientTexture;
  127862. private _createColorGradientTexture;
  127863. /**
  127864. * Renders the particle system in its current state
  127865. * @param preWarm defines if the system should only update the particles but not render them
  127866. * @returns the current number of particles
  127867. */
  127868. render(preWarm?: boolean): number;
  127869. /**
  127870. * Rebuilds the particle system
  127871. */
  127872. rebuild(): void;
  127873. private _releaseBuffers;
  127874. private _releaseVAOs;
  127875. /**
  127876. * Disposes the particle system and free the associated resources
  127877. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  127878. */
  127879. dispose(disposeTexture?: boolean): void;
  127880. /**
  127881. * Clones the particle system.
  127882. * @param name The name of the cloned object
  127883. * @param newEmitter The new emitter to use
  127884. * @returns the cloned particle system
  127885. */
  127886. clone(name: string, newEmitter: any): GPUParticleSystem;
  127887. /**
  127888. * Serializes the particle system to a JSON object.
  127889. * @returns the JSON object
  127890. */
  127891. serialize(): any;
  127892. /**
  127893. * Parses a JSON object to create a GPU particle system.
  127894. * @param parsedParticleSystem The JSON object to parse
  127895. * @param scene The scene to create the particle system in
  127896. * @param rootUrl The root url to use to load external dependencies like texture
  127897. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  127898. * @returns the parsed GPU particle system
  127899. */
  127900. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  127901. }
  127902. }
  127903. declare module BABYLON {
  127904. /**
  127905. * Represents a set of particle systems working together to create a specific effect
  127906. */
  127907. export class ParticleSystemSet implements IDisposable {
  127908. /**
  127909. * Gets or sets base Assets URL
  127910. */
  127911. static BaseAssetsUrl: string;
  127912. private _emitterCreationOptions;
  127913. private _emitterNode;
  127914. /**
  127915. * Gets the particle system list
  127916. */
  127917. systems: IParticleSystem[];
  127918. /**
  127919. * Gets the emitter node used with this set
  127920. */
  127921. readonly emitterNode: Nullable<TransformNode>;
  127922. /**
  127923. * Creates a new emitter mesh as a sphere
  127924. * @param options defines the options used to create the sphere
  127925. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  127926. * @param scene defines the hosting scene
  127927. */
  127928. setEmitterAsSphere(options: {
  127929. diameter: number;
  127930. segments: number;
  127931. color: Color3;
  127932. }, renderingGroupId: number, scene: Scene): void;
  127933. /**
  127934. * Starts all particle systems of the set
  127935. * @param emitter defines an optional mesh to use as emitter for the particle systems
  127936. */
  127937. start(emitter?: AbstractMesh): void;
  127938. /**
  127939. * Release all associated resources
  127940. */
  127941. dispose(): void;
  127942. /**
  127943. * Serialize the set into a JSON compatible object
  127944. * @returns a JSON compatible representation of the set
  127945. */
  127946. serialize(): any;
  127947. /**
  127948. * Parse a new ParticleSystemSet from a serialized source
  127949. * @param data defines a JSON compatible representation of the set
  127950. * @param scene defines the hosting scene
  127951. * @param gpu defines if we want GPU particles or CPU particles
  127952. * @returns a new ParticleSystemSet
  127953. */
  127954. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  127955. }
  127956. }
  127957. declare module BABYLON {
  127958. /**
  127959. * This class is made for on one-liner static method to help creating particle system set.
  127960. */
  127961. export class ParticleHelper {
  127962. /**
  127963. * Gets or sets base Assets URL
  127964. */
  127965. static BaseAssetsUrl: string;
  127966. /**
  127967. * Create a default particle system that you can tweak
  127968. * @param emitter defines the emitter to use
  127969. * @param capacity defines the system capacity (default is 500 particles)
  127970. * @param scene defines the hosting scene
  127971. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  127972. * @returns the new Particle system
  127973. */
  127974. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  127975. /**
  127976. * This is the main static method (one-liner) of this helper to create different particle systems
  127977. * @param type This string represents the type to the particle system to create
  127978. * @param scene The scene where the particle system should live
  127979. * @param gpu If the system will use gpu
  127980. * @returns the ParticleSystemSet created
  127981. */
  127982. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  127983. /**
  127984. * Static function used to export a particle system to a ParticleSystemSet variable.
  127985. * Please note that the emitter shape is not exported
  127986. * @param systems defines the particle systems to export
  127987. * @returns the created particle system set
  127988. */
  127989. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  127990. }
  127991. }
  127992. declare module BABYLON {
  127993. interface Engine {
  127994. /**
  127995. * Create an effect to use with particle systems.
  127996. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  127997. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  127998. * @param uniformsNames defines a list of attribute names
  127999. * @param samplers defines an array of string used to represent textures
  128000. * @param defines defines the string containing the defines to use to compile the shaders
  128001. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  128002. * @param onCompiled defines a function to call when the effect creation is successful
  128003. * @param onError defines a function to call when the effect creation has failed
  128004. * @returns the new Effect
  128005. */
  128006. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  128007. }
  128008. interface Mesh {
  128009. /**
  128010. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  128011. * @returns an array of IParticleSystem
  128012. */
  128013. getEmittedParticleSystems(): IParticleSystem[];
  128014. /**
  128015. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  128016. * @returns an array of IParticleSystem
  128017. */
  128018. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  128019. }
  128020. /**
  128021. * @hidden
  128022. */
  128023. export var _IDoNeedToBeInTheBuild: number;
  128024. }
  128025. declare module BABYLON {
  128026. /** Defines the 4 color options */
  128027. export enum PointColor {
  128028. /** color value */
  128029. Color = 2,
  128030. /** uv value */
  128031. UV = 1,
  128032. /** random value */
  128033. Random = 0,
  128034. /** stated value */
  128035. Stated = 3
  128036. }
  128037. /**
  128038. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  128039. * 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.
  128040. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  128041. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  128042. *
  128043. * Full documentation here : TO BE ENTERED
  128044. */
  128045. export class PointsCloudSystem implements IDisposable {
  128046. /**
  128047. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  128048. * Example : var p = SPS.particles[i];
  128049. */
  128050. particles: CloudPoint[];
  128051. /**
  128052. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  128053. */
  128054. nbParticles: number;
  128055. /**
  128056. * This a counter for your own usage. It's not set by any SPS functions.
  128057. */
  128058. counter: number;
  128059. /**
  128060. * The PCS name. This name is also given to the underlying mesh.
  128061. */
  128062. name: string;
  128063. /**
  128064. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  128065. */
  128066. mesh: Mesh;
  128067. /**
  128068. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  128069. * Please read :
  128070. */
  128071. vars: any;
  128072. /**
  128073. * @hidden
  128074. */
  128075. _size: number;
  128076. private _scene;
  128077. private _promises;
  128078. private _positions;
  128079. private _indices;
  128080. private _normals;
  128081. private _colors;
  128082. private _uvs;
  128083. private _indices32;
  128084. private _positions32;
  128085. private _colors32;
  128086. private _uvs32;
  128087. private _updatable;
  128088. private _isVisibilityBoxLocked;
  128089. private _alwaysVisible;
  128090. private _groups;
  128091. private _groupCounter;
  128092. private _computeParticleColor;
  128093. private _computeParticleTexture;
  128094. private _computeParticleRotation;
  128095. private _computeBoundingBox;
  128096. private _isReady;
  128097. /**
  128098. * Creates a PCS (Points Cloud System) object
  128099. * @param name (String) is the PCS name, this will be the underlying mesh name
  128100. * @param pointSize (number) is the size for each point
  128101. * @param scene (Scene) is the scene in which the PCS is added
  128102. * @param options defines the options of the PCS e.g.
  128103. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  128104. */
  128105. constructor(name: string, pointSize: number, scene: Scene, options?: {
  128106. updatable?: boolean;
  128107. });
  128108. /**
  128109. * Builds the PCS underlying mesh. Returns a standard Mesh.
  128110. * If no points were added to the PCS, the returned mesh is just a single point.
  128111. * @returns a promise for the created mesh
  128112. */
  128113. buildMeshAsync(): Promise<Mesh>;
  128114. /**
  128115. * @hidden
  128116. */
  128117. private _buildMesh;
  128118. private _addParticle;
  128119. private _randomUnitVector;
  128120. private _getColorIndicesForCoord;
  128121. private _setPointsColorOrUV;
  128122. private _colorFromTexture;
  128123. private _calculateDensity;
  128124. /**
  128125. * Adds points to the PCS in random positions within a unit sphere
  128126. * @param nb (positive integer) the number of particles to be created from this model
  128127. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  128128. * @returns the number of groups in the system
  128129. */
  128130. addPoints(nb: number, pointFunction?: any): number;
  128131. /**
  128132. * Adds points to the PCS from the surface of the model shape
  128133. * @param mesh is any Mesh object that will be used as a surface model for the points
  128134. * @param nb (positive integer) the number of particles to be created from this model
  128135. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  128136. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  128137. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  128138. * @returns the number of groups in the system
  128139. */
  128140. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  128141. /**
  128142. * Adds points to the PCS inside the model shape
  128143. * @param mesh is any Mesh object that will be used as a surface model for the points
  128144. * @param nb (positive integer) the number of particles to be created from this model
  128145. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  128146. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  128147. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  128148. * @returns the number of groups in the system
  128149. */
  128150. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  128151. /**
  128152. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  128153. * This method calls `updateParticle()` for each particle of the SPS.
  128154. * For an animated SPS, it is usually called within the render loop.
  128155. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  128156. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  128157. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  128158. * @returns the PCS.
  128159. */
  128160. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  128161. /**
  128162. * Disposes the PCS.
  128163. */
  128164. dispose(): void;
  128165. /**
  128166. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  128167. * doc :
  128168. * @returns the PCS.
  128169. */
  128170. refreshVisibleSize(): PointsCloudSystem;
  128171. /**
  128172. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  128173. * @param size the size (float) of the visibility box
  128174. * note : this doesn't lock the PCS mesh bounding box.
  128175. * doc :
  128176. */
  128177. setVisibilityBox(size: number): void;
  128178. /**
  128179. * Gets whether the PCS is always visible or not
  128180. * doc :
  128181. */
  128182. /**
  128183. * Sets the PCS as always visible or not
  128184. * doc :
  128185. */
  128186. isAlwaysVisible: boolean;
  128187. /**
  128188. * Tells to `setParticles()` to compute the particle rotations or not
  128189. * Default value : false. The PCS is faster when it's set to false
  128190. * Note : particle rotations are only applied to parent particles
  128191. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  128192. */
  128193. computeParticleRotation: boolean;
  128194. /**
  128195. * Tells to `setParticles()` to compute the particle colors or not.
  128196. * Default value : true. The PCS is faster when it's set to false.
  128197. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  128198. */
  128199. /**
  128200. * Gets if `setParticles()` computes the particle colors or not.
  128201. * Default value : false. The PCS is faster when it's set to false.
  128202. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  128203. */
  128204. computeParticleColor: boolean;
  128205. /**
  128206. * Gets if `setParticles()` computes the particle textures or not.
  128207. * Default value : false. The PCS is faster when it's set to false.
  128208. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  128209. */
  128210. computeParticleTexture: boolean;
  128211. /**
  128212. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  128213. */
  128214. /**
  128215. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  128216. */
  128217. computeBoundingBox: boolean;
  128218. /**
  128219. * This function does nothing. It may be overwritten to set all the particle first values.
  128220. * The PCS doesn't call this function, you may have to call it by your own.
  128221. * doc :
  128222. */
  128223. initParticles(): void;
  128224. /**
  128225. * This function does nothing. It may be overwritten to recycle a particle
  128226. * The PCS doesn't call this function, you can to call it
  128227. * doc :
  128228. * @param particle The particle to recycle
  128229. * @returns the recycled particle
  128230. */
  128231. recycleParticle(particle: CloudPoint): CloudPoint;
  128232. /**
  128233. * Updates a particle : this function should be overwritten by the user.
  128234. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  128235. * doc :
  128236. * @example : just set a particle position or velocity and recycle conditions
  128237. * @param particle The particle to update
  128238. * @returns the updated particle
  128239. */
  128240. updateParticle(particle: CloudPoint): CloudPoint;
  128241. /**
  128242. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  128243. * This does nothing and may be overwritten by the user.
  128244. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  128245. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  128246. * @param update the boolean update value actually passed to setParticles()
  128247. */
  128248. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  128249. /**
  128250. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  128251. * This will be passed three parameters.
  128252. * This does nothing and may be overwritten by the user.
  128253. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  128254. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  128255. * @param update the boolean update value actually passed to setParticles()
  128256. */
  128257. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  128258. }
  128259. }
  128260. declare module BABYLON {
  128261. /**
  128262. * Represents one particle of a points cloud system.
  128263. */
  128264. export class CloudPoint {
  128265. /**
  128266. * particle global index
  128267. */
  128268. idx: number;
  128269. /**
  128270. * The color of the particle
  128271. */
  128272. color: Nullable<Color4>;
  128273. /**
  128274. * The world space position of the particle.
  128275. */
  128276. position: Vector3;
  128277. /**
  128278. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  128279. */
  128280. rotation: Vector3;
  128281. /**
  128282. * The world space rotation quaternion of the particle.
  128283. */
  128284. rotationQuaternion: Nullable<Quaternion>;
  128285. /**
  128286. * The uv of the particle.
  128287. */
  128288. uv: Nullable<Vector2>;
  128289. /**
  128290. * The current speed of the particle.
  128291. */
  128292. velocity: Vector3;
  128293. /**
  128294. * The pivot point in the particle local space.
  128295. */
  128296. pivot: Vector3;
  128297. /**
  128298. * Must the particle be translated from its pivot point in its local space ?
  128299. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  128300. * Default : false
  128301. */
  128302. translateFromPivot: boolean;
  128303. /**
  128304. * Index of this particle in the global "positions" array (Internal use)
  128305. * @hidden
  128306. */
  128307. _pos: number;
  128308. /**
  128309. * @hidden Index of this particle in the global "indices" array (Internal use)
  128310. */
  128311. _ind: number;
  128312. /**
  128313. * Group this particle belongs to
  128314. */
  128315. _group: PointsGroup;
  128316. /**
  128317. * Group id of this particle
  128318. */
  128319. groupId: number;
  128320. /**
  128321. * Index of the particle in its group id (Internal use)
  128322. */
  128323. idxInGroup: number;
  128324. /**
  128325. * @hidden Particle BoundingInfo object (Internal use)
  128326. */
  128327. _boundingInfo: BoundingInfo;
  128328. /**
  128329. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  128330. */
  128331. _pcs: PointsCloudSystem;
  128332. /**
  128333. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  128334. */
  128335. _stillInvisible: boolean;
  128336. /**
  128337. * @hidden Last computed particle rotation matrix
  128338. */
  128339. _rotationMatrix: number[];
  128340. /**
  128341. * Parent particle Id, if any.
  128342. * Default null.
  128343. */
  128344. parentId: Nullable<number>;
  128345. /**
  128346. * @hidden Internal global position in the PCS.
  128347. */
  128348. _globalPosition: Vector3;
  128349. /**
  128350. * Creates a Point Cloud object.
  128351. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  128352. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  128353. * @param group (PointsGroup) is the group the particle belongs to
  128354. * @param groupId (integer) is the group identifier in the PCS.
  128355. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  128356. * @param pcs defines the PCS it is associated to
  128357. */
  128358. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  128359. /**
  128360. * get point size
  128361. */
  128362. /**
  128363. * Set point size
  128364. */
  128365. size: Vector3;
  128366. /**
  128367. * Legacy support, changed quaternion to rotationQuaternion
  128368. */
  128369. /**
  128370. * Legacy support, changed quaternion to rotationQuaternion
  128371. */
  128372. quaternion: Nullable<Quaternion>;
  128373. /**
  128374. * Returns a boolean. True if the particle intersects a mesh, else false
  128375. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  128376. * @param target is the object (point or mesh) what the intersection is computed against
  128377. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  128378. * @returns true if it intersects
  128379. */
  128380. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  128381. /**
  128382. * get the rotation matrix of the particle
  128383. * @hidden
  128384. */
  128385. getRotationMatrix(m: Matrix): void;
  128386. }
  128387. /**
  128388. * Represents a group of points in a points cloud system
  128389. * * PCS internal tool, don't use it manually.
  128390. */
  128391. export class PointsGroup {
  128392. /**
  128393. * The group id
  128394. * @hidden
  128395. */
  128396. groupID: number;
  128397. /**
  128398. * image data for group (internal use)
  128399. * @hidden
  128400. */
  128401. _groupImageData: Nullable<ArrayBufferView>;
  128402. /**
  128403. * Image Width (internal use)
  128404. * @hidden
  128405. */
  128406. _groupImgWidth: number;
  128407. /**
  128408. * Image Height (internal use)
  128409. * @hidden
  128410. */
  128411. _groupImgHeight: number;
  128412. /**
  128413. * Custom position function (internal use)
  128414. * @hidden
  128415. */
  128416. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  128417. /**
  128418. * density per facet for surface points
  128419. * @hidden
  128420. */
  128421. _groupDensity: number[];
  128422. /**
  128423. * Only when points are colored by texture carries pointer to texture list array
  128424. * @hidden
  128425. */
  128426. _textureNb: number;
  128427. /**
  128428. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  128429. * PCS internal tool, don't use it manually.
  128430. * @hidden
  128431. */
  128432. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  128433. }
  128434. }
  128435. declare module BABYLON {
  128436. interface Scene {
  128437. /** @hidden (Backing field) */
  128438. _physicsEngine: Nullable<IPhysicsEngine>;
  128439. /**
  128440. * Gets the current physics engine
  128441. * @returns a IPhysicsEngine or null if none attached
  128442. */
  128443. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  128444. /**
  128445. * Enables physics to the current scene
  128446. * @param gravity defines the scene's gravity for the physics engine
  128447. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  128448. * @return a boolean indicating if the physics engine was initialized
  128449. */
  128450. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  128451. /**
  128452. * Disables and disposes the physics engine associated with the scene
  128453. */
  128454. disablePhysicsEngine(): void;
  128455. /**
  128456. * Gets a boolean indicating if there is an active physics engine
  128457. * @returns a boolean indicating if there is an active physics engine
  128458. */
  128459. isPhysicsEnabled(): boolean;
  128460. /**
  128461. * Deletes a physics compound impostor
  128462. * @param compound defines the compound to delete
  128463. */
  128464. deleteCompoundImpostor(compound: any): void;
  128465. /**
  128466. * An event triggered when physic simulation is about to be run
  128467. */
  128468. onBeforePhysicsObservable: Observable<Scene>;
  128469. /**
  128470. * An event triggered when physic simulation has been done
  128471. */
  128472. onAfterPhysicsObservable: Observable<Scene>;
  128473. }
  128474. interface AbstractMesh {
  128475. /** @hidden */
  128476. _physicsImpostor: Nullable<PhysicsImpostor>;
  128477. /**
  128478. * Gets or sets impostor used for physic simulation
  128479. * @see http://doc.babylonjs.com/features/physics_engine
  128480. */
  128481. physicsImpostor: Nullable<PhysicsImpostor>;
  128482. /**
  128483. * Gets the current physics impostor
  128484. * @see http://doc.babylonjs.com/features/physics_engine
  128485. * @returns a physics impostor or null
  128486. */
  128487. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  128488. /** Apply a physic impulse to the mesh
  128489. * @param force defines the force to apply
  128490. * @param contactPoint defines where to apply the force
  128491. * @returns the current mesh
  128492. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  128493. */
  128494. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  128495. /**
  128496. * Creates a physic joint between two meshes
  128497. * @param otherMesh defines the other mesh to use
  128498. * @param pivot1 defines the pivot to use on this mesh
  128499. * @param pivot2 defines the pivot to use on the other mesh
  128500. * @param options defines additional options (can be plugin dependent)
  128501. * @returns the current mesh
  128502. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  128503. */
  128504. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  128505. /** @hidden */
  128506. _disposePhysicsObserver: Nullable<Observer<Node>>;
  128507. }
  128508. /**
  128509. * Defines the physics engine scene component responsible to manage a physics engine
  128510. */
  128511. export class PhysicsEngineSceneComponent implements ISceneComponent {
  128512. /**
  128513. * The component name helpful to identify the component in the list of scene components.
  128514. */
  128515. readonly name: string;
  128516. /**
  128517. * The scene the component belongs to.
  128518. */
  128519. scene: Scene;
  128520. /**
  128521. * Creates a new instance of the component for the given scene
  128522. * @param scene Defines the scene to register the component in
  128523. */
  128524. constructor(scene: Scene);
  128525. /**
  128526. * Registers the component in a given scene
  128527. */
  128528. register(): void;
  128529. /**
  128530. * Rebuilds the elements related to this component in case of
  128531. * context lost for instance.
  128532. */
  128533. rebuild(): void;
  128534. /**
  128535. * Disposes the component and the associated ressources
  128536. */
  128537. dispose(): void;
  128538. }
  128539. }
  128540. declare module BABYLON {
  128541. /**
  128542. * A helper for physics simulations
  128543. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128544. */
  128545. export class PhysicsHelper {
  128546. private _scene;
  128547. private _physicsEngine;
  128548. /**
  128549. * Initializes the Physics helper
  128550. * @param scene Babylon.js scene
  128551. */
  128552. constructor(scene: Scene);
  128553. /**
  128554. * Applies a radial explosion impulse
  128555. * @param origin the origin of the explosion
  128556. * @param radiusOrEventOptions the radius or the options of radial explosion
  128557. * @param strength the explosion strength
  128558. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128559. * @returns A physics radial explosion event, or null
  128560. */
  128561. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  128562. /**
  128563. * Applies a radial explosion force
  128564. * @param origin the origin of the explosion
  128565. * @param radiusOrEventOptions the radius or the options of radial explosion
  128566. * @param strength the explosion strength
  128567. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128568. * @returns A physics radial explosion event, or null
  128569. */
  128570. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  128571. /**
  128572. * Creates a gravitational field
  128573. * @param origin the origin of the explosion
  128574. * @param radiusOrEventOptions the radius or the options of radial explosion
  128575. * @param strength the explosion strength
  128576. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128577. * @returns A physics gravitational field event, or null
  128578. */
  128579. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  128580. /**
  128581. * Creates a physics updraft event
  128582. * @param origin the origin of the updraft
  128583. * @param radiusOrEventOptions the radius or the options of the updraft
  128584. * @param strength the strength of the updraft
  128585. * @param height the height of the updraft
  128586. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  128587. * @returns A physics updraft event, or null
  128588. */
  128589. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  128590. /**
  128591. * Creates a physics vortex event
  128592. * @param origin the of the vortex
  128593. * @param radiusOrEventOptions the radius or the options of the vortex
  128594. * @param strength the strength of the vortex
  128595. * @param height the height of the vortex
  128596. * @returns a Physics vortex event, or null
  128597. * A physics vortex event or null
  128598. */
  128599. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  128600. }
  128601. /**
  128602. * Represents a physics radial explosion event
  128603. */
  128604. class PhysicsRadialExplosionEvent {
  128605. private _scene;
  128606. private _options;
  128607. private _sphere;
  128608. private _dataFetched;
  128609. /**
  128610. * Initializes a radial explosioin event
  128611. * @param _scene BabylonJS scene
  128612. * @param _options The options for the vortex event
  128613. */
  128614. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  128615. /**
  128616. * Returns the data related to the radial explosion event (sphere).
  128617. * @returns The radial explosion event data
  128618. */
  128619. getData(): PhysicsRadialExplosionEventData;
  128620. /**
  128621. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  128622. * @param impostor A physics imposter
  128623. * @param origin the origin of the explosion
  128624. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  128625. */
  128626. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  128627. /**
  128628. * Triggers affecterd impostors callbacks
  128629. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  128630. */
  128631. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  128632. /**
  128633. * Disposes the sphere.
  128634. * @param force Specifies if the sphere should be disposed by force
  128635. */
  128636. dispose(force?: boolean): void;
  128637. /*** Helpers ***/
  128638. private _prepareSphere;
  128639. private _intersectsWithSphere;
  128640. }
  128641. /**
  128642. * Represents a gravitational field event
  128643. */
  128644. class PhysicsGravitationalFieldEvent {
  128645. private _physicsHelper;
  128646. private _scene;
  128647. private _origin;
  128648. private _options;
  128649. private _tickCallback;
  128650. private _sphere;
  128651. private _dataFetched;
  128652. /**
  128653. * Initializes the physics gravitational field event
  128654. * @param _physicsHelper A physics helper
  128655. * @param _scene BabylonJS scene
  128656. * @param _origin The origin position of the gravitational field event
  128657. * @param _options The options for the vortex event
  128658. */
  128659. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  128660. /**
  128661. * Returns the data related to the gravitational field event (sphere).
  128662. * @returns A gravitational field event
  128663. */
  128664. getData(): PhysicsGravitationalFieldEventData;
  128665. /**
  128666. * Enables the gravitational field.
  128667. */
  128668. enable(): void;
  128669. /**
  128670. * Disables the gravitational field.
  128671. */
  128672. disable(): void;
  128673. /**
  128674. * Disposes the sphere.
  128675. * @param force The force to dispose from the gravitational field event
  128676. */
  128677. dispose(force?: boolean): void;
  128678. private _tick;
  128679. }
  128680. /**
  128681. * Represents a physics updraft event
  128682. */
  128683. class PhysicsUpdraftEvent {
  128684. private _scene;
  128685. private _origin;
  128686. private _options;
  128687. private _physicsEngine;
  128688. private _originTop;
  128689. private _originDirection;
  128690. private _tickCallback;
  128691. private _cylinder;
  128692. private _cylinderPosition;
  128693. private _dataFetched;
  128694. /**
  128695. * Initializes the physics updraft event
  128696. * @param _scene BabylonJS scene
  128697. * @param _origin The origin position of the updraft
  128698. * @param _options The options for the updraft event
  128699. */
  128700. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  128701. /**
  128702. * Returns the data related to the updraft event (cylinder).
  128703. * @returns A physics updraft event
  128704. */
  128705. getData(): PhysicsUpdraftEventData;
  128706. /**
  128707. * Enables the updraft.
  128708. */
  128709. enable(): void;
  128710. /**
  128711. * Disables the updraft.
  128712. */
  128713. disable(): void;
  128714. /**
  128715. * Disposes the cylinder.
  128716. * @param force Specifies if the updraft should be disposed by force
  128717. */
  128718. dispose(force?: boolean): void;
  128719. private getImpostorHitData;
  128720. private _tick;
  128721. /*** Helpers ***/
  128722. private _prepareCylinder;
  128723. private _intersectsWithCylinder;
  128724. }
  128725. /**
  128726. * Represents a physics vortex event
  128727. */
  128728. class PhysicsVortexEvent {
  128729. private _scene;
  128730. private _origin;
  128731. private _options;
  128732. private _physicsEngine;
  128733. private _originTop;
  128734. private _tickCallback;
  128735. private _cylinder;
  128736. private _cylinderPosition;
  128737. private _dataFetched;
  128738. /**
  128739. * Initializes the physics vortex event
  128740. * @param _scene The BabylonJS scene
  128741. * @param _origin The origin position of the vortex
  128742. * @param _options The options for the vortex event
  128743. */
  128744. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  128745. /**
  128746. * Returns the data related to the vortex event (cylinder).
  128747. * @returns The physics vortex event data
  128748. */
  128749. getData(): PhysicsVortexEventData;
  128750. /**
  128751. * Enables the vortex.
  128752. */
  128753. enable(): void;
  128754. /**
  128755. * Disables the cortex.
  128756. */
  128757. disable(): void;
  128758. /**
  128759. * Disposes the sphere.
  128760. * @param force
  128761. */
  128762. dispose(force?: boolean): void;
  128763. private getImpostorHitData;
  128764. private _tick;
  128765. /*** Helpers ***/
  128766. private _prepareCylinder;
  128767. private _intersectsWithCylinder;
  128768. }
  128769. /**
  128770. * Options fot the radial explosion event
  128771. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128772. */
  128773. export class PhysicsRadialExplosionEventOptions {
  128774. /**
  128775. * The radius of the sphere for the radial explosion.
  128776. */
  128777. radius: number;
  128778. /**
  128779. * The strenth of the explosion.
  128780. */
  128781. strength: number;
  128782. /**
  128783. * The strenght of the force in correspondence to the distance of the affected object
  128784. */
  128785. falloff: PhysicsRadialImpulseFalloff;
  128786. /**
  128787. * Sphere options for the radial explosion.
  128788. */
  128789. sphere: {
  128790. segments: number;
  128791. diameter: number;
  128792. };
  128793. /**
  128794. * Sphere options for the radial explosion.
  128795. */
  128796. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  128797. }
  128798. /**
  128799. * Options fot the updraft event
  128800. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128801. */
  128802. export class PhysicsUpdraftEventOptions {
  128803. /**
  128804. * The radius of the cylinder for the vortex
  128805. */
  128806. radius: number;
  128807. /**
  128808. * The strenth of the updraft.
  128809. */
  128810. strength: number;
  128811. /**
  128812. * The height of the cylinder for the updraft.
  128813. */
  128814. height: number;
  128815. /**
  128816. * The mode for the the updraft.
  128817. */
  128818. updraftMode: PhysicsUpdraftMode;
  128819. }
  128820. /**
  128821. * Options fot the vortex event
  128822. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128823. */
  128824. export class PhysicsVortexEventOptions {
  128825. /**
  128826. * The radius of the cylinder for the vortex
  128827. */
  128828. radius: number;
  128829. /**
  128830. * The strenth of the vortex.
  128831. */
  128832. strength: number;
  128833. /**
  128834. * The height of the cylinder for the vortex.
  128835. */
  128836. height: number;
  128837. /**
  128838. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  128839. */
  128840. centripetalForceThreshold: number;
  128841. /**
  128842. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  128843. */
  128844. centripetalForceMultiplier: number;
  128845. /**
  128846. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  128847. */
  128848. centrifugalForceMultiplier: number;
  128849. /**
  128850. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  128851. */
  128852. updraftForceMultiplier: number;
  128853. }
  128854. /**
  128855. * The strenght of the force in correspondence to the distance of the affected object
  128856. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128857. */
  128858. export enum PhysicsRadialImpulseFalloff {
  128859. /** Defines that impulse is constant in strength across it's whole radius */
  128860. Constant = 0,
  128861. /** Defines that impulse gets weaker if it's further from the origin */
  128862. Linear = 1
  128863. }
  128864. /**
  128865. * The strength of the force in correspondence to the distance of the affected object
  128866. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128867. */
  128868. export enum PhysicsUpdraftMode {
  128869. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  128870. Center = 0,
  128871. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  128872. Perpendicular = 1
  128873. }
  128874. /**
  128875. * Interface for a physics hit data
  128876. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128877. */
  128878. export interface PhysicsHitData {
  128879. /**
  128880. * The force applied at the contact point
  128881. */
  128882. force: Vector3;
  128883. /**
  128884. * The contact point
  128885. */
  128886. contactPoint: Vector3;
  128887. /**
  128888. * The distance from the origin to the contact point
  128889. */
  128890. distanceFromOrigin: number;
  128891. }
  128892. /**
  128893. * Interface for radial explosion event data
  128894. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128895. */
  128896. export interface PhysicsRadialExplosionEventData {
  128897. /**
  128898. * A sphere used for the radial explosion event
  128899. */
  128900. sphere: Mesh;
  128901. }
  128902. /**
  128903. * Interface for gravitational field event data
  128904. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128905. */
  128906. export interface PhysicsGravitationalFieldEventData {
  128907. /**
  128908. * A sphere mesh used for the gravitational field event
  128909. */
  128910. sphere: Mesh;
  128911. }
  128912. /**
  128913. * Interface for updraft event data
  128914. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128915. */
  128916. export interface PhysicsUpdraftEventData {
  128917. /**
  128918. * A cylinder used for the updraft event
  128919. */
  128920. cylinder: Mesh;
  128921. }
  128922. /**
  128923. * Interface for vortex event data
  128924. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128925. */
  128926. export interface PhysicsVortexEventData {
  128927. /**
  128928. * A cylinder used for the vortex event
  128929. */
  128930. cylinder: Mesh;
  128931. }
  128932. /**
  128933. * Interface for an affected physics impostor
  128934. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128935. */
  128936. export interface PhysicsAffectedImpostorWithData {
  128937. /**
  128938. * The impostor affected by the effect
  128939. */
  128940. impostor: PhysicsImpostor;
  128941. /**
  128942. * The data about the hit/horce from the explosion
  128943. */
  128944. hitData: PhysicsHitData;
  128945. }
  128946. }
  128947. declare module BABYLON {
  128948. /** @hidden */
  128949. export var blackAndWhitePixelShader: {
  128950. name: string;
  128951. shader: string;
  128952. };
  128953. }
  128954. declare module BABYLON {
  128955. /**
  128956. * Post process used to render in black and white
  128957. */
  128958. export class BlackAndWhitePostProcess extends PostProcess {
  128959. /**
  128960. * Linear about to convert he result to black and white (default: 1)
  128961. */
  128962. degree: number;
  128963. /**
  128964. * Creates a black and white post process
  128965. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  128966. * @param name The name of the effect.
  128967. * @param options The required width/height ratio to downsize to before computing the render pass.
  128968. * @param camera The camera to apply the render pass to.
  128969. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128970. * @param engine The engine which the post process will be applied. (default: current engine)
  128971. * @param reusable If the post process can be reused on the same frame. (default: false)
  128972. */
  128973. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128974. }
  128975. }
  128976. declare module BABYLON {
  128977. /**
  128978. * This represents a set of one or more post processes in Babylon.
  128979. * A post process can be used to apply a shader to a texture after it is rendered.
  128980. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128981. */
  128982. export class PostProcessRenderEffect {
  128983. private _postProcesses;
  128984. private _getPostProcesses;
  128985. private _singleInstance;
  128986. private _cameras;
  128987. private _indicesForCamera;
  128988. /**
  128989. * Name of the effect
  128990. * @hidden
  128991. */
  128992. _name: string;
  128993. /**
  128994. * Instantiates a post process render effect.
  128995. * A post process can be used to apply a shader to a texture after it is rendered.
  128996. * @param engine The engine the effect is tied to
  128997. * @param name The name of the effect
  128998. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  128999. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  129000. */
  129001. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  129002. /**
  129003. * Checks if all the post processes in the effect are supported.
  129004. */
  129005. readonly isSupported: boolean;
  129006. /**
  129007. * Updates the current state of the effect
  129008. * @hidden
  129009. */
  129010. _update(): void;
  129011. /**
  129012. * Attaches the effect on cameras
  129013. * @param cameras The camera to attach to.
  129014. * @hidden
  129015. */
  129016. _attachCameras(cameras: Camera): void;
  129017. /**
  129018. * Attaches the effect on cameras
  129019. * @param cameras The camera to attach to.
  129020. * @hidden
  129021. */
  129022. _attachCameras(cameras: Camera[]): void;
  129023. /**
  129024. * Detaches the effect on cameras
  129025. * @param cameras The camera to detatch from.
  129026. * @hidden
  129027. */
  129028. _detachCameras(cameras: Camera): void;
  129029. /**
  129030. * Detatches the effect on cameras
  129031. * @param cameras The camera to detatch from.
  129032. * @hidden
  129033. */
  129034. _detachCameras(cameras: Camera[]): void;
  129035. /**
  129036. * Enables the effect on given cameras
  129037. * @param cameras The camera to enable.
  129038. * @hidden
  129039. */
  129040. _enable(cameras: Camera): void;
  129041. /**
  129042. * Enables the effect on given cameras
  129043. * @param cameras The camera to enable.
  129044. * @hidden
  129045. */
  129046. _enable(cameras: Nullable<Camera[]>): void;
  129047. /**
  129048. * Disables the effect on the given cameras
  129049. * @param cameras The camera to disable.
  129050. * @hidden
  129051. */
  129052. _disable(cameras: Camera): void;
  129053. /**
  129054. * Disables the effect on the given cameras
  129055. * @param cameras The camera to disable.
  129056. * @hidden
  129057. */
  129058. _disable(cameras: Nullable<Camera[]>): void;
  129059. /**
  129060. * Gets a list of the post processes contained in the effect.
  129061. * @param camera The camera to get the post processes on.
  129062. * @returns The list of the post processes in the effect.
  129063. */
  129064. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  129065. }
  129066. }
  129067. declare module BABYLON {
  129068. /** @hidden */
  129069. export var extractHighlightsPixelShader: {
  129070. name: string;
  129071. shader: string;
  129072. };
  129073. }
  129074. declare module BABYLON {
  129075. /**
  129076. * 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.
  129077. */
  129078. export class ExtractHighlightsPostProcess extends PostProcess {
  129079. /**
  129080. * The luminance threshold, pixels below this value will be set to black.
  129081. */
  129082. threshold: number;
  129083. /** @hidden */
  129084. _exposure: number;
  129085. /**
  129086. * Post process which has the input texture to be used when performing highlight extraction
  129087. * @hidden
  129088. */
  129089. _inputPostProcess: Nullable<PostProcess>;
  129090. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129091. }
  129092. }
  129093. declare module BABYLON {
  129094. /** @hidden */
  129095. export var bloomMergePixelShader: {
  129096. name: string;
  129097. shader: string;
  129098. };
  129099. }
  129100. declare module BABYLON {
  129101. /**
  129102. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  129103. */
  129104. export class BloomMergePostProcess extends PostProcess {
  129105. /** Weight of the bloom to be added to the original input. */
  129106. weight: number;
  129107. /**
  129108. * Creates a new instance of @see BloomMergePostProcess
  129109. * @param name The name of the effect.
  129110. * @param originalFromInput Post process which's input will be used for the merge.
  129111. * @param blurred Blurred highlights post process which's output will be used.
  129112. * @param weight Weight of the bloom to be added to the original input.
  129113. * @param options The required width/height ratio to downsize to before computing the render pass.
  129114. * @param camera The camera to apply the render pass to.
  129115. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129116. * @param engine The engine which the post process will be applied. (default: current engine)
  129117. * @param reusable If the post process can be reused on the same frame. (default: false)
  129118. * @param textureType Type of textures used when performing the post process. (default: 0)
  129119. * @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)
  129120. */
  129121. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  129122. /** Weight of the bloom to be added to the original input. */
  129123. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129124. }
  129125. }
  129126. declare module BABYLON {
  129127. /**
  129128. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  129129. */
  129130. export class BloomEffect extends PostProcessRenderEffect {
  129131. private bloomScale;
  129132. /**
  129133. * @hidden Internal
  129134. */
  129135. _effects: Array<PostProcess>;
  129136. /**
  129137. * @hidden Internal
  129138. */
  129139. _downscale: ExtractHighlightsPostProcess;
  129140. private _blurX;
  129141. private _blurY;
  129142. private _merge;
  129143. /**
  129144. * The luminance threshold to find bright areas of the image to bloom.
  129145. */
  129146. threshold: number;
  129147. /**
  129148. * The strength of the bloom.
  129149. */
  129150. weight: number;
  129151. /**
  129152. * Specifies the size of the bloom blur kernel, relative to the final output size
  129153. */
  129154. kernel: number;
  129155. /**
  129156. * Creates a new instance of @see BloomEffect
  129157. * @param scene The scene the effect belongs to.
  129158. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  129159. * @param bloomKernel The size of the kernel to be used when applying the blur.
  129160. * @param bloomWeight The the strength of bloom.
  129161. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  129162. * @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)
  129163. */
  129164. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  129165. /**
  129166. * Disposes each of the internal effects for a given camera.
  129167. * @param camera The camera to dispose the effect on.
  129168. */
  129169. disposeEffects(camera: Camera): void;
  129170. /**
  129171. * @hidden Internal
  129172. */
  129173. _updateEffects(): void;
  129174. /**
  129175. * Internal
  129176. * @returns if all the contained post processes are ready.
  129177. * @hidden
  129178. */
  129179. _isReady(): boolean;
  129180. }
  129181. }
  129182. declare module BABYLON {
  129183. /** @hidden */
  129184. export var chromaticAberrationPixelShader: {
  129185. name: string;
  129186. shader: string;
  129187. };
  129188. }
  129189. declare module BABYLON {
  129190. /**
  129191. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  129192. */
  129193. export class ChromaticAberrationPostProcess extends PostProcess {
  129194. /**
  129195. * The amount of seperation of rgb channels (default: 30)
  129196. */
  129197. aberrationAmount: number;
  129198. /**
  129199. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  129200. */
  129201. radialIntensity: number;
  129202. /**
  129203. * 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))
  129204. */
  129205. direction: Vector2;
  129206. /**
  129207. * 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))
  129208. */
  129209. centerPosition: Vector2;
  129210. /**
  129211. * Creates a new instance ChromaticAberrationPostProcess
  129212. * @param name The name of the effect.
  129213. * @param screenWidth The width of the screen to apply the effect on.
  129214. * @param screenHeight The height of the screen to apply the effect on.
  129215. * @param options The required width/height ratio to downsize to before computing the render pass.
  129216. * @param camera The camera to apply the render pass to.
  129217. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129218. * @param engine The engine which the post process will be applied. (default: current engine)
  129219. * @param reusable If the post process can be reused on the same frame. (default: false)
  129220. * @param textureType Type of textures used when performing the post process. (default: 0)
  129221. * @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)
  129222. */
  129223. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129224. }
  129225. }
  129226. declare module BABYLON {
  129227. /** @hidden */
  129228. export var circleOfConfusionPixelShader: {
  129229. name: string;
  129230. shader: string;
  129231. };
  129232. }
  129233. declare module BABYLON {
  129234. /**
  129235. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  129236. */
  129237. export class CircleOfConfusionPostProcess extends PostProcess {
  129238. /**
  129239. * 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.
  129240. */
  129241. lensSize: number;
  129242. /**
  129243. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  129244. */
  129245. fStop: number;
  129246. /**
  129247. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  129248. */
  129249. focusDistance: number;
  129250. /**
  129251. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  129252. */
  129253. focalLength: number;
  129254. private _depthTexture;
  129255. /**
  129256. * Creates a new instance CircleOfConfusionPostProcess
  129257. * @param name The name of the effect.
  129258. * @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.
  129259. * @param options The required width/height ratio to downsize to before computing the render pass.
  129260. * @param camera The camera to apply the render pass to.
  129261. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129262. * @param engine The engine which the post process will be applied. (default: current engine)
  129263. * @param reusable If the post process can be reused on the same frame. (default: false)
  129264. * @param textureType Type of textures used when performing the post process. (default: 0)
  129265. * @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)
  129266. */
  129267. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129268. /**
  129269. * 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.
  129270. */
  129271. depthTexture: RenderTargetTexture;
  129272. }
  129273. }
  129274. declare module BABYLON {
  129275. /** @hidden */
  129276. export var colorCorrectionPixelShader: {
  129277. name: string;
  129278. shader: string;
  129279. };
  129280. }
  129281. declare module BABYLON {
  129282. /**
  129283. *
  129284. * This post-process allows the modification of rendered colors by using
  129285. * a 'look-up table' (LUT). This effect is also called Color Grading.
  129286. *
  129287. * The object needs to be provided an url to a texture containing the color
  129288. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  129289. * Use an image editing software to tweak the LUT to match your needs.
  129290. *
  129291. * For an example of a color LUT, see here:
  129292. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  129293. * For explanations on color grading, see here:
  129294. * @see http://udn.epicgames.com/Three/ColorGrading.html
  129295. *
  129296. */
  129297. export class ColorCorrectionPostProcess extends PostProcess {
  129298. private _colorTableTexture;
  129299. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129300. }
  129301. }
  129302. declare module BABYLON {
  129303. /** @hidden */
  129304. export var convolutionPixelShader: {
  129305. name: string;
  129306. shader: string;
  129307. };
  129308. }
  129309. declare module BABYLON {
  129310. /**
  129311. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  129312. * input texture to perform effects such as edge detection or sharpening
  129313. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  129314. */
  129315. export class ConvolutionPostProcess extends PostProcess {
  129316. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  129317. kernel: number[];
  129318. /**
  129319. * Creates a new instance ConvolutionPostProcess
  129320. * @param name The name of the effect.
  129321. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  129322. * @param options The required width/height ratio to downsize to before computing the render pass.
  129323. * @param camera The camera to apply the render pass to.
  129324. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129325. * @param engine The engine which the post process will be applied. (default: current engine)
  129326. * @param reusable If the post process can be reused on the same frame. (default: false)
  129327. * @param textureType Type of textures used when performing the post process. (default: 0)
  129328. */
  129329. constructor(name: string,
  129330. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  129331. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129332. /**
  129333. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129334. */
  129335. static EdgeDetect0Kernel: number[];
  129336. /**
  129337. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129338. */
  129339. static EdgeDetect1Kernel: number[];
  129340. /**
  129341. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129342. */
  129343. static EdgeDetect2Kernel: number[];
  129344. /**
  129345. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129346. */
  129347. static SharpenKernel: number[];
  129348. /**
  129349. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129350. */
  129351. static EmbossKernel: number[];
  129352. /**
  129353. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129354. */
  129355. static GaussianKernel: number[];
  129356. }
  129357. }
  129358. declare module BABYLON {
  129359. /**
  129360. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  129361. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  129362. * based on samples that have a large difference in distance than the center pixel.
  129363. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  129364. */
  129365. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  129366. direction: Vector2;
  129367. /**
  129368. * Creates a new instance CircleOfConfusionPostProcess
  129369. * @param name The name of the effect.
  129370. * @param scene The scene the effect belongs to.
  129371. * @param direction The direction the blur should be applied.
  129372. * @param kernel The size of the kernel used to blur.
  129373. * @param options The required width/height ratio to downsize to before computing the render pass.
  129374. * @param camera The camera to apply the render pass to.
  129375. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  129376. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  129377. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129378. * @param engine The engine which the post process will be applied. (default: current engine)
  129379. * @param reusable If the post process can be reused on the same frame. (default: false)
  129380. * @param textureType Type of textures used when performing the post process. (default: 0)
  129381. * @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)
  129382. */
  129383. 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);
  129384. }
  129385. }
  129386. declare module BABYLON {
  129387. /** @hidden */
  129388. export var depthOfFieldMergePixelShader: {
  129389. name: string;
  129390. shader: string;
  129391. };
  129392. }
  129393. declare module BABYLON {
  129394. /**
  129395. * Options to be set when merging outputs from the default pipeline.
  129396. */
  129397. export class DepthOfFieldMergePostProcessOptions {
  129398. /**
  129399. * The original image to merge on top of
  129400. */
  129401. originalFromInput: PostProcess;
  129402. /**
  129403. * Parameters to perform the merge of the depth of field effect
  129404. */
  129405. depthOfField?: {
  129406. circleOfConfusion: PostProcess;
  129407. blurSteps: Array<PostProcess>;
  129408. };
  129409. /**
  129410. * Parameters to perform the merge of bloom effect
  129411. */
  129412. bloom?: {
  129413. blurred: PostProcess;
  129414. weight: number;
  129415. };
  129416. }
  129417. /**
  129418. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  129419. */
  129420. export class DepthOfFieldMergePostProcess extends PostProcess {
  129421. private blurSteps;
  129422. /**
  129423. * Creates a new instance of DepthOfFieldMergePostProcess
  129424. * @param name The name of the effect.
  129425. * @param originalFromInput Post process which's input will be used for the merge.
  129426. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  129427. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  129428. * @param options The required width/height ratio to downsize to before computing the render pass.
  129429. * @param camera The camera to apply the render pass to.
  129430. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129431. * @param engine The engine which the post process will be applied. (default: current engine)
  129432. * @param reusable If the post process can be reused on the same frame. (default: false)
  129433. * @param textureType Type of textures used when performing the post process. (default: 0)
  129434. * @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)
  129435. */
  129436. 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);
  129437. /**
  129438. * Updates the effect with the current post process compile time values and recompiles the shader.
  129439. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  129440. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  129441. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  129442. * @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
  129443. * @param onCompiled Called when the shader has been compiled.
  129444. * @param onError Called if there is an error when compiling a shader.
  129445. */
  129446. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  129447. }
  129448. }
  129449. declare module BABYLON {
  129450. /**
  129451. * Specifies the level of max blur that should be applied when using the depth of field effect
  129452. */
  129453. export enum DepthOfFieldEffectBlurLevel {
  129454. /**
  129455. * Subtle blur
  129456. */
  129457. Low = 0,
  129458. /**
  129459. * Medium blur
  129460. */
  129461. Medium = 1,
  129462. /**
  129463. * Large blur
  129464. */
  129465. High = 2
  129466. }
  129467. /**
  129468. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  129469. */
  129470. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  129471. private _circleOfConfusion;
  129472. /**
  129473. * @hidden Internal, blurs from high to low
  129474. */
  129475. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  129476. private _depthOfFieldBlurY;
  129477. private _dofMerge;
  129478. /**
  129479. * @hidden Internal post processes in depth of field effect
  129480. */
  129481. _effects: Array<PostProcess>;
  129482. /**
  129483. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  129484. */
  129485. focalLength: number;
  129486. /**
  129487. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  129488. */
  129489. fStop: number;
  129490. /**
  129491. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  129492. */
  129493. focusDistance: number;
  129494. /**
  129495. * 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.
  129496. */
  129497. lensSize: number;
  129498. /**
  129499. * Creates a new instance DepthOfFieldEffect
  129500. * @param scene The scene the effect belongs to.
  129501. * @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.
  129502. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  129503. * @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)
  129504. */
  129505. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  129506. /**
  129507. * Get the current class name of the current effet
  129508. * @returns "DepthOfFieldEffect"
  129509. */
  129510. getClassName(): string;
  129511. /**
  129512. * 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.
  129513. */
  129514. depthTexture: RenderTargetTexture;
  129515. /**
  129516. * Disposes each of the internal effects for a given camera.
  129517. * @param camera The camera to dispose the effect on.
  129518. */
  129519. disposeEffects(camera: Camera): void;
  129520. /**
  129521. * @hidden Internal
  129522. */
  129523. _updateEffects(): void;
  129524. /**
  129525. * Internal
  129526. * @returns if all the contained post processes are ready.
  129527. * @hidden
  129528. */
  129529. _isReady(): boolean;
  129530. }
  129531. }
  129532. declare module BABYLON {
  129533. /** @hidden */
  129534. export var displayPassPixelShader: {
  129535. name: string;
  129536. shader: string;
  129537. };
  129538. }
  129539. declare module BABYLON {
  129540. /**
  129541. * DisplayPassPostProcess which produces an output the same as it's input
  129542. */
  129543. export class DisplayPassPostProcess extends PostProcess {
  129544. /**
  129545. * Creates the DisplayPassPostProcess
  129546. * @param name The name of the effect.
  129547. * @param options The required width/height ratio to downsize to before computing the render pass.
  129548. * @param camera The camera to apply the render pass to.
  129549. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129550. * @param engine The engine which the post process will be applied. (default: current engine)
  129551. * @param reusable If the post process can be reused on the same frame. (default: false)
  129552. */
  129553. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129554. }
  129555. }
  129556. declare module BABYLON {
  129557. /** @hidden */
  129558. export var filterPixelShader: {
  129559. name: string;
  129560. shader: string;
  129561. };
  129562. }
  129563. declare module BABYLON {
  129564. /**
  129565. * Applies a kernel filter to the image
  129566. */
  129567. export class FilterPostProcess extends PostProcess {
  129568. /** The matrix to be applied to the image */
  129569. kernelMatrix: Matrix;
  129570. /**
  129571. *
  129572. * @param name The name of the effect.
  129573. * @param kernelMatrix The matrix to be applied to the image
  129574. * @param options The required width/height ratio to downsize to before computing the render pass.
  129575. * @param camera The camera to apply the render pass to.
  129576. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129577. * @param engine The engine which the post process will be applied. (default: current engine)
  129578. * @param reusable If the post process can be reused on the same frame. (default: false)
  129579. */
  129580. constructor(name: string,
  129581. /** The matrix to be applied to the image */
  129582. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129583. }
  129584. }
  129585. declare module BABYLON {
  129586. /** @hidden */
  129587. export var fxaaPixelShader: {
  129588. name: string;
  129589. shader: string;
  129590. };
  129591. }
  129592. declare module BABYLON {
  129593. /** @hidden */
  129594. export var fxaaVertexShader: {
  129595. name: string;
  129596. shader: string;
  129597. };
  129598. }
  129599. declare module BABYLON {
  129600. /**
  129601. * Fxaa post process
  129602. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  129603. */
  129604. export class FxaaPostProcess extends PostProcess {
  129605. /** @hidden */
  129606. texelWidth: number;
  129607. /** @hidden */
  129608. texelHeight: number;
  129609. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129610. private _getDefines;
  129611. }
  129612. }
  129613. declare module BABYLON {
  129614. /** @hidden */
  129615. export var grainPixelShader: {
  129616. name: string;
  129617. shader: string;
  129618. };
  129619. }
  129620. declare module BABYLON {
  129621. /**
  129622. * The GrainPostProcess adds noise to the image at mid luminance levels
  129623. */
  129624. export class GrainPostProcess extends PostProcess {
  129625. /**
  129626. * The intensity of the grain added (default: 30)
  129627. */
  129628. intensity: number;
  129629. /**
  129630. * If the grain should be randomized on every frame
  129631. */
  129632. animated: boolean;
  129633. /**
  129634. * Creates a new instance of @see GrainPostProcess
  129635. * @param name The name of the effect.
  129636. * @param options The required width/height ratio to downsize to before computing the render pass.
  129637. * @param camera The camera to apply the render pass to.
  129638. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129639. * @param engine The engine which the post process will be applied. (default: current engine)
  129640. * @param reusable If the post process can be reused on the same frame. (default: false)
  129641. * @param textureType Type of textures used when performing the post process. (default: 0)
  129642. * @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)
  129643. */
  129644. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129645. }
  129646. }
  129647. declare module BABYLON {
  129648. /** @hidden */
  129649. export var highlightsPixelShader: {
  129650. name: string;
  129651. shader: string;
  129652. };
  129653. }
  129654. declare module BABYLON {
  129655. /**
  129656. * Extracts highlights from the image
  129657. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129658. */
  129659. export class HighlightsPostProcess extends PostProcess {
  129660. /**
  129661. * Extracts highlights from the image
  129662. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129663. * @param name The name of the effect.
  129664. * @param options The required width/height ratio to downsize to before computing the render pass.
  129665. * @param camera The camera to apply the render pass to.
  129666. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129667. * @param engine The engine which the post process will be applied. (default: current engine)
  129668. * @param reusable If the post process can be reused on the same frame. (default: false)
  129669. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  129670. */
  129671. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129672. }
  129673. }
  129674. declare module BABYLON {
  129675. /** @hidden */
  129676. export var mrtFragmentDeclaration: {
  129677. name: string;
  129678. shader: string;
  129679. };
  129680. }
  129681. declare module BABYLON {
  129682. /** @hidden */
  129683. export var geometryPixelShader: {
  129684. name: string;
  129685. shader: string;
  129686. };
  129687. }
  129688. declare module BABYLON {
  129689. /** @hidden */
  129690. export var geometryVertexShader: {
  129691. name: string;
  129692. shader: string;
  129693. };
  129694. }
  129695. declare module BABYLON {
  129696. /** @hidden */
  129697. interface ISavedTransformationMatrix {
  129698. world: Matrix;
  129699. viewProjection: Matrix;
  129700. }
  129701. /**
  129702. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  129703. */
  129704. export class GeometryBufferRenderer {
  129705. /**
  129706. * Constant used to retrieve the position texture index in the G-Buffer textures array
  129707. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  129708. */
  129709. static readonly POSITION_TEXTURE_TYPE: number;
  129710. /**
  129711. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  129712. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  129713. */
  129714. static readonly VELOCITY_TEXTURE_TYPE: number;
  129715. /**
  129716. * Dictionary used to store the previous transformation matrices of each rendered mesh
  129717. * in order to compute objects velocities when enableVelocity is set to "true"
  129718. * @hidden
  129719. */
  129720. _previousTransformationMatrices: {
  129721. [index: number]: ISavedTransformationMatrix;
  129722. };
  129723. /**
  129724. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  129725. * in order to compute objects velocities when enableVelocity is set to "true"
  129726. * @hidden
  129727. */
  129728. _previousBonesTransformationMatrices: {
  129729. [index: number]: Float32Array;
  129730. };
  129731. /**
  129732. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  129733. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  129734. */
  129735. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  129736. private _scene;
  129737. private _multiRenderTarget;
  129738. private _ratio;
  129739. private _enablePosition;
  129740. private _enableVelocity;
  129741. private _positionIndex;
  129742. private _velocityIndex;
  129743. protected _effect: Effect;
  129744. protected _cachedDefines: string;
  129745. /**
  129746. * Set the render list (meshes to be rendered) used in the G buffer.
  129747. */
  129748. renderList: Mesh[];
  129749. /**
  129750. * Gets wether or not G buffer are supported by the running hardware.
  129751. * This requires draw buffer supports
  129752. */
  129753. readonly isSupported: boolean;
  129754. /**
  129755. * Returns the index of the given texture type in the G-Buffer textures array
  129756. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  129757. * @returns the index of the given texture type in the G-Buffer textures array
  129758. */
  129759. getTextureIndex(textureType: number): number;
  129760. /**
  129761. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  129762. */
  129763. /**
  129764. * Sets whether or not objects positions are enabled for the G buffer.
  129765. */
  129766. enablePosition: boolean;
  129767. /**
  129768. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  129769. */
  129770. /**
  129771. * Sets wether or not objects velocities are enabled for the G buffer.
  129772. */
  129773. enableVelocity: boolean;
  129774. /**
  129775. * Gets the scene associated with the buffer.
  129776. */
  129777. readonly scene: Scene;
  129778. /**
  129779. * Gets the ratio used by the buffer during its creation.
  129780. * How big is the buffer related to the main canvas.
  129781. */
  129782. readonly ratio: number;
  129783. /** @hidden */
  129784. static _SceneComponentInitialization: (scene: Scene) => void;
  129785. /**
  129786. * Creates a new G Buffer for the scene
  129787. * @param scene The scene the buffer belongs to
  129788. * @param ratio How big is the buffer related to the main canvas.
  129789. */
  129790. constructor(scene: Scene, ratio?: number);
  129791. /**
  129792. * Checks wether everything is ready to render a submesh to the G buffer.
  129793. * @param subMesh the submesh to check readiness for
  129794. * @param useInstances is the mesh drawn using instance or not
  129795. * @returns true if ready otherwise false
  129796. */
  129797. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129798. /**
  129799. * Gets the current underlying G Buffer.
  129800. * @returns the buffer
  129801. */
  129802. getGBuffer(): MultiRenderTarget;
  129803. /**
  129804. * Gets the number of samples used to render the buffer (anti aliasing).
  129805. */
  129806. /**
  129807. * Sets the number of samples used to render the buffer (anti aliasing).
  129808. */
  129809. samples: number;
  129810. /**
  129811. * Disposes the renderer and frees up associated resources.
  129812. */
  129813. dispose(): void;
  129814. protected _createRenderTargets(): void;
  129815. private _copyBonesTransformationMatrices;
  129816. }
  129817. }
  129818. declare module BABYLON {
  129819. interface Scene {
  129820. /** @hidden (Backing field) */
  129821. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129822. /**
  129823. * Gets or Sets the current geometry buffer associated to the scene.
  129824. */
  129825. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129826. /**
  129827. * Enables a GeometryBufferRender and associates it with the scene
  129828. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  129829. * @returns the GeometryBufferRenderer
  129830. */
  129831. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  129832. /**
  129833. * Disables the GeometryBufferRender associated with the scene
  129834. */
  129835. disableGeometryBufferRenderer(): void;
  129836. }
  129837. /**
  129838. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  129839. * in several rendering techniques.
  129840. */
  129841. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  129842. /**
  129843. * The component name helpful to identify the component in the list of scene components.
  129844. */
  129845. readonly name: string;
  129846. /**
  129847. * The scene the component belongs to.
  129848. */
  129849. scene: Scene;
  129850. /**
  129851. * Creates a new instance of the component for the given scene
  129852. * @param scene Defines the scene to register the component in
  129853. */
  129854. constructor(scene: Scene);
  129855. /**
  129856. * Registers the component in a given scene
  129857. */
  129858. register(): void;
  129859. /**
  129860. * Rebuilds the elements related to this component in case of
  129861. * context lost for instance.
  129862. */
  129863. rebuild(): void;
  129864. /**
  129865. * Disposes the component and the associated ressources
  129866. */
  129867. dispose(): void;
  129868. private _gatherRenderTargets;
  129869. }
  129870. }
  129871. declare module BABYLON {
  129872. /** @hidden */
  129873. export var motionBlurPixelShader: {
  129874. name: string;
  129875. shader: string;
  129876. };
  129877. }
  129878. declare module BABYLON {
  129879. /**
  129880. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  129881. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  129882. * As an example, all you have to do is to create the post-process:
  129883. * var mb = new BABYLON.MotionBlurPostProcess(
  129884. * 'mb', // The name of the effect.
  129885. * scene, // The scene containing the objects to blur according to their velocity.
  129886. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  129887. * camera // The camera to apply the render pass to.
  129888. * );
  129889. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  129890. */
  129891. export class MotionBlurPostProcess extends PostProcess {
  129892. /**
  129893. * Defines how much the image is blurred by the movement. Default value is equal to 1
  129894. */
  129895. motionStrength: number;
  129896. /**
  129897. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  129898. */
  129899. /**
  129900. * Sets the number of iterations to be used for motion blur quality
  129901. */
  129902. motionBlurSamples: number;
  129903. private _motionBlurSamples;
  129904. private _geometryBufferRenderer;
  129905. /**
  129906. * Creates a new instance MotionBlurPostProcess
  129907. * @param name The name of the effect.
  129908. * @param scene The scene containing the objects to blur according to their velocity.
  129909. * @param options The required width/height ratio to downsize to before computing the render pass.
  129910. * @param camera The camera to apply the render pass to.
  129911. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129912. * @param engine The engine which the post process will be applied. (default: current engine)
  129913. * @param reusable If the post process can be reused on the same frame. (default: false)
  129914. * @param textureType Type of textures used when performing the post process. (default: 0)
  129915. * @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)
  129916. */
  129917. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129918. /**
  129919. * Excludes the given skinned mesh from computing bones velocities.
  129920. * 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.
  129921. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  129922. */
  129923. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129924. /**
  129925. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  129926. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  129927. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  129928. */
  129929. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129930. /**
  129931. * Disposes the post process.
  129932. * @param camera The camera to dispose the post process on.
  129933. */
  129934. dispose(camera?: Camera): void;
  129935. }
  129936. }
  129937. declare module BABYLON {
  129938. /** @hidden */
  129939. export var refractionPixelShader: {
  129940. name: string;
  129941. shader: string;
  129942. };
  129943. }
  129944. declare module BABYLON {
  129945. /**
  129946. * Post process which applies a refractin texture
  129947. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129948. */
  129949. export class RefractionPostProcess extends PostProcess {
  129950. /** the base color of the refraction (used to taint the rendering) */
  129951. color: Color3;
  129952. /** simulated refraction depth */
  129953. depth: number;
  129954. /** the coefficient of the base color (0 to remove base color tainting) */
  129955. colorLevel: number;
  129956. private _refTexture;
  129957. private _ownRefractionTexture;
  129958. /**
  129959. * Gets or sets the refraction texture
  129960. * Please note that you are responsible for disposing the texture if you set it manually
  129961. */
  129962. refractionTexture: Texture;
  129963. /**
  129964. * Initializes the RefractionPostProcess
  129965. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129966. * @param name The name of the effect.
  129967. * @param refractionTextureUrl Url of the refraction texture to use
  129968. * @param color the base color of the refraction (used to taint the rendering)
  129969. * @param depth simulated refraction depth
  129970. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  129971. * @param camera The camera to apply the render pass to.
  129972. * @param options The required width/height ratio to downsize to before computing the render pass.
  129973. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129974. * @param engine The engine which the post process will be applied. (default: current engine)
  129975. * @param reusable If the post process can be reused on the same frame. (default: false)
  129976. */
  129977. constructor(name: string, refractionTextureUrl: string,
  129978. /** the base color of the refraction (used to taint the rendering) */
  129979. color: Color3,
  129980. /** simulated refraction depth */
  129981. depth: number,
  129982. /** the coefficient of the base color (0 to remove base color tainting) */
  129983. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129984. /**
  129985. * Disposes of the post process
  129986. * @param camera Camera to dispose post process on
  129987. */
  129988. dispose(camera: Camera): void;
  129989. }
  129990. }
  129991. declare module BABYLON {
  129992. /** @hidden */
  129993. export var sharpenPixelShader: {
  129994. name: string;
  129995. shader: string;
  129996. };
  129997. }
  129998. declare module BABYLON {
  129999. /**
  130000. * The SharpenPostProcess applies a sharpen kernel to every pixel
  130001. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  130002. */
  130003. export class SharpenPostProcess extends PostProcess {
  130004. /**
  130005. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  130006. */
  130007. colorAmount: number;
  130008. /**
  130009. * How much sharpness should be applied (default: 0.3)
  130010. */
  130011. edgeAmount: number;
  130012. /**
  130013. * Creates a new instance ConvolutionPostProcess
  130014. * @param name The name of the effect.
  130015. * @param options The required width/height ratio to downsize to before computing the render pass.
  130016. * @param camera The camera to apply the render pass to.
  130017. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  130018. * @param engine The engine which the post process will be applied. (default: current engine)
  130019. * @param reusable If the post process can be reused on the same frame. (default: false)
  130020. * @param textureType Type of textures used when performing the post process. (default: 0)
  130021. * @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)
  130022. */
  130023. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  130024. }
  130025. }
  130026. declare module BABYLON {
  130027. /**
  130028. * PostProcessRenderPipeline
  130029. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  130030. */
  130031. export class PostProcessRenderPipeline {
  130032. private engine;
  130033. private _renderEffects;
  130034. private _renderEffectsForIsolatedPass;
  130035. /**
  130036. * List of inspectable custom properties (used by the Inspector)
  130037. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  130038. */
  130039. inspectableCustomProperties: IInspectable[];
  130040. /**
  130041. * @hidden
  130042. */
  130043. protected _cameras: Camera[];
  130044. /** @hidden */
  130045. _name: string;
  130046. /**
  130047. * Gets pipeline name
  130048. */
  130049. readonly name: string;
  130050. /** Gets the list of attached cameras */
  130051. readonly cameras: Camera[];
  130052. /**
  130053. * Initializes a PostProcessRenderPipeline
  130054. * @param engine engine to add the pipeline to
  130055. * @param name name of the pipeline
  130056. */
  130057. constructor(engine: Engine, name: string);
  130058. /**
  130059. * Gets the class name
  130060. * @returns "PostProcessRenderPipeline"
  130061. */
  130062. getClassName(): string;
  130063. /**
  130064. * If all the render effects in the pipeline are supported
  130065. */
  130066. readonly isSupported: boolean;
  130067. /**
  130068. * Adds an effect to the pipeline
  130069. * @param renderEffect the effect to add
  130070. */
  130071. addEffect(renderEffect: PostProcessRenderEffect): void;
  130072. /** @hidden */
  130073. _rebuild(): void;
  130074. /** @hidden */
  130075. _enableEffect(renderEffectName: string, cameras: Camera): void;
  130076. /** @hidden */
  130077. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  130078. /** @hidden */
  130079. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  130080. /** @hidden */
  130081. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  130082. /** @hidden */
  130083. _attachCameras(cameras: Camera, unique: boolean): void;
  130084. /** @hidden */
  130085. _attachCameras(cameras: Camera[], unique: boolean): void;
  130086. /** @hidden */
  130087. _detachCameras(cameras: Camera): void;
  130088. /** @hidden */
  130089. _detachCameras(cameras: Nullable<Camera[]>): void;
  130090. /** @hidden */
  130091. _update(): void;
  130092. /** @hidden */
  130093. _reset(): void;
  130094. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  130095. /**
  130096. * Disposes of the pipeline
  130097. */
  130098. dispose(): void;
  130099. }
  130100. }
  130101. declare module BABYLON {
  130102. /**
  130103. * PostProcessRenderPipelineManager class
  130104. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  130105. */
  130106. export class PostProcessRenderPipelineManager {
  130107. private _renderPipelines;
  130108. /**
  130109. * Initializes a PostProcessRenderPipelineManager
  130110. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  130111. */
  130112. constructor();
  130113. /**
  130114. * Gets the list of supported render pipelines
  130115. */
  130116. readonly supportedPipelines: PostProcessRenderPipeline[];
  130117. /**
  130118. * Adds a pipeline to the manager
  130119. * @param renderPipeline The pipeline to add
  130120. */
  130121. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  130122. /**
  130123. * Attaches a camera to the pipeline
  130124. * @param renderPipelineName The name of the pipeline to attach to
  130125. * @param cameras the camera to attach
  130126. * @param unique if the camera can be attached multiple times to the pipeline
  130127. */
  130128. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  130129. /**
  130130. * Detaches a camera from the pipeline
  130131. * @param renderPipelineName The name of the pipeline to detach from
  130132. * @param cameras the camera to detach
  130133. */
  130134. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  130135. /**
  130136. * Enables an effect by name on a pipeline
  130137. * @param renderPipelineName the name of the pipeline to enable the effect in
  130138. * @param renderEffectName the name of the effect to enable
  130139. * @param cameras the cameras that the effect should be enabled on
  130140. */
  130141. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  130142. /**
  130143. * Disables an effect by name on a pipeline
  130144. * @param renderPipelineName the name of the pipeline to disable the effect in
  130145. * @param renderEffectName the name of the effect to disable
  130146. * @param cameras the cameras that the effect should be disabled on
  130147. */
  130148. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  130149. /**
  130150. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  130151. */
  130152. update(): void;
  130153. /** @hidden */
  130154. _rebuild(): void;
  130155. /**
  130156. * Disposes of the manager and pipelines
  130157. */
  130158. dispose(): void;
  130159. }
  130160. }
  130161. declare module BABYLON {
  130162. interface Scene {
  130163. /** @hidden (Backing field) */
  130164. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  130165. /**
  130166. * Gets the postprocess render pipeline manager
  130167. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  130168. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  130169. */
  130170. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  130171. }
  130172. /**
  130173. * Defines the Render Pipeline scene component responsible to rendering pipelines
  130174. */
  130175. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  130176. /**
  130177. * The component name helpfull to identify the component in the list of scene components.
  130178. */
  130179. readonly name: string;
  130180. /**
  130181. * The scene the component belongs to.
  130182. */
  130183. scene: Scene;
  130184. /**
  130185. * Creates a new instance of the component for the given scene
  130186. * @param scene Defines the scene to register the component in
  130187. */
  130188. constructor(scene: Scene);
  130189. /**
  130190. * Registers the component in a given scene
  130191. */
  130192. register(): void;
  130193. /**
  130194. * Rebuilds the elements related to this component in case of
  130195. * context lost for instance.
  130196. */
  130197. rebuild(): void;
  130198. /**
  130199. * Disposes the component and the associated ressources
  130200. */
  130201. dispose(): void;
  130202. private _gatherRenderTargets;
  130203. }
  130204. }
  130205. declare module BABYLON {
  130206. /**
  130207. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  130208. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  130209. */
  130210. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  130211. private _scene;
  130212. private _camerasToBeAttached;
  130213. /**
  130214. * ID of the sharpen post process,
  130215. */
  130216. private readonly SharpenPostProcessId;
  130217. /**
  130218. * @ignore
  130219. * ID of the image processing post process;
  130220. */
  130221. readonly ImageProcessingPostProcessId: string;
  130222. /**
  130223. * @ignore
  130224. * ID of the Fast Approximate Anti-Aliasing post process;
  130225. */
  130226. readonly FxaaPostProcessId: string;
  130227. /**
  130228. * ID of the chromatic aberration post process,
  130229. */
  130230. private readonly ChromaticAberrationPostProcessId;
  130231. /**
  130232. * ID of the grain post process
  130233. */
  130234. private readonly GrainPostProcessId;
  130235. /**
  130236. * Sharpen post process which will apply a sharpen convolution to enhance edges
  130237. */
  130238. sharpen: SharpenPostProcess;
  130239. private _sharpenEffect;
  130240. private bloom;
  130241. /**
  130242. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  130243. */
  130244. depthOfField: DepthOfFieldEffect;
  130245. /**
  130246. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  130247. */
  130248. fxaa: FxaaPostProcess;
  130249. /**
  130250. * Image post processing pass used to perform operations such as tone mapping or color grading.
  130251. */
  130252. imageProcessing: ImageProcessingPostProcess;
  130253. /**
  130254. * Chromatic aberration post process which will shift rgb colors in the image
  130255. */
  130256. chromaticAberration: ChromaticAberrationPostProcess;
  130257. private _chromaticAberrationEffect;
  130258. /**
  130259. * Grain post process which add noise to the image
  130260. */
  130261. grain: GrainPostProcess;
  130262. private _grainEffect;
  130263. /**
  130264. * Glow post process which adds a glow to emissive areas of the image
  130265. */
  130266. private _glowLayer;
  130267. /**
  130268. * Animations which can be used to tweak settings over a period of time
  130269. */
  130270. animations: Animation[];
  130271. private _imageProcessingConfigurationObserver;
  130272. private _sharpenEnabled;
  130273. private _bloomEnabled;
  130274. private _depthOfFieldEnabled;
  130275. private _depthOfFieldBlurLevel;
  130276. private _fxaaEnabled;
  130277. private _imageProcessingEnabled;
  130278. private _defaultPipelineTextureType;
  130279. private _bloomScale;
  130280. private _chromaticAberrationEnabled;
  130281. private _grainEnabled;
  130282. private _buildAllowed;
  130283. /**
  130284. * Gets active scene
  130285. */
  130286. readonly scene: Scene;
  130287. /**
  130288. * Enable or disable the sharpen process from the pipeline
  130289. */
  130290. sharpenEnabled: boolean;
  130291. private _resizeObserver;
  130292. private _hardwareScaleLevel;
  130293. private _bloomKernel;
  130294. /**
  130295. * Specifies the size of the bloom blur kernel, relative to the final output size
  130296. */
  130297. bloomKernel: number;
  130298. /**
  130299. * Specifies the weight of the bloom in the final rendering
  130300. */
  130301. private _bloomWeight;
  130302. /**
  130303. * Specifies the luma threshold for the area that will be blurred by the bloom
  130304. */
  130305. private _bloomThreshold;
  130306. private _hdr;
  130307. /**
  130308. * The strength of the bloom.
  130309. */
  130310. bloomWeight: number;
  130311. /**
  130312. * The strength of the bloom.
  130313. */
  130314. bloomThreshold: number;
  130315. /**
  130316. * The scale of the bloom, lower value will provide better performance.
  130317. */
  130318. bloomScale: number;
  130319. /**
  130320. * Enable or disable the bloom from the pipeline
  130321. */
  130322. bloomEnabled: boolean;
  130323. private _rebuildBloom;
  130324. /**
  130325. * If the depth of field is enabled.
  130326. */
  130327. depthOfFieldEnabled: boolean;
  130328. /**
  130329. * Blur level of the depth of field effect. (Higher blur will effect performance)
  130330. */
  130331. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  130332. /**
  130333. * If the anti aliasing is enabled.
  130334. */
  130335. fxaaEnabled: boolean;
  130336. private _samples;
  130337. /**
  130338. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  130339. */
  130340. samples: number;
  130341. /**
  130342. * If image processing is enabled.
  130343. */
  130344. imageProcessingEnabled: boolean;
  130345. /**
  130346. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  130347. */
  130348. glowLayerEnabled: boolean;
  130349. /**
  130350. * Gets the glow layer (or null if not defined)
  130351. */
  130352. readonly glowLayer: Nullable<GlowLayer>;
  130353. /**
  130354. * Enable or disable the chromaticAberration process from the pipeline
  130355. */
  130356. chromaticAberrationEnabled: boolean;
  130357. /**
  130358. * Enable or disable the grain process from the pipeline
  130359. */
  130360. grainEnabled: boolean;
  130361. /**
  130362. * @constructor
  130363. * @param name - The rendering pipeline name (default: "")
  130364. * @param hdr - If high dynamic range textures should be used (default: true)
  130365. * @param scene - The scene linked to this pipeline (default: the last created scene)
  130366. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  130367. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  130368. */
  130369. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  130370. /**
  130371. * Get the class name
  130372. * @returns "DefaultRenderingPipeline"
  130373. */
  130374. getClassName(): string;
  130375. /**
  130376. * Force the compilation of the entire pipeline.
  130377. */
  130378. prepare(): void;
  130379. private _hasCleared;
  130380. private _prevPostProcess;
  130381. private _prevPrevPostProcess;
  130382. private _setAutoClearAndTextureSharing;
  130383. private _depthOfFieldSceneObserver;
  130384. private _buildPipeline;
  130385. private _disposePostProcesses;
  130386. /**
  130387. * Adds a camera to the pipeline
  130388. * @param camera the camera to be added
  130389. */
  130390. addCamera(camera: Camera): void;
  130391. /**
  130392. * Removes a camera from the pipeline
  130393. * @param camera the camera to remove
  130394. */
  130395. removeCamera(camera: Camera): void;
  130396. /**
  130397. * Dispose of the pipeline and stop all post processes
  130398. */
  130399. dispose(): void;
  130400. /**
  130401. * Serialize the rendering pipeline (Used when exporting)
  130402. * @returns the serialized object
  130403. */
  130404. serialize(): any;
  130405. /**
  130406. * Parse the serialized pipeline
  130407. * @param source Source pipeline.
  130408. * @param scene The scene to load the pipeline to.
  130409. * @param rootUrl The URL of the serialized pipeline.
  130410. * @returns An instantiated pipeline from the serialized object.
  130411. */
  130412. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  130413. }
  130414. }
  130415. declare module BABYLON {
  130416. /** @hidden */
  130417. export var lensHighlightsPixelShader: {
  130418. name: string;
  130419. shader: string;
  130420. };
  130421. }
  130422. declare module BABYLON {
  130423. /** @hidden */
  130424. export var depthOfFieldPixelShader: {
  130425. name: string;
  130426. shader: string;
  130427. };
  130428. }
  130429. declare module BABYLON {
  130430. /**
  130431. * BABYLON.JS Chromatic Aberration GLSL Shader
  130432. * Author: Olivier Guyot
  130433. * Separates very slightly R, G and B colors on the edges of the screen
  130434. * Inspired by Francois Tarlier & Martins Upitis
  130435. */
  130436. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  130437. /**
  130438. * @ignore
  130439. * The chromatic aberration PostProcess id in the pipeline
  130440. */
  130441. LensChromaticAberrationEffect: string;
  130442. /**
  130443. * @ignore
  130444. * The highlights enhancing PostProcess id in the pipeline
  130445. */
  130446. HighlightsEnhancingEffect: string;
  130447. /**
  130448. * @ignore
  130449. * The depth-of-field PostProcess id in the pipeline
  130450. */
  130451. LensDepthOfFieldEffect: string;
  130452. private _scene;
  130453. private _depthTexture;
  130454. private _grainTexture;
  130455. private _chromaticAberrationPostProcess;
  130456. private _highlightsPostProcess;
  130457. private _depthOfFieldPostProcess;
  130458. private _edgeBlur;
  130459. private _grainAmount;
  130460. private _chromaticAberration;
  130461. private _distortion;
  130462. private _highlightsGain;
  130463. private _highlightsThreshold;
  130464. private _dofDistance;
  130465. private _dofAperture;
  130466. private _dofDarken;
  130467. private _dofPentagon;
  130468. private _blurNoise;
  130469. /**
  130470. * @constructor
  130471. *
  130472. * Effect parameters are as follow:
  130473. * {
  130474. * chromatic_aberration: number; // from 0 to x (1 for realism)
  130475. * edge_blur: number; // from 0 to x (1 for realism)
  130476. * distortion: number; // from 0 to x (1 for realism)
  130477. * grain_amount: number; // from 0 to 1
  130478. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  130479. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  130480. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  130481. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  130482. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  130483. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  130484. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  130485. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  130486. * }
  130487. * Note: if an effect parameter is unset, effect is disabled
  130488. *
  130489. * @param name The rendering pipeline name
  130490. * @param parameters - An object containing all parameters (see above)
  130491. * @param scene The scene linked to this pipeline
  130492. * @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)
  130493. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130494. */
  130495. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  130496. /**
  130497. * Get the class name
  130498. * @returns "LensRenderingPipeline"
  130499. */
  130500. getClassName(): string;
  130501. /**
  130502. * Gets associated scene
  130503. */
  130504. readonly scene: Scene;
  130505. /**
  130506. * Gets or sets the edge blur
  130507. */
  130508. edgeBlur: number;
  130509. /**
  130510. * Gets or sets the grain amount
  130511. */
  130512. grainAmount: number;
  130513. /**
  130514. * Gets or sets the chromatic aberration amount
  130515. */
  130516. chromaticAberration: number;
  130517. /**
  130518. * Gets or sets the depth of field aperture
  130519. */
  130520. dofAperture: number;
  130521. /**
  130522. * Gets or sets the edge distortion
  130523. */
  130524. edgeDistortion: number;
  130525. /**
  130526. * Gets or sets the depth of field distortion
  130527. */
  130528. dofDistortion: number;
  130529. /**
  130530. * Gets or sets the darken out of focus amount
  130531. */
  130532. darkenOutOfFocus: number;
  130533. /**
  130534. * Gets or sets a boolean indicating if blur noise is enabled
  130535. */
  130536. blurNoise: boolean;
  130537. /**
  130538. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  130539. */
  130540. pentagonBokeh: boolean;
  130541. /**
  130542. * Gets or sets the highlight grain amount
  130543. */
  130544. highlightsGain: number;
  130545. /**
  130546. * Gets or sets the highlight threshold
  130547. */
  130548. highlightsThreshold: number;
  130549. /**
  130550. * Sets the amount of blur at the edges
  130551. * @param amount blur amount
  130552. */
  130553. setEdgeBlur(amount: number): void;
  130554. /**
  130555. * Sets edge blur to 0
  130556. */
  130557. disableEdgeBlur(): void;
  130558. /**
  130559. * Sets the amout of grain
  130560. * @param amount Amount of grain
  130561. */
  130562. setGrainAmount(amount: number): void;
  130563. /**
  130564. * Set grain amount to 0
  130565. */
  130566. disableGrain(): void;
  130567. /**
  130568. * Sets the chromatic aberration amount
  130569. * @param amount amount of chromatic aberration
  130570. */
  130571. setChromaticAberration(amount: number): void;
  130572. /**
  130573. * Sets chromatic aberration amount to 0
  130574. */
  130575. disableChromaticAberration(): void;
  130576. /**
  130577. * Sets the EdgeDistortion amount
  130578. * @param amount amount of EdgeDistortion
  130579. */
  130580. setEdgeDistortion(amount: number): void;
  130581. /**
  130582. * Sets edge distortion to 0
  130583. */
  130584. disableEdgeDistortion(): void;
  130585. /**
  130586. * Sets the FocusDistance amount
  130587. * @param amount amount of FocusDistance
  130588. */
  130589. setFocusDistance(amount: number): void;
  130590. /**
  130591. * Disables depth of field
  130592. */
  130593. disableDepthOfField(): void;
  130594. /**
  130595. * Sets the Aperture amount
  130596. * @param amount amount of Aperture
  130597. */
  130598. setAperture(amount: number): void;
  130599. /**
  130600. * Sets the DarkenOutOfFocus amount
  130601. * @param amount amount of DarkenOutOfFocus
  130602. */
  130603. setDarkenOutOfFocus(amount: number): void;
  130604. private _pentagonBokehIsEnabled;
  130605. /**
  130606. * Creates a pentagon bokeh effect
  130607. */
  130608. enablePentagonBokeh(): void;
  130609. /**
  130610. * Disables the pentagon bokeh effect
  130611. */
  130612. disablePentagonBokeh(): void;
  130613. /**
  130614. * Enables noise blur
  130615. */
  130616. enableNoiseBlur(): void;
  130617. /**
  130618. * Disables noise blur
  130619. */
  130620. disableNoiseBlur(): void;
  130621. /**
  130622. * Sets the HighlightsGain amount
  130623. * @param amount amount of HighlightsGain
  130624. */
  130625. setHighlightsGain(amount: number): void;
  130626. /**
  130627. * Sets the HighlightsThreshold amount
  130628. * @param amount amount of HighlightsThreshold
  130629. */
  130630. setHighlightsThreshold(amount: number): void;
  130631. /**
  130632. * Disables highlights
  130633. */
  130634. disableHighlights(): void;
  130635. /**
  130636. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  130637. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  130638. */
  130639. dispose(disableDepthRender?: boolean): void;
  130640. private _createChromaticAberrationPostProcess;
  130641. private _createHighlightsPostProcess;
  130642. private _createDepthOfFieldPostProcess;
  130643. private _createGrainTexture;
  130644. }
  130645. }
  130646. declare module BABYLON {
  130647. /** @hidden */
  130648. export var ssao2PixelShader: {
  130649. name: string;
  130650. shader: string;
  130651. };
  130652. }
  130653. declare module BABYLON {
  130654. /** @hidden */
  130655. export var ssaoCombinePixelShader: {
  130656. name: string;
  130657. shader: string;
  130658. };
  130659. }
  130660. declare module BABYLON {
  130661. /**
  130662. * Render pipeline to produce ssao effect
  130663. */
  130664. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  130665. /**
  130666. * @ignore
  130667. * The PassPostProcess id in the pipeline that contains the original scene color
  130668. */
  130669. SSAOOriginalSceneColorEffect: string;
  130670. /**
  130671. * @ignore
  130672. * The SSAO PostProcess id in the pipeline
  130673. */
  130674. SSAORenderEffect: string;
  130675. /**
  130676. * @ignore
  130677. * The horizontal blur PostProcess id in the pipeline
  130678. */
  130679. SSAOBlurHRenderEffect: string;
  130680. /**
  130681. * @ignore
  130682. * The vertical blur PostProcess id in the pipeline
  130683. */
  130684. SSAOBlurVRenderEffect: string;
  130685. /**
  130686. * @ignore
  130687. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130688. */
  130689. SSAOCombineRenderEffect: string;
  130690. /**
  130691. * The output strength of the SSAO post-process. Default value is 1.0.
  130692. */
  130693. totalStrength: number;
  130694. /**
  130695. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  130696. */
  130697. maxZ: number;
  130698. /**
  130699. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  130700. */
  130701. minZAspect: number;
  130702. private _samples;
  130703. /**
  130704. * Number of samples used for the SSAO calculations. Default value is 8
  130705. */
  130706. samples: number;
  130707. private _textureSamples;
  130708. /**
  130709. * Number of samples to use for antialiasing
  130710. */
  130711. textureSamples: number;
  130712. /**
  130713. * Ratio object used for SSAO ratio and blur ratio
  130714. */
  130715. private _ratio;
  130716. /**
  130717. * Dynamically generated sphere sampler.
  130718. */
  130719. private _sampleSphere;
  130720. /**
  130721. * Blur filter offsets
  130722. */
  130723. private _samplerOffsets;
  130724. private _expensiveBlur;
  130725. /**
  130726. * If bilateral blur should be used
  130727. */
  130728. expensiveBlur: boolean;
  130729. /**
  130730. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  130731. */
  130732. radius: number;
  130733. /**
  130734. * The base color of the SSAO post-process
  130735. * The final result is "base + ssao" between [0, 1]
  130736. */
  130737. base: number;
  130738. /**
  130739. * Support test.
  130740. */
  130741. static readonly IsSupported: boolean;
  130742. private _scene;
  130743. private _depthTexture;
  130744. private _normalTexture;
  130745. private _randomTexture;
  130746. private _originalColorPostProcess;
  130747. private _ssaoPostProcess;
  130748. private _blurHPostProcess;
  130749. private _blurVPostProcess;
  130750. private _ssaoCombinePostProcess;
  130751. /**
  130752. * Gets active scene
  130753. */
  130754. readonly scene: Scene;
  130755. /**
  130756. * @constructor
  130757. * @param name The rendering pipeline name
  130758. * @param scene The scene linked to this pipeline
  130759. * @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 }
  130760. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130761. */
  130762. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130763. /**
  130764. * Get the class name
  130765. * @returns "SSAO2RenderingPipeline"
  130766. */
  130767. getClassName(): string;
  130768. /**
  130769. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130770. */
  130771. dispose(disableGeometryBufferRenderer?: boolean): void;
  130772. private _createBlurPostProcess;
  130773. /** @hidden */
  130774. _rebuild(): void;
  130775. private _bits;
  130776. private _radicalInverse_VdC;
  130777. private _hammersley;
  130778. private _hemisphereSample_uniform;
  130779. private _generateHemisphere;
  130780. private _createSSAOPostProcess;
  130781. private _createSSAOCombinePostProcess;
  130782. private _createRandomTexture;
  130783. /**
  130784. * Serialize the rendering pipeline (Used when exporting)
  130785. * @returns the serialized object
  130786. */
  130787. serialize(): any;
  130788. /**
  130789. * Parse the serialized pipeline
  130790. * @param source Source pipeline.
  130791. * @param scene The scene to load the pipeline to.
  130792. * @param rootUrl The URL of the serialized pipeline.
  130793. * @returns An instantiated pipeline from the serialized object.
  130794. */
  130795. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  130796. }
  130797. }
  130798. declare module BABYLON {
  130799. /** @hidden */
  130800. export var ssaoPixelShader: {
  130801. name: string;
  130802. shader: string;
  130803. };
  130804. }
  130805. declare module BABYLON {
  130806. /**
  130807. * Render pipeline to produce ssao effect
  130808. */
  130809. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  130810. /**
  130811. * @ignore
  130812. * The PassPostProcess id in the pipeline that contains the original scene color
  130813. */
  130814. SSAOOriginalSceneColorEffect: string;
  130815. /**
  130816. * @ignore
  130817. * The SSAO PostProcess id in the pipeline
  130818. */
  130819. SSAORenderEffect: string;
  130820. /**
  130821. * @ignore
  130822. * The horizontal blur PostProcess id in the pipeline
  130823. */
  130824. SSAOBlurHRenderEffect: string;
  130825. /**
  130826. * @ignore
  130827. * The vertical blur PostProcess id in the pipeline
  130828. */
  130829. SSAOBlurVRenderEffect: string;
  130830. /**
  130831. * @ignore
  130832. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130833. */
  130834. SSAOCombineRenderEffect: string;
  130835. /**
  130836. * The output strength of the SSAO post-process. Default value is 1.0.
  130837. */
  130838. totalStrength: number;
  130839. /**
  130840. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  130841. */
  130842. radius: number;
  130843. /**
  130844. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  130845. * Must not be equal to fallOff and superior to fallOff.
  130846. * Default value is 0.0075
  130847. */
  130848. area: number;
  130849. /**
  130850. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  130851. * Must not be equal to area and inferior to area.
  130852. * Default value is 0.000001
  130853. */
  130854. fallOff: number;
  130855. /**
  130856. * The base color of the SSAO post-process
  130857. * The final result is "base + ssao" between [0, 1]
  130858. */
  130859. base: number;
  130860. private _scene;
  130861. private _depthTexture;
  130862. private _randomTexture;
  130863. private _originalColorPostProcess;
  130864. private _ssaoPostProcess;
  130865. private _blurHPostProcess;
  130866. private _blurVPostProcess;
  130867. private _ssaoCombinePostProcess;
  130868. private _firstUpdate;
  130869. /**
  130870. * Gets active scene
  130871. */
  130872. readonly scene: Scene;
  130873. /**
  130874. * @constructor
  130875. * @param name - The rendering pipeline name
  130876. * @param scene - The scene linked to this pipeline
  130877. * @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 }
  130878. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  130879. */
  130880. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130881. /**
  130882. * Get the class name
  130883. * @returns "SSAORenderingPipeline"
  130884. */
  130885. getClassName(): string;
  130886. /**
  130887. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130888. */
  130889. dispose(disableDepthRender?: boolean): void;
  130890. private _createBlurPostProcess;
  130891. /** @hidden */
  130892. _rebuild(): void;
  130893. private _createSSAOPostProcess;
  130894. private _createSSAOCombinePostProcess;
  130895. private _createRandomTexture;
  130896. }
  130897. }
  130898. declare module BABYLON {
  130899. /** @hidden */
  130900. export var standardPixelShader: {
  130901. name: string;
  130902. shader: string;
  130903. };
  130904. }
  130905. declare module BABYLON {
  130906. /**
  130907. * Standard rendering pipeline
  130908. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130909. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  130910. */
  130911. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  130912. /**
  130913. * Public members
  130914. */
  130915. /**
  130916. * Post-process which contains the original scene color before the pipeline applies all the effects
  130917. */
  130918. originalPostProcess: Nullable<PostProcess>;
  130919. /**
  130920. * Post-process used to down scale an image x4
  130921. */
  130922. downSampleX4PostProcess: Nullable<PostProcess>;
  130923. /**
  130924. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  130925. */
  130926. brightPassPostProcess: Nullable<PostProcess>;
  130927. /**
  130928. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  130929. */
  130930. blurHPostProcesses: PostProcess[];
  130931. /**
  130932. * Post-process array storing all the vertical blur post-processes used by the pipeline
  130933. */
  130934. blurVPostProcesses: PostProcess[];
  130935. /**
  130936. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  130937. */
  130938. textureAdderPostProcess: Nullable<PostProcess>;
  130939. /**
  130940. * Post-process used to create volumetric lighting effect
  130941. */
  130942. volumetricLightPostProcess: Nullable<PostProcess>;
  130943. /**
  130944. * Post-process used to smooth the previous volumetric light post-process on the X axis
  130945. */
  130946. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  130947. /**
  130948. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  130949. */
  130950. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  130951. /**
  130952. * Post-process used to merge the volumetric light effect and the real scene color
  130953. */
  130954. volumetricLightMergePostProces: Nullable<PostProcess>;
  130955. /**
  130956. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  130957. */
  130958. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  130959. /**
  130960. * Base post-process used to calculate the average luminance of the final image for HDR
  130961. */
  130962. luminancePostProcess: Nullable<PostProcess>;
  130963. /**
  130964. * Post-processes used to create down sample post-processes in order to get
  130965. * the average luminance of the final image for HDR
  130966. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  130967. */
  130968. luminanceDownSamplePostProcesses: PostProcess[];
  130969. /**
  130970. * Post-process used to create a HDR effect (light adaptation)
  130971. */
  130972. hdrPostProcess: Nullable<PostProcess>;
  130973. /**
  130974. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  130975. */
  130976. textureAdderFinalPostProcess: Nullable<PostProcess>;
  130977. /**
  130978. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  130979. */
  130980. lensFlareFinalPostProcess: Nullable<PostProcess>;
  130981. /**
  130982. * Post-process used to merge the final HDR post-process and the real scene color
  130983. */
  130984. hdrFinalPostProcess: Nullable<PostProcess>;
  130985. /**
  130986. * Post-process used to create a lens flare effect
  130987. */
  130988. lensFlarePostProcess: Nullable<PostProcess>;
  130989. /**
  130990. * Post-process that merges the result of the lens flare post-process and the real scene color
  130991. */
  130992. lensFlareComposePostProcess: Nullable<PostProcess>;
  130993. /**
  130994. * Post-process used to create a motion blur effect
  130995. */
  130996. motionBlurPostProcess: Nullable<PostProcess>;
  130997. /**
  130998. * Post-process used to create a depth of field effect
  130999. */
  131000. depthOfFieldPostProcess: Nullable<PostProcess>;
  131001. /**
  131002. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  131003. */
  131004. fxaaPostProcess: Nullable<FxaaPostProcess>;
  131005. /**
  131006. * Represents the brightness threshold in order to configure the illuminated surfaces
  131007. */
  131008. brightThreshold: number;
  131009. /**
  131010. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  131011. */
  131012. blurWidth: number;
  131013. /**
  131014. * Sets if the blur for highlighted surfaces must be only horizontal
  131015. */
  131016. horizontalBlur: boolean;
  131017. /**
  131018. * Gets the overall exposure used by the pipeline
  131019. */
  131020. /**
  131021. * Sets the overall exposure used by the pipeline
  131022. */
  131023. exposure: number;
  131024. /**
  131025. * Texture used typically to simulate "dirty" on camera lens
  131026. */
  131027. lensTexture: Nullable<Texture>;
  131028. /**
  131029. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  131030. */
  131031. volumetricLightCoefficient: number;
  131032. /**
  131033. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  131034. */
  131035. volumetricLightPower: number;
  131036. /**
  131037. * Used the set the blur intensity to smooth the volumetric lights
  131038. */
  131039. volumetricLightBlurScale: number;
  131040. /**
  131041. * Light (spot or directional) used to generate the volumetric lights rays
  131042. * The source light must have a shadow generate so the pipeline can get its
  131043. * depth map
  131044. */
  131045. sourceLight: Nullable<SpotLight | DirectionalLight>;
  131046. /**
  131047. * For eye adaptation, represents the minimum luminance the eye can see
  131048. */
  131049. hdrMinimumLuminance: number;
  131050. /**
  131051. * For eye adaptation, represents the decrease luminance speed
  131052. */
  131053. hdrDecreaseRate: number;
  131054. /**
  131055. * For eye adaptation, represents the increase luminance speed
  131056. */
  131057. hdrIncreaseRate: number;
  131058. /**
  131059. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  131060. */
  131061. /**
  131062. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  131063. */
  131064. hdrAutoExposure: boolean;
  131065. /**
  131066. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  131067. */
  131068. lensColorTexture: Nullable<Texture>;
  131069. /**
  131070. * The overall strengh for the lens flare effect
  131071. */
  131072. lensFlareStrength: number;
  131073. /**
  131074. * Dispersion coefficient for lens flare ghosts
  131075. */
  131076. lensFlareGhostDispersal: number;
  131077. /**
  131078. * Main lens flare halo width
  131079. */
  131080. lensFlareHaloWidth: number;
  131081. /**
  131082. * Based on the lens distortion effect, defines how much the lens flare result
  131083. * is distorted
  131084. */
  131085. lensFlareDistortionStrength: number;
  131086. /**
  131087. * Configures the blur intensity used for for lens flare (halo)
  131088. */
  131089. lensFlareBlurWidth: number;
  131090. /**
  131091. * Lens star texture must be used to simulate rays on the flares and is available
  131092. * in the documentation
  131093. */
  131094. lensStarTexture: Nullable<Texture>;
  131095. /**
  131096. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  131097. * flare effect by taking account of the dirt texture
  131098. */
  131099. lensFlareDirtTexture: Nullable<Texture>;
  131100. /**
  131101. * Represents the focal length for the depth of field effect
  131102. */
  131103. depthOfFieldDistance: number;
  131104. /**
  131105. * Represents the blur intensity for the blurred part of the depth of field effect
  131106. */
  131107. depthOfFieldBlurWidth: number;
  131108. /**
  131109. * Gets how much the image is blurred by the movement while using the motion blur post-process
  131110. */
  131111. /**
  131112. * Sets how much the image is blurred by the movement while using the motion blur post-process
  131113. */
  131114. motionStrength: number;
  131115. /**
  131116. * Gets wether or not the motion blur post-process is object based or screen based.
  131117. */
  131118. /**
  131119. * Sets wether or not the motion blur post-process should be object based or screen based
  131120. */
  131121. objectBasedMotionBlur: boolean;
  131122. /**
  131123. * List of animations for the pipeline (IAnimatable implementation)
  131124. */
  131125. animations: Animation[];
  131126. /**
  131127. * Private members
  131128. */
  131129. private _scene;
  131130. private _currentDepthOfFieldSource;
  131131. private _basePostProcess;
  131132. private _fixedExposure;
  131133. private _currentExposure;
  131134. private _hdrAutoExposure;
  131135. private _hdrCurrentLuminance;
  131136. private _motionStrength;
  131137. private _isObjectBasedMotionBlur;
  131138. private _floatTextureType;
  131139. private _camerasToBeAttached;
  131140. private _ratio;
  131141. private _bloomEnabled;
  131142. private _depthOfFieldEnabled;
  131143. private _vlsEnabled;
  131144. private _lensFlareEnabled;
  131145. private _hdrEnabled;
  131146. private _motionBlurEnabled;
  131147. private _fxaaEnabled;
  131148. private _motionBlurSamples;
  131149. private _volumetricLightStepsCount;
  131150. private _samples;
  131151. /**
  131152. * @ignore
  131153. * Specifies if the bloom pipeline is enabled
  131154. */
  131155. BloomEnabled: boolean;
  131156. /**
  131157. * @ignore
  131158. * Specifies if the depth of field pipeline is enabed
  131159. */
  131160. DepthOfFieldEnabled: boolean;
  131161. /**
  131162. * @ignore
  131163. * Specifies if the lens flare pipeline is enabed
  131164. */
  131165. LensFlareEnabled: boolean;
  131166. /**
  131167. * @ignore
  131168. * Specifies if the HDR pipeline is enabled
  131169. */
  131170. HDREnabled: boolean;
  131171. /**
  131172. * @ignore
  131173. * Specifies if the volumetric lights scattering effect is enabled
  131174. */
  131175. VLSEnabled: boolean;
  131176. /**
  131177. * @ignore
  131178. * Specifies if the motion blur effect is enabled
  131179. */
  131180. MotionBlurEnabled: boolean;
  131181. /**
  131182. * Specifies if anti-aliasing is enabled
  131183. */
  131184. fxaaEnabled: boolean;
  131185. /**
  131186. * Specifies the number of steps used to calculate the volumetric lights
  131187. * Typically in interval [50, 200]
  131188. */
  131189. volumetricLightStepsCount: number;
  131190. /**
  131191. * Specifies the number of samples used for the motion blur effect
  131192. * Typically in interval [16, 64]
  131193. */
  131194. motionBlurSamples: number;
  131195. /**
  131196. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  131197. */
  131198. samples: number;
  131199. /**
  131200. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  131201. * @constructor
  131202. * @param name The rendering pipeline name
  131203. * @param scene The scene linked to this pipeline
  131204. * @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)
  131205. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  131206. * @param cameras The array of cameras that the rendering pipeline will be attached to
  131207. */
  131208. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  131209. private _buildPipeline;
  131210. private _createDownSampleX4PostProcess;
  131211. private _createBrightPassPostProcess;
  131212. private _createBlurPostProcesses;
  131213. private _createTextureAdderPostProcess;
  131214. private _createVolumetricLightPostProcess;
  131215. private _createLuminancePostProcesses;
  131216. private _createHdrPostProcess;
  131217. private _createLensFlarePostProcess;
  131218. private _createDepthOfFieldPostProcess;
  131219. private _createMotionBlurPostProcess;
  131220. private _getDepthTexture;
  131221. private _disposePostProcesses;
  131222. /**
  131223. * Dispose of the pipeline and stop all post processes
  131224. */
  131225. dispose(): void;
  131226. /**
  131227. * Serialize the rendering pipeline (Used when exporting)
  131228. * @returns the serialized object
  131229. */
  131230. serialize(): any;
  131231. /**
  131232. * Parse the serialized pipeline
  131233. * @param source Source pipeline.
  131234. * @param scene The scene to load the pipeline to.
  131235. * @param rootUrl The URL of the serialized pipeline.
  131236. * @returns An instantiated pipeline from the serialized object.
  131237. */
  131238. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  131239. /**
  131240. * Luminance steps
  131241. */
  131242. static LuminanceSteps: number;
  131243. }
  131244. }
  131245. declare module BABYLON {
  131246. /** @hidden */
  131247. export var tonemapPixelShader: {
  131248. name: string;
  131249. shader: string;
  131250. };
  131251. }
  131252. declare module BABYLON {
  131253. /** Defines operator used for tonemapping */
  131254. export enum TonemappingOperator {
  131255. /** Hable */
  131256. Hable = 0,
  131257. /** Reinhard */
  131258. Reinhard = 1,
  131259. /** HejiDawson */
  131260. HejiDawson = 2,
  131261. /** Photographic */
  131262. Photographic = 3
  131263. }
  131264. /**
  131265. * Defines a post process to apply tone mapping
  131266. */
  131267. export class TonemapPostProcess extends PostProcess {
  131268. private _operator;
  131269. /** Defines the required exposure adjustement */
  131270. exposureAdjustment: number;
  131271. /**
  131272. * Creates a new TonemapPostProcess
  131273. * @param name defines the name of the postprocess
  131274. * @param _operator defines the operator to use
  131275. * @param exposureAdjustment defines the required exposure adjustement
  131276. * @param camera defines the camera to use (can be null)
  131277. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  131278. * @param engine defines the hosting engine (can be ignore if camera is set)
  131279. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  131280. */
  131281. constructor(name: string, _operator: TonemappingOperator,
  131282. /** Defines the required exposure adjustement */
  131283. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  131284. }
  131285. }
  131286. declare module BABYLON {
  131287. /** @hidden */
  131288. export var depthVertexShader: {
  131289. name: string;
  131290. shader: string;
  131291. };
  131292. }
  131293. declare module BABYLON {
  131294. /** @hidden */
  131295. export var volumetricLightScatteringPixelShader: {
  131296. name: string;
  131297. shader: string;
  131298. };
  131299. }
  131300. declare module BABYLON {
  131301. /** @hidden */
  131302. export var volumetricLightScatteringPassVertexShader: {
  131303. name: string;
  131304. shader: string;
  131305. };
  131306. }
  131307. declare module BABYLON {
  131308. /** @hidden */
  131309. export var volumetricLightScatteringPassPixelShader: {
  131310. name: string;
  131311. shader: string;
  131312. };
  131313. }
  131314. declare module BABYLON {
  131315. /**
  131316. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  131317. */
  131318. export class VolumetricLightScatteringPostProcess extends PostProcess {
  131319. private _volumetricLightScatteringPass;
  131320. private _volumetricLightScatteringRTT;
  131321. private _viewPort;
  131322. private _screenCoordinates;
  131323. private _cachedDefines;
  131324. /**
  131325. * If not undefined, the mesh position is computed from the attached node position
  131326. */
  131327. attachedNode: {
  131328. position: Vector3;
  131329. };
  131330. /**
  131331. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  131332. */
  131333. customMeshPosition: Vector3;
  131334. /**
  131335. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  131336. */
  131337. useCustomMeshPosition: boolean;
  131338. /**
  131339. * If the post-process should inverse the light scattering direction
  131340. */
  131341. invert: boolean;
  131342. /**
  131343. * The internal mesh used by the post-process
  131344. */
  131345. mesh: Mesh;
  131346. /**
  131347. * @hidden
  131348. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  131349. */
  131350. useDiffuseColor: boolean;
  131351. /**
  131352. * Array containing the excluded meshes not rendered in the internal pass
  131353. */
  131354. excludedMeshes: AbstractMesh[];
  131355. /**
  131356. * Controls the overall intensity of the post-process
  131357. */
  131358. exposure: number;
  131359. /**
  131360. * Dissipates each sample's contribution in range [0, 1]
  131361. */
  131362. decay: number;
  131363. /**
  131364. * Controls the overall intensity of each sample
  131365. */
  131366. weight: number;
  131367. /**
  131368. * Controls the density of each sample
  131369. */
  131370. density: number;
  131371. /**
  131372. * @constructor
  131373. * @param name The post-process name
  131374. * @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)
  131375. * @param camera The camera that the post-process will be attached to
  131376. * @param mesh The mesh used to create the light scattering
  131377. * @param samples The post-process quality, default 100
  131378. * @param samplingModeThe post-process filtering mode
  131379. * @param engine The babylon engine
  131380. * @param reusable If the post-process is reusable
  131381. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  131382. */
  131383. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  131384. /**
  131385. * Returns the string "VolumetricLightScatteringPostProcess"
  131386. * @returns "VolumetricLightScatteringPostProcess"
  131387. */
  131388. getClassName(): string;
  131389. private _isReady;
  131390. /**
  131391. * Sets the new light position for light scattering effect
  131392. * @param position The new custom light position
  131393. */
  131394. setCustomMeshPosition(position: Vector3): void;
  131395. /**
  131396. * Returns the light position for light scattering effect
  131397. * @return Vector3 The custom light position
  131398. */
  131399. getCustomMeshPosition(): Vector3;
  131400. /**
  131401. * Disposes the internal assets and detaches the post-process from the camera
  131402. */
  131403. dispose(camera: Camera): void;
  131404. /**
  131405. * Returns the render target texture used by the post-process
  131406. * @return the render target texture used by the post-process
  131407. */
  131408. getPass(): RenderTargetTexture;
  131409. private _meshExcluded;
  131410. private _createPass;
  131411. private _updateMeshScreenCoordinates;
  131412. /**
  131413. * Creates a default mesh for the Volumeric Light Scattering post-process
  131414. * @param name The mesh name
  131415. * @param scene The scene where to create the mesh
  131416. * @return the default mesh
  131417. */
  131418. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  131419. }
  131420. }
  131421. declare module BABYLON {
  131422. interface Scene {
  131423. /** @hidden (Backing field) */
  131424. _boundingBoxRenderer: BoundingBoxRenderer;
  131425. /** @hidden (Backing field) */
  131426. _forceShowBoundingBoxes: boolean;
  131427. /**
  131428. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  131429. */
  131430. forceShowBoundingBoxes: boolean;
  131431. /**
  131432. * Gets the bounding box renderer associated with the scene
  131433. * @returns a BoundingBoxRenderer
  131434. */
  131435. getBoundingBoxRenderer(): BoundingBoxRenderer;
  131436. }
  131437. interface AbstractMesh {
  131438. /** @hidden (Backing field) */
  131439. _showBoundingBox: boolean;
  131440. /**
  131441. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  131442. */
  131443. showBoundingBox: boolean;
  131444. }
  131445. /**
  131446. * Component responsible of rendering the bounding box of the meshes in a scene.
  131447. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  131448. */
  131449. export class BoundingBoxRenderer implements ISceneComponent {
  131450. /**
  131451. * The component name helpfull to identify the component in the list of scene components.
  131452. */
  131453. readonly name: string;
  131454. /**
  131455. * The scene the component belongs to.
  131456. */
  131457. scene: Scene;
  131458. /**
  131459. * Color of the bounding box lines placed in front of an object
  131460. */
  131461. frontColor: Color3;
  131462. /**
  131463. * Color of the bounding box lines placed behind an object
  131464. */
  131465. backColor: Color3;
  131466. /**
  131467. * Defines if the renderer should show the back lines or not
  131468. */
  131469. showBackLines: boolean;
  131470. /**
  131471. * @hidden
  131472. */
  131473. renderList: SmartArray<BoundingBox>;
  131474. private _colorShader;
  131475. private _vertexBuffers;
  131476. private _indexBuffer;
  131477. private _fillIndexBuffer;
  131478. private _fillIndexData;
  131479. /**
  131480. * Instantiates a new bounding box renderer in a scene.
  131481. * @param scene the scene the renderer renders in
  131482. */
  131483. constructor(scene: Scene);
  131484. /**
  131485. * Registers the component in a given scene
  131486. */
  131487. register(): void;
  131488. private _evaluateSubMesh;
  131489. private _activeMesh;
  131490. private _prepareRessources;
  131491. private _createIndexBuffer;
  131492. /**
  131493. * Rebuilds the elements related to this component in case of
  131494. * context lost for instance.
  131495. */
  131496. rebuild(): void;
  131497. /**
  131498. * @hidden
  131499. */
  131500. reset(): void;
  131501. /**
  131502. * Render the bounding boxes of a specific rendering group
  131503. * @param renderingGroupId defines the rendering group to render
  131504. */
  131505. render(renderingGroupId: number): void;
  131506. /**
  131507. * In case of occlusion queries, we can render the occlusion bounding box through this method
  131508. * @param mesh Define the mesh to render the occlusion bounding box for
  131509. */
  131510. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  131511. /**
  131512. * Dispose and release the resources attached to this renderer.
  131513. */
  131514. dispose(): void;
  131515. }
  131516. }
  131517. declare module BABYLON {
  131518. /** @hidden */
  131519. export var depthPixelShader: {
  131520. name: string;
  131521. shader: string;
  131522. };
  131523. }
  131524. declare module BABYLON {
  131525. /**
  131526. * This represents a depth renderer in Babylon.
  131527. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  131528. */
  131529. export class DepthRenderer {
  131530. private _scene;
  131531. private _depthMap;
  131532. private _effect;
  131533. private readonly _storeNonLinearDepth;
  131534. private readonly _clearColor;
  131535. /** Get if the depth renderer is using packed depth or not */
  131536. readonly isPacked: boolean;
  131537. private _cachedDefines;
  131538. private _camera;
  131539. /**
  131540. * Specifiess that the depth renderer will only be used within
  131541. * the camera it is created for.
  131542. * This can help forcing its rendering during the camera processing.
  131543. */
  131544. useOnlyInActiveCamera: boolean;
  131545. /** @hidden */
  131546. static _SceneComponentInitialization: (scene: Scene) => void;
  131547. /**
  131548. * Instantiates a depth renderer
  131549. * @param scene The scene the renderer belongs to
  131550. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  131551. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  131552. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  131553. */
  131554. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  131555. /**
  131556. * Creates the depth rendering effect and checks if the effect is ready.
  131557. * @param subMesh The submesh to be used to render the depth map of
  131558. * @param useInstances If multiple world instances should be used
  131559. * @returns if the depth renderer is ready to render the depth map
  131560. */
  131561. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  131562. /**
  131563. * Gets the texture which the depth map will be written to.
  131564. * @returns The depth map texture
  131565. */
  131566. getDepthMap(): RenderTargetTexture;
  131567. /**
  131568. * Disposes of the depth renderer.
  131569. */
  131570. dispose(): void;
  131571. }
  131572. }
  131573. declare module BABYLON {
  131574. interface Scene {
  131575. /** @hidden (Backing field) */
  131576. _depthRenderer: {
  131577. [id: string]: DepthRenderer;
  131578. };
  131579. /**
  131580. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  131581. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  131582. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  131583. * @returns the created depth renderer
  131584. */
  131585. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  131586. /**
  131587. * Disables a depth renderer for a given camera
  131588. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  131589. */
  131590. disableDepthRenderer(camera?: Nullable<Camera>): void;
  131591. }
  131592. /**
  131593. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  131594. * in several rendering techniques.
  131595. */
  131596. export class DepthRendererSceneComponent implements ISceneComponent {
  131597. /**
  131598. * The component name helpfull to identify the component in the list of scene components.
  131599. */
  131600. readonly name: string;
  131601. /**
  131602. * The scene the component belongs to.
  131603. */
  131604. scene: Scene;
  131605. /**
  131606. * Creates a new instance of the component for the given scene
  131607. * @param scene Defines the scene to register the component in
  131608. */
  131609. constructor(scene: Scene);
  131610. /**
  131611. * Registers the component in a given scene
  131612. */
  131613. register(): void;
  131614. /**
  131615. * Rebuilds the elements related to this component in case of
  131616. * context lost for instance.
  131617. */
  131618. rebuild(): void;
  131619. /**
  131620. * Disposes the component and the associated ressources
  131621. */
  131622. dispose(): void;
  131623. private _gatherRenderTargets;
  131624. private _gatherActiveCameraRenderTargets;
  131625. }
  131626. }
  131627. declare module BABYLON {
  131628. /** @hidden */
  131629. export var outlinePixelShader: {
  131630. name: string;
  131631. shader: string;
  131632. };
  131633. }
  131634. declare module BABYLON {
  131635. /** @hidden */
  131636. export var outlineVertexShader: {
  131637. name: string;
  131638. shader: string;
  131639. };
  131640. }
  131641. declare module BABYLON {
  131642. interface Scene {
  131643. /** @hidden */
  131644. _outlineRenderer: OutlineRenderer;
  131645. /**
  131646. * Gets the outline renderer associated with the scene
  131647. * @returns a OutlineRenderer
  131648. */
  131649. getOutlineRenderer(): OutlineRenderer;
  131650. }
  131651. interface AbstractMesh {
  131652. /** @hidden (Backing field) */
  131653. _renderOutline: boolean;
  131654. /**
  131655. * Gets or sets a boolean indicating if the outline must be rendered as well
  131656. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  131657. */
  131658. renderOutline: boolean;
  131659. /** @hidden (Backing field) */
  131660. _renderOverlay: boolean;
  131661. /**
  131662. * Gets or sets a boolean indicating if the overlay must be rendered as well
  131663. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  131664. */
  131665. renderOverlay: boolean;
  131666. }
  131667. /**
  131668. * This class is responsible to draw bothe outline/overlay of meshes.
  131669. * It should not be used directly but through the available method on mesh.
  131670. */
  131671. export class OutlineRenderer implements ISceneComponent {
  131672. /**
  131673. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  131674. */
  131675. private static _StencilReference;
  131676. /**
  131677. * The name of the component. Each component must have a unique name.
  131678. */
  131679. name: string;
  131680. /**
  131681. * The scene the component belongs to.
  131682. */
  131683. scene: Scene;
  131684. /**
  131685. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  131686. */
  131687. zOffset: number;
  131688. private _engine;
  131689. private _effect;
  131690. private _cachedDefines;
  131691. private _savedDepthWrite;
  131692. /**
  131693. * Instantiates a new outline renderer. (There could be only one per scene).
  131694. * @param scene Defines the scene it belongs to
  131695. */
  131696. constructor(scene: Scene);
  131697. /**
  131698. * Register the component to one instance of a scene.
  131699. */
  131700. register(): void;
  131701. /**
  131702. * Rebuilds the elements related to this component in case of
  131703. * context lost for instance.
  131704. */
  131705. rebuild(): void;
  131706. /**
  131707. * Disposes the component and the associated ressources.
  131708. */
  131709. dispose(): void;
  131710. /**
  131711. * Renders the outline in the canvas.
  131712. * @param subMesh Defines the sumesh to render
  131713. * @param batch Defines the batch of meshes in case of instances
  131714. * @param useOverlay Defines if the rendering is for the overlay or the outline
  131715. */
  131716. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  131717. /**
  131718. * Returns whether or not the outline renderer is ready for a given submesh.
  131719. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  131720. * @param subMesh Defines the submesh to check readyness for
  131721. * @param useInstances Defines wheter wee are trying to render instances or not
  131722. * @returns true if ready otherwise false
  131723. */
  131724. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  131725. private _beforeRenderingMesh;
  131726. private _afterRenderingMesh;
  131727. }
  131728. }
  131729. declare module BABYLON {
  131730. /**
  131731. * Class used to manage multiple sprites of different sizes on the same spritesheet
  131732. * @see http://doc.babylonjs.com/babylon101/sprites
  131733. */
  131734. export class SpritePackedManager extends SpriteManager {
  131735. /** defines the packed manager's name */
  131736. name: string;
  131737. /**
  131738. * Creates a new sprite manager from a packed sprite sheet
  131739. * @param name defines the manager's name
  131740. * @param imgUrl defines the sprite sheet url
  131741. * @param capacity defines the maximum allowed number of sprites
  131742. * @param scene defines the hosting scene
  131743. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  131744. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  131745. * @param samplingMode defines the smapling mode to use with spritesheet
  131746. * @param fromPacked set to true; do not alter
  131747. */
  131748. constructor(
  131749. /** defines the packed manager's name */
  131750. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  131751. }
  131752. }
  131753. declare module BABYLON {
  131754. /**
  131755. * Defines the list of states available for a task inside a AssetsManager
  131756. */
  131757. export enum AssetTaskState {
  131758. /**
  131759. * Initialization
  131760. */
  131761. INIT = 0,
  131762. /**
  131763. * Running
  131764. */
  131765. RUNNING = 1,
  131766. /**
  131767. * Done
  131768. */
  131769. DONE = 2,
  131770. /**
  131771. * Error
  131772. */
  131773. ERROR = 3
  131774. }
  131775. /**
  131776. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  131777. */
  131778. export abstract class AbstractAssetTask {
  131779. /**
  131780. * Task name
  131781. */ name: string;
  131782. /**
  131783. * Callback called when the task is successful
  131784. */
  131785. onSuccess: (task: any) => void;
  131786. /**
  131787. * Callback called when the task is not successful
  131788. */
  131789. onError: (task: any, message?: string, exception?: any) => void;
  131790. /**
  131791. * Creates a new AssetsManager
  131792. * @param name defines the name of the task
  131793. */
  131794. constructor(
  131795. /**
  131796. * Task name
  131797. */ name: string);
  131798. private _isCompleted;
  131799. private _taskState;
  131800. private _errorObject;
  131801. /**
  131802. * Get if the task is completed
  131803. */
  131804. readonly isCompleted: boolean;
  131805. /**
  131806. * Gets the current state of the task
  131807. */
  131808. readonly taskState: AssetTaskState;
  131809. /**
  131810. * Gets the current error object (if task is in error)
  131811. */
  131812. readonly errorObject: {
  131813. message?: string;
  131814. exception?: any;
  131815. };
  131816. /**
  131817. * Internal only
  131818. * @hidden
  131819. */
  131820. _setErrorObject(message?: string, exception?: any): void;
  131821. /**
  131822. * Execute the current task
  131823. * @param scene defines the scene where you want your assets to be loaded
  131824. * @param onSuccess is a callback called when the task is successfully executed
  131825. * @param onError is a callback called if an error occurs
  131826. */
  131827. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131828. /**
  131829. * Execute the current task
  131830. * @param scene defines the scene where you want your assets to be loaded
  131831. * @param onSuccess is a callback called when the task is successfully executed
  131832. * @param onError is a callback called if an error occurs
  131833. */
  131834. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131835. /**
  131836. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  131837. * This can be used with failed tasks that have the reason for failure fixed.
  131838. */
  131839. reset(): void;
  131840. private onErrorCallback;
  131841. private onDoneCallback;
  131842. }
  131843. /**
  131844. * Define the interface used by progress events raised during assets loading
  131845. */
  131846. export interface IAssetsProgressEvent {
  131847. /**
  131848. * Defines the number of remaining tasks to process
  131849. */
  131850. remainingCount: number;
  131851. /**
  131852. * Defines the total number of tasks
  131853. */
  131854. totalCount: number;
  131855. /**
  131856. * Defines the task that was just processed
  131857. */
  131858. task: AbstractAssetTask;
  131859. }
  131860. /**
  131861. * Class used to share progress information about assets loading
  131862. */
  131863. export class AssetsProgressEvent implements IAssetsProgressEvent {
  131864. /**
  131865. * Defines the number of remaining tasks to process
  131866. */
  131867. remainingCount: number;
  131868. /**
  131869. * Defines the total number of tasks
  131870. */
  131871. totalCount: number;
  131872. /**
  131873. * Defines the task that was just processed
  131874. */
  131875. task: AbstractAssetTask;
  131876. /**
  131877. * Creates a AssetsProgressEvent
  131878. * @param remainingCount defines the number of remaining tasks to process
  131879. * @param totalCount defines the total number of tasks
  131880. * @param task defines the task that was just processed
  131881. */
  131882. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  131883. }
  131884. /**
  131885. * Define a task used by AssetsManager to load meshes
  131886. */
  131887. export class MeshAssetTask extends AbstractAssetTask {
  131888. /**
  131889. * Defines the name of the task
  131890. */
  131891. name: string;
  131892. /**
  131893. * Defines the list of mesh's names you want to load
  131894. */
  131895. meshesNames: any;
  131896. /**
  131897. * Defines the root url to use as a base to load your meshes and associated resources
  131898. */
  131899. rootUrl: string;
  131900. /**
  131901. * Defines the filename of the scene to load from
  131902. */
  131903. sceneFilename: string;
  131904. /**
  131905. * Gets the list of loaded meshes
  131906. */
  131907. loadedMeshes: Array<AbstractMesh>;
  131908. /**
  131909. * Gets the list of loaded particle systems
  131910. */
  131911. loadedParticleSystems: Array<IParticleSystem>;
  131912. /**
  131913. * Gets the list of loaded skeletons
  131914. */
  131915. loadedSkeletons: Array<Skeleton>;
  131916. /**
  131917. * Gets the list of loaded animation groups
  131918. */
  131919. loadedAnimationGroups: Array<AnimationGroup>;
  131920. /**
  131921. * Callback called when the task is successful
  131922. */
  131923. onSuccess: (task: MeshAssetTask) => void;
  131924. /**
  131925. * Callback called when the task is successful
  131926. */
  131927. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  131928. /**
  131929. * Creates a new MeshAssetTask
  131930. * @param name defines the name of the task
  131931. * @param meshesNames defines the list of mesh's names you want to load
  131932. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  131933. * @param sceneFilename defines the filename of the scene to load from
  131934. */
  131935. constructor(
  131936. /**
  131937. * Defines the name of the task
  131938. */
  131939. name: string,
  131940. /**
  131941. * Defines the list of mesh's names you want to load
  131942. */
  131943. meshesNames: any,
  131944. /**
  131945. * Defines the root url to use as a base to load your meshes and associated resources
  131946. */
  131947. rootUrl: string,
  131948. /**
  131949. * Defines the filename of the scene to load from
  131950. */
  131951. sceneFilename: string);
  131952. /**
  131953. * Execute the current task
  131954. * @param scene defines the scene where you want your assets to be loaded
  131955. * @param onSuccess is a callback called when the task is successfully executed
  131956. * @param onError is a callback called if an error occurs
  131957. */
  131958. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131959. }
  131960. /**
  131961. * Define a task used by AssetsManager to load text content
  131962. */
  131963. export class TextFileAssetTask extends AbstractAssetTask {
  131964. /**
  131965. * Defines the name of the task
  131966. */
  131967. name: string;
  131968. /**
  131969. * Defines the location of the file to load
  131970. */
  131971. url: string;
  131972. /**
  131973. * Gets the loaded text string
  131974. */
  131975. text: string;
  131976. /**
  131977. * Callback called when the task is successful
  131978. */
  131979. onSuccess: (task: TextFileAssetTask) => void;
  131980. /**
  131981. * Callback called when the task is successful
  131982. */
  131983. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  131984. /**
  131985. * Creates a new TextFileAssetTask object
  131986. * @param name defines the name of the task
  131987. * @param url defines the location of the file to load
  131988. */
  131989. constructor(
  131990. /**
  131991. * Defines the name of the task
  131992. */
  131993. name: string,
  131994. /**
  131995. * Defines the location of the file to load
  131996. */
  131997. url: string);
  131998. /**
  131999. * Execute the current task
  132000. * @param scene defines the scene where you want your assets to be loaded
  132001. * @param onSuccess is a callback called when the task is successfully executed
  132002. * @param onError is a callback called if an error occurs
  132003. */
  132004. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132005. }
  132006. /**
  132007. * Define a task used by AssetsManager to load binary data
  132008. */
  132009. export class BinaryFileAssetTask extends AbstractAssetTask {
  132010. /**
  132011. * Defines the name of the task
  132012. */
  132013. name: string;
  132014. /**
  132015. * Defines the location of the file to load
  132016. */
  132017. url: string;
  132018. /**
  132019. * Gets the lodaded data (as an array buffer)
  132020. */
  132021. data: ArrayBuffer;
  132022. /**
  132023. * Callback called when the task is successful
  132024. */
  132025. onSuccess: (task: BinaryFileAssetTask) => void;
  132026. /**
  132027. * Callback called when the task is successful
  132028. */
  132029. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  132030. /**
  132031. * Creates a new BinaryFileAssetTask object
  132032. * @param name defines the name of the new task
  132033. * @param url defines the location of the file to load
  132034. */
  132035. constructor(
  132036. /**
  132037. * Defines the name of the task
  132038. */
  132039. name: string,
  132040. /**
  132041. * Defines the location of the file to load
  132042. */
  132043. url: string);
  132044. /**
  132045. * Execute the current task
  132046. * @param scene defines the scene where you want your assets to be loaded
  132047. * @param onSuccess is a callback called when the task is successfully executed
  132048. * @param onError is a callback called if an error occurs
  132049. */
  132050. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132051. }
  132052. /**
  132053. * Define a task used by AssetsManager to load images
  132054. */
  132055. export class ImageAssetTask extends AbstractAssetTask {
  132056. /**
  132057. * Defines the name of the task
  132058. */
  132059. name: string;
  132060. /**
  132061. * Defines the location of the image to load
  132062. */
  132063. url: string;
  132064. /**
  132065. * Gets the loaded images
  132066. */
  132067. image: HTMLImageElement;
  132068. /**
  132069. * Callback called when the task is successful
  132070. */
  132071. onSuccess: (task: ImageAssetTask) => void;
  132072. /**
  132073. * Callback called when the task is successful
  132074. */
  132075. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  132076. /**
  132077. * Creates a new ImageAssetTask
  132078. * @param name defines the name of the task
  132079. * @param url defines the location of the image to load
  132080. */
  132081. constructor(
  132082. /**
  132083. * Defines the name of the task
  132084. */
  132085. name: string,
  132086. /**
  132087. * Defines the location of the image to load
  132088. */
  132089. url: string);
  132090. /**
  132091. * Execute the current task
  132092. * @param scene defines the scene where you want your assets to be loaded
  132093. * @param onSuccess is a callback called when the task is successfully executed
  132094. * @param onError is a callback called if an error occurs
  132095. */
  132096. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132097. }
  132098. /**
  132099. * Defines the interface used by texture loading tasks
  132100. */
  132101. export interface ITextureAssetTask<TEX extends BaseTexture> {
  132102. /**
  132103. * Gets the loaded texture
  132104. */
  132105. texture: TEX;
  132106. }
  132107. /**
  132108. * Define a task used by AssetsManager to load 2D textures
  132109. */
  132110. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  132111. /**
  132112. * Defines the name of the task
  132113. */
  132114. name: string;
  132115. /**
  132116. * Defines the location of the file to load
  132117. */
  132118. url: string;
  132119. /**
  132120. * Defines if mipmap should not be generated (default is false)
  132121. */
  132122. noMipmap?: boolean | undefined;
  132123. /**
  132124. * Defines if texture must be inverted on Y axis (default is false)
  132125. */
  132126. invertY?: boolean | undefined;
  132127. /**
  132128. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  132129. */
  132130. samplingMode: number;
  132131. /**
  132132. * Gets the loaded texture
  132133. */
  132134. texture: Texture;
  132135. /**
  132136. * Callback called when the task is successful
  132137. */
  132138. onSuccess: (task: TextureAssetTask) => void;
  132139. /**
  132140. * Callback called when the task is successful
  132141. */
  132142. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  132143. /**
  132144. * Creates a new TextureAssetTask object
  132145. * @param name defines the name of the task
  132146. * @param url defines the location of the file to load
  132147. * @param noMipmap defines if mipmap should not be generated (default is false)
  132148. * @param invertY defines if texture must be inverted on Y axis (default is false)
  132149. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  132150. */
  132151. constructor(
  132152. /**
  132153. * Defines the name of the task
  132154. */
  132155. name: string,
  132156. /**
  132157. * Defines the location of the file to load
  132158. */
  132159. url: string,
  132160. /**
  132161. * Defines if mipmap should not be generated (default is false)
  132162. */
  132163. noMipmap?: boolean | undefined,
  132164. /**
  132165. * Defines if texture must be inverted on Y axis (default is false)
  132166. */
  132167. invertY?: boolean | undefined,
  132168. /**
  132169. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  132170. */
  132171. samplingMode?: number);
  132172. /**
  132173. * Execute the current task
  132174. * @param scene defines the scene where you want your assets to be loaded
  132175. * @param onSuccess is a callback called when the task is successfully executed
  132176. * @param onError is a callback called if an error occurs
  132177. */
  132178. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132179. }
  132180. /**
  132181. * Define a task used by AssetsManager to load cube textures
  132182. */
  132183. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  132184. /**
  132185. * Defines the name of the task
  132186. */
  132187. name: string;
  132188. /**
  132189. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  132190. */
  132191. url: string;
  132192. /**
  132193. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  132194. */
  132195. extensions?: string[] | undefined;
  132196. /**
  132197. * Defines if mipmaps should not be generated (default is false)
  132198. */
  132199. noMipmap?: boolean | undefined;
  132200. /**
  132201. * Defines the explicit list of files (undefined by default)
  132202. */
  132203. files?: string[] | undefined;
  132204. /**
  132205. * Gets the loaded texture
  132206. */
  132207. texture: CubeTexture;
  132208. /**
  132209. * Callback called when the task is successful
  132210. */
  132211. onSuccess: (task: CubeTextureAssetTask) => void;
  132212. /**
  132213. * Callback called when the task is successful
  132214. */
  132215. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  132216. /**
  132217. * Creates a new CubeTextureAssetTask
  132218. * @param name defines the name of the task
  132219. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  132220. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  132221. * @param noMipmap defines if mipmaps should not be generated (default is false)
  132222. * @param files defines the explicit list of files (undefined by default)
  132223. */
  132224. constructor(
  132225. /**
  132226. * Defines the name of the task
  132227. */
  132228. name: string,
  132229. /**
  132230. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  132231. */
  132232. url: string,
  132233. /**
  132234. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  132235. */
  132236. extensions?: string[] | undefined,
  132237. /**
  132238. * Defines if mipmaps should not be generated (default is false)
  132239. */
  132240. noMipmap?: boolean | undefined,
  132241. /**
  132242. * Defines the explicit list of files (undefined by default)
  132243. */
  132244. files?: string[] | undefined);
  132245. /**
  132246. * Execute the current task
  132247. * @param scene defines the scene where you want your assets to be loaded
  132248. * @param onSuccess is a callback called when the task is successfully executed
  132249. * @param onError is a callback called if an error occurs
  132250. */
  132251. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132252. }
  132253. /**
  132254. * Define a task used by AssetsManager to load HDR cube textures
  132255. */
  132256. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  132257. /**
  132258. * Defines the name of the task
  132259. */
  132260. name: string;
  132261. /**
  132262. * Defines the location of the file to load
  132263. */
  132264. url: string;
  132265. /**
  132266. * Defines the desired size (the more it increases the longer the generation will be)
  132267. */
  132268. size: number;
  132269. /**
  132270. * Defines if mipmaps should not be generated (default is false)
  132271. */
  132272. noMipmap: boolean;
  132273. /**
  132274. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  132275. */
  132276. generateHarmonics: boolean;
  132277. /**
  132278. * 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)
  132279. */
  132280. gammaSpace: boolean;
  132281. /**
  132282. * Internal Use Only
  132283. */
  132284. reserved: boolean;
  132285. /**
  132286. * Gets the loaded texture
  132287. */
  132288. texture: HDRCubeTexture;
  132289. /**
  132290. * Callback called when the task is successful
  132291. */
  132292. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  132293. /**
  132294. * Callback called when the task is successful
  132295. */
  132296. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  132297. /**
  132298. * Creates a new HDRCubeTextureAssetTask object
  132299. * @param name defines the name of the task
  132300. * @param url defines the location of the file to load
  132301. * @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.
  132302. * @param noMipmap defines if mipmaps should not be generated (default is false)
  132303. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  132304. * @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)
  132305. * @param reserved Internal use only
  132306. */
  132307. constructor(
  132308. /**
  132309. * Defines the name of the task
  132310. */
  132311. name: string,
  132312. /**
  132313. * Defines the location of the file to load
  132314. */
  132315. url: string,
  132316. /**
  132317. * Defines the desired size (the more it increases the longer the generation will be)
  132318. */
  132319. size: number,
  132320. /**
  132321. * Defines if mipmaps should not be generated (default is false)
  132322. */
  132323. noMipmap?: boolean,
  132324. /**
  132325. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  132326. */
  132327. generateHarmonics?: boolean,
  132328. /**
  132329. * 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)
  132330. */
  132331. gammaSpace?: boolean,
  132332. /**
  132333. * Internal Use Only
  132334. */
  132335. reserved?: boolean);
  132336. /**
  132337. * Execute the current task
  132338. * @param scene defines the scene where you want your assets to be loaded
  132339. * @param onSuccess is a callback called when the task is successfully executed
  132340. * @param onError is a callback called if an error occurs
  132341. */
  132342. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132343. }
  132344. /**
  132345. * Define a task used by AssetsManager to load Equirectangular cube textures
  132346. */
  132347. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  132348. /**
  132349. * Defines the name of the task
  132350. */
  132351. name: string;
  132352. /**
  132353. * Defines the location of the file to load
  132354. */
  132355. url: string;
  132356. /**
  132357. * Defines the desired size (the more it increases the longer the generation will be)
  132358. */
  132359. size: number;
  132360. /**
  132361. * Defines if mipmaps should not be generated (default is false)
  132362. */
  132363. noMipmap: boolean;
  132364. /**
  132365. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  132366. * but the standard material would require them in Gamma space) (default is true)
  132367. */
  132368. gammaSpace: boolean;
  132369. /**
  132370. * Gets the loaded texture
  132371. */
  132372. texture: EquiRectangularCubeTexture;
  132373. /**
  132374. * Callback called when the task is successful
  132375. */
  132376. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  132377. /**
  132378. * Callback called when the task is successful
  132379. */
  132380. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  132381. /**
  132382. * Creates a new EquiRectangularCubeTextureAssetTask object
  132383. * @param name defines the name of the task
  132384. * @param url defines the location of the file to load
  132385. * @param size defines the desired size (the more it increases the longer the generation will be)
  132386. * If the size is omitted this implies you are using a preprocessed cubemap.
  132387. * @param noMipmap defines if mipmaps should not be generated (default is false)
  132388. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  132389. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  132390. * (default is true)
  132391. */
  132392. constructor(
  132393. /**
  132394. * Defines the name of the task
  132395. */
  132396. name: string,
  132397. /**
  132398. * Defines the location of the file to load
  132399. */
  132400. url: string,
  132401. /**
  132402. * Defines the desired size (the more it increases the longer the generation will be)
  132403. */
  132404. size: number,
  132405. /**
  132406. * Defines if mipmaps should not be generated (default is false)
  132407. */
  132408. noMipmap?: boolean,
  132409. /**
  132410. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  132411. * but the standard material would require them in Gamma space) (default is true)
  132412. */
  132413. gammaSpace?: boolean);
  132414. /**
  132415. * Execute the current task
  132416. * @param scene defines the scene where you want your assets to be loaded
  132417. * @param onSuccess is a callback called when the task is successfully executed
  132418. * @param onError is a callback called if an error occurs
  132419. */
  132420. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132421. }
  132422. /**
  132423. * This class can be used to easily import assets into a scene
  132424. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  132425. */
  132426. export class AssetsManager {
  132427. private _scene;
  132428. private _isLoading;
  132429. protected _tasks: AbstractAssetTask[];
  132430. protected _waitingTasksCount: number;
  132431. protected _totalTasksCount: number;
  132432. /**
  132433. * Callback called when all tasks are processed
  132434. */
  132435. onFinish: (tasks: AbstractAssetTask[]) => void;
  132436. /**
  132437. * Callback called when a task is successful
  132438. */
  132439. onTaskSuccess: (task: AbstractAssetTask) => void;
  132440. /**
  132441. * Callback called when a task had an error
  132442. */
  132443. onTaskError: (task: AbstractAssetTask) => void;
  132444. /**
  132445. * Callback called when a task is done (whatever the result is)
  132446. */
  132447. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  132448. /**
  132449. * Observable called when all tasks are processed
  132450. */
  132451. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  132452. /**
  132453. * Observable called when a task had an error
  132454. */
  132455. onTaskErrorObservable: Observable<AbstractAssetTask>;
  132456. /**
  132457. * Observable called when all tasks were executed
  132458. */
  132459. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  132460. /**
  132461. * Observable called when a task is done (whatever the result is)
  132462. */
  132463. onProgressObservable: Observable<IAssetsProgressEvent>;
  132464. /**
  132465. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  132466. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  132467. */
  132468. useDefaultLoadingScreen: boolean;
  132469. /**
  132470. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  132471. * when all assets have been downloaded.
  132472. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  132473. */
  132474. autoHideLoadingUI: boolean;
  132475. /**
  132476. * Creates a new AssetsManager
  132477. * @param scene defines the scene to work on
  132478. */
  132479. constructor(scene: Scene);
  132480. /**
  132481. * Add a MeshAssetTask to the list of active tasks
  132482. * @param taskName defines the name of the new task
  132483. * @param meshesNames defines the name of meshes to load
  132484. * @param rootUrl defines the root url to use to locate files
  132485. * @param sceneFilename defines the filename of the scene file
  132486. * @returns a new MeshAssetTask object
  132487. */
  132488. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  132489. /**
  132490. * Add a TextFileAssetTask to the list of active tasks
  132491. * @param taskName defines the name of the new task
  132492. * @param url defines the url of the file to load
  132493. * @returns a new TextFileAssetTask object
  132494. */
  132495. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  132496. /**
  132497. * Add a BinaryFileAssetTask to the list of active tasks
  132498. * @param taskName defines the name of the new task
  132499. * @param url defines the url of the file to load
  132500. * @returns a new BinaryFileAssetTask object
  132501. */
  132502. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  132503. /**
  132504. * Add a ImageAssetTask to the list of active tasks
  132505. * @param taskName defines the name of the new task
  132506. * @param url defines the url of the file to load
  132507. * @returns a new ImageAssetTask object
  132508. */
  132509. addImageTask(taskName: string, url: string): ImageAssetTask;
  132510. /**
  132511. * Add a TextureAssetTask to the list of active tasks
  132512. * @param taskName defines the name of the new task
  132513. * @param url defines the url of the file to load
  132514. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132515. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  132516. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  132517. * @returns a new TextureAssetTask object
  132518. */
  132519. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  132520. /**
  132521. * Add a CubeTextureAssetTask to the list of active tasks
  132522. * @param taskName defines the name of the new task
  132523. * @param url defines the url of the file to load
  132524. * @param extensions defines the extension to use to load the cube map (can be null)
  132525. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132526. * @param files defines the list of files to load (can be null)
  132527. * @returns a new CubeTextureAssetTask object
  132528. */
  132529. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  132530. /**
  132531. *
  132532. * Add a HDRCubeTextureAssetTask to the list of active tasks
  132533. * @param taskName defines the name of the new task
  132534. * @param url defines the url of the file to load
  132535. * @param size defines the size you want for the cubemap (can be null)
  132536. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132537. * @param generateHarmonics defines if you want to automatically generate (true by default)
  132538. * @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)
  132539. * @param reserved Internal use only
  132540. * @returns a new HDRCubeTextureAssetTask object
  132541. */
  132542. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  132543. /**
  132544. *
  132545. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  132546. * @param taskName defines the name of the new task
  132547. * @param url defines the url of the file to load
  132548. * @param size defines the size you want for the cubemap (can be null)
  132549. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132550. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  132551. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  132552. * @returns a new EquiRectangularCubeTextureAssetTask object
  132553. */
  132554. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  132555. /**
  132556. * Remove a task from the assets manager.
  132557. * @param task the task to remove
  132558. */
  132559. removeTask(task: AbstractAssetTask): void;
  132560. private _decreaseWaitingTasksCount;
  132561. private _runTask;
  132562. /**
  132563. * Reset the AssetsManager and remove all tasks
  132564. * @return the current instance of the AssetsManager
  132565. */
  132566. reset(): AssetsManager;
  132567. /**
  132568. * Start the loading process
  132569. * @return the current instance of the AssetsManager
  132570. */
  132571. load(): AssetsManager;
  132572. /**
  132573. * Start the loading process as an async operation
  132574. * @return a promise returning the list of failed tasks
  132575. */
  132576. loadAsync(): Promise<void>;
  132577. }
  132578. }
  132579. declare module BABYLON {
  132580. /**
  132581. * Wrapper class for promise with external resolve and reject.
  132582. */
  132583. export class Deferred<T> {
  132584. /**
  132585. * The promise associated with this deferred object.
  132586. */
  132587. readonly promise: Promise<T>;
  132588. private _resolve;
  132589. private _reject;
  132590. /**
  132591. * The resolve method of the promise associated with this deferred object.
  132592. */
  132593. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  132594. /**
  132595. * The reject method of the promise associated with this deferred object.
  132596. */
  132597. readonly reject: (reason?: any) => void;
  132598. /**
  132599. * Constructor for this deferred object.
  132600. */
  132601. constructor();
  132602. }
  132603. }
  132604. declare module BABYLON {
  132605. /**
  132606. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  132607. */
  132608. export class MeshExploder {
  132609. private _centerMesh;
  132610. private _meshes;
  132611. private _meshesOrigins;
  132612. private _toCenterVectors;
  132613. private _scaledDirection;
  132614. private _newPosition;
  132615. private _centerPosition;
  132616. /**
  132617. * Explodes meshes from a center mesh.
  132618. * @param meshes The meshes to explode.
  132619. * @param centerMesh The mesh to be center of explosion.
  132620. */
  132621. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  132622. private _setCenterMesh;
  132623. /**
  132624. * Get class name
  132625. * @returns "MeshExploder"
  132626. */
  132627. getClassName(): string;
  132628. /**
  132629. * "Exploded meshes"
  132630. * @returns Array of meshes with the centerMesh at index 0.
  132631. */
  132632. getMeshes(): Array<Mesh>;
  132633. /**
  132634. * Explodes meshes giving a specific direction
  132635. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  132636. */
  132637. explode(direction?: number): void;
  132638. }
  132639. }
  132640. declare module BABYLON {
  132641. /**
  132642. * Class used to help managing file picking and drag'n'drop
  132643. */
  132644. export class FilesInput {
  132645. /**
  132646. * List of files ready to be loaded
  132647. */
  132648. static readonly FilesToLoad: {
  132649. [key: string]: File;
  132650. };
  132651. /**
  132652. * Callback called when a file is processed
  132653. */
  132654. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  132655. private _engine;
  132656. private _currentScene;
  132657. private _sceneLoadedCallback;
  132658. private _progressCallback;
  132659. private _additionalRenderLoopLogicCallback;
  132660. private _textureLoadingCallback;
  132661. private _startingProcessingFilesCallback;
  132662. private _onReloadCallback;
  132663. private _errorCallback;
  132664. private _elementToMonitor;
  132665. private _sceneFileToLoad;
  132666. private _filesToLoad;
  132667. /**
  132668. * Creates a new FilesInput
  132669. * @param engine defines the rendering engine
  132670. * @param scene defines the hosting scene
  132671. * @param sceneLoadedCallback callback called when scene is loaded
  132672. * @param progressCallback callback called to track progress
  132673. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  132674. * @param textureLoadingCallback callback called when a texture is loading
  132675. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  132676. * @param onReloadCallback callback called when a reload is requested
  132677. * @param errorCallback callback call if an error occurs
  132678. */
  132679. 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);
  132680. private _dragEnterHandler;
  132681. private _dragOverHandler;
  132682. private _dropHandler;
  132683. /**
  132684. * Calls this function to listen to drag'n'drop events on a specific DOM element
  132685. * @param elementToMonitor defines the DOM element to track
  132686. */
  132687. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  132688. /**
  132689. * Release all associated resources
  132690. */
  132691. dispose(): void;
  132692. private renderFunction;
  132693. private drag;
  132694. private drop;
  132695. private _traverseFolder;
  132696. private _processFiles;
  132697. /**
  132698. * Load files from a drop event
  132699. * @param event defines the drop event to use as source
  132700. */
  132701. loadFiles(event: any): void;
  132702. private _processReload;
  132703. /**
  132704. * Reload the current scene from the loaded files
  132705. */
  132706. reload(): void;
  132707. }
  132708. }
  132709. declare module BABYLON {
  132710. /**
  132711. * Defines the root class used to create scene optimization to use with SceneOptimizer
  132712. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132713. */
  132714. export class SceneOptimization {
  132715. /**
  132716. * Defines the priority of this optimization (0 by default which means first in the list)
  132717. */
  132718. priority: number;
  132719. /**
  132720. * Gets a string describing the action executed by the current optimization
  132721. * @returns description string
  132722. */
  132723. getDescription(): string;
  132724. /**
  132725. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132726. * @param scene defines the current scene where to apply this optimization
  132727. * @param optimizer defines the current optimizer
  132728. * @returns true if everything that can be done was applied
  132729. */
  132730. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132731. /**
  132732. * Creates the SceneOptimization object
  132733. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132734. * @param desc defines the description associated with the optimization
  132735. */
  132736. constructor(
  132737. /**
  132738. * Defines the priority of this optimization (0 by default which means first in the list)
  132739. */
  132740. priority?: number);
  132741. }
  132742. /**
  132743. * Defines an optimization used to reduce the size of render target textures
  132744. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132745. */
  132746. export class TextureOptimization extends SceneOptimization {
  132747. /**
  132748. * Defines the priority of this optimization (0 by default which means first in the list)
  132749. */
  132750. priority: number;
  132751. /**
  132752. * 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
  132753. */
  132754. maximumSize: number;
  132755. /**
  132756. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132757. */
  132758. step: number;
  132759. /**
  132760. * Gets a string describing the action executed by the current optimization
  132761. * @returns description string
  132762. */
  132763. getDescription(): string;
  132764. /**
  132765. * Creates the TextureOptimization object
  132766. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132767. * @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
  132768. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132769. */
  132770. constructor(
  132771. /**
  132772. * Defines the priority of this optimization (0 by default which means first in the list)
  132773. */
  132774. priority?: number,
  132775. /**
  132776. * 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
  132777. */
  132778. maximumSize?: number,
  132779. /**
  132780. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132781. */
  132782. step?: number);
  132783. /**
  132784. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132785. * @param scene defines the current scene where to apply this optimization
  132786. * @param optimizer defines the current optimizer
  132787. * @returns true if everything that can be done was applied
  132788. */
  132789. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132790. }
  132791. /**
  132792. * Defines an optimization used to increase or decrease the rendering resolution
  132793. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132794. */
  132795. export class HardwareScalingOptimization extends SceneOptimization {
  132796. /**
  132797. * Defines the priority of this optimization (0 by default which means first in the list)
  132798. */
  132799. priority: number;
  132800. /**
  132801. * Defines the maximum scale to use (2 by default)
  132802. */
  132803. maximumScale: number;
  132804. /**
  132805. * Defines the step to use between two passes (0.5 by default)
  132806. */
  132807. step: number;
  132808. private _currentScale;
  132809. private _directionOffset;
  132810. /**
  132811. * Gets a string describing the action executed by the current optimization
  132812. * @return description string
  132813. */
  132814. getDescription(): string;
  132815. /**
  132816. * Creates the HardwareScalingOptimization object
  132817. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132818. * @param maximumScale defines the maximum scale to use (2 by default)
  132819. * @param step defines the step to use between two passes (0.5 by default)
  132820. */
  132821. constructor(
  132822. /**
  132823. * Defines the priority of this optimization (0 by default which means first in the list)
  132824. */
  132825. priority?: number,
  132826. /**
  132827. * Defines the maximum scale to use (2 by default)
  132828. */
  132829. maximumScale?: number,
  132830. /**
  132831. * Defines the step to use between two passes (0.5 by default)
  132832. */
  132833. step?: number);
  132834. /**
  132835. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132836. * @param scene defines the current scene where to apply this optimization
  132837. * @param optimizer defines the current optimizer
  132838. * @returns true if everything that can be done was applied
  132839. */
  132840. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132841. }
  132842. /**
  132843. * Defines an optimization used to remove shadows
  132844. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132845. */
  132846. export class ShadowsOptimization extends SceneOptimization {
  132847. /**
  132848. * Gets a string describing the action executed by the current optimization
  132849. * @return description string
  132850. */
  132851. getDescription(): string;
  132852. /**
  132853. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132854. * @param scene defines the current scene where to apply this optimization
  132855. * @param optimizer defines the current optimizer
  132856. * @returns true if everything that can be done was applied
  132857. */
  132858. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132859. }
  132860. /**
  132861. * Defines an optimization used to turn post-processes off
  132862. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132863. */
  132864. export class PostProcessesOptimization extends SceneOptimization {
  132865. /**
  132866. * Gets a string describing the action executed by the current optimization
  132867. * @return description string
  132868. */
  132869. getDescription(): string;
  132870. /**
  132871. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132872. * @param scene defines the current scene where to apply this optimization
  132873. * @param optimizer defines the current optimizer
  132874. * @returns true if everything that can be done was applied
  132875. */
  132876. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132877. }
  132878. /**
  132879. * Defines an optimization used to turn lens flares off
  132880. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132881. */
  132882. export class LensFlaresOptimization extends SceneOptimization {
  132883. /**
  132884. * Gets a string describing the action executed by the current optimization
  132885. * @return description string
  132886. */
  132887. getDescription(): string;
  132888. /**
  132889. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132890. * @param scene defines the current scene where to apply this optimization
  132891. * @param optimizer defines the current optimizer
  132892. * @returns true if everything that can be done was applied
  132893. */
  132894. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132895. }
  132896. /**
  132897. * Defines an optimization based on user defined callback.
  132898. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132899. */
  132900. export class CustomOptimization extends SceneOptimization {
  132901. /**
  132902. * Callback called to apply the custom optimization.
  132903. */
  132904. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  132905. /**
  132906. * Callback called to get custom description
  132907. */
  132908. onGetDescription: () => string;
  132909. /**
  132910. * Gets a string describing the action executed by the current optimization
  132911. * @returns description string
  132912. */
  132913. getDescription(): string;
  132914. /**
  132915. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132916. * @param scene defines the current scene where to apply this optimization
  132917. * @param optimizer defines the current optimizer
  132918. * @returns true if everything that can be done was applied
  132919. */
  132920. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132921. }
  132922. /**
  132923. * Defines an optimization used to turn particles off
  132924. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132925. */
  132926. export class ParticlesOptimization extends SceneOptimization {
  132927. /**
  132928. * Gets a string describing the action executed by the current optimization
  132929. * @return description string
  132930. */
  132931. getDescription(): string;
  132932. /**
  132933. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132934. * @param scene defines the current scene where to apply this optimization
  132935. * @param optimizer defines the current optimizer
  132936. * @returns true if everything that can be done was applied
  132937. */
  132938. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132939. }
  132940. /**
  132941. * Defines an optimization used to turn render targets off
  132942. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132943. */
  132944. export class RenderTargetsOptimization extends SceneOptimization {
  132945. /**
  132946. * Gets a string describing the action executed by the current optimization
  132947. * @return description string
  132948. */
  132949. getDescription(): string;
  132950. /**
  132951. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132952. * @param scene defines the current scene where to apply this optimization
  132953. * @param optimizer defines the current optimizer
  132954. * @returns true if everything that can be done was applied
  132955. */
  132956. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132957. }
  132958. /**
  132959. * Defines an optimization used to merge meshes with compatible materials
  132960. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132961. */
  132962. export class MergeMeshesOptimization extends SceneOptimization {
  132963. private static _UpdateSelectionTree;
  132964. /**
  132965. * Gets or sets a boolean which defines if optimization octree has to be updated
  132966. */
  132967. /**
  132968. * Gets or sets a boolean which defines if optimization octree has to be updated
  132969. */
  132970. static UpdateSelectionTree: boolean;
  132971. /**
  132972. * Gets a string describing the action executed by the current optimization
  132973. * @return description string
  132974. */
  132975. getDescription(): string;
  132976. private _canBeMerged;
  132977. /**
  132978. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132979. * @param scene defines the current scene where to apply this optimization
  132980. * @param optimizer defines the current optimizer
  132981. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  132982. * @returns true if everything that can be done was applied
  132983. */
  132984. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  132985. }
  132986. /**
  132987. * Defines a list of options used by SceneOptimizer
  132988. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132989. */
  132990. export class SceneOptimizerOptions {
  132991. /**
  132992. * Defines the target frame rate to reach (60 by default)
  132993. */
  132994. targetFrameRate: number;
  132995. /**
  132996. * Defines the interval between two checkes (2000ms by default)
  132997. */
  132998. trackerDuration: number;
  132999. /**
  133000. * Gets the list of optimizations to apply
  133001. */
  133002. optimizations: SceneOptimization[];
  133003. /**
  133004. * Creates a new list of options used by SceneOptimizer
  133005. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  133006. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  133007. */
  133008. constructor(
  133009. /**
  133010. * Defines the target frame rate to reach (60 by default)
  133011. */
  133012. targetFrameRate?: number,
  133013. /**
  133014. * Defines the interval between two checkes (2000ms by default)
  133015. */
  133016. trackerDuration?: number);
  133017. /**
  133018. * Add a new optimization
  133019. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  133020. * @returns the current SceneOptimizerOptions
  133021. */
  133022. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  133023. /**
  133024. * Add a new custom optimization
  133025. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  133026. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  133027. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  133028. * @returns the current SceneOptimizerOptions
  133029. */
  133030. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  133031. /**
  133032. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  133033. * @param targetFrameRate defines the target frame rate (60 by default)
  133034. * @returns a SceneOptimizerOptions object
  133035. */
  133036. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  133037. /**
  133038. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  133039. * @param targetFrameRate defines the target frame rate (60 by default)
  133040. * @returns a SceneOptimizerOptions object
  133041. */
  133042. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  133043. /**
  133044. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  133045. * @param targetFrameRate defines the target frame rate (60 by default)
  133046. * @returns a SceneOptimizerOptions object
  133047. */
  133048. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  133049. }
  133050. /**
  133051. * Class used to run optimizations in order to reach a target frame rate
  133052. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  133053. */
  133054. export class SceneOptimizer implements IDisposable {
  133055. private _isRunning;
  133056. private _options;
  133057. private _scene;
  133058. private _currentPriorityLevel;
  133059. private _targetFrameRate;
  133060. private _trackerDuration;
  133061. private _currentFrameRate;
  133062. private _sceneDisposeObserver;
  133063. private _improvementMode;
  133064. /**
  133065. * Defines an observable called when the optimizer reaches the target frame rate
  133066. */
  133067. onSuccessObservable: Observable<SceneOptimizer>;
  133068. /**
  133069. * Defines an observable called when the optimizer enables an optimization
  133070. */
  133071. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  133072. /**
  133073. * Defines an observable called when the optimizer is not able to reach the target frame rate
  133074. */
  133075. onFailureObservable: Observable<SceneOptimizer>;
  133076. /**
  133077. * Gets a boolean indicating if the optimizer is in improvement mode
  133078. */
  133079. readonly isInImprovementMode: boolean;
  133080. /**
  133081. * Gets the current priority level (0 at start)
  133082. */
  133083. readonly currentPriorityLevel: number;
  133084. /**
  133085. * Gets the current frame rate checked by the SceneOptimizer
  133086. */
  133087. readonly currentFrameRate: number;
  133088. /**
  133089. * Gets or sets the current target frame rate (60 by default)
  133090. */
  133091. /**
  133092. * Gets or sets the current target frame rate (60 by default)
  133093. */
  133094. targetFrameRate: number;
  133095. /**
  133096. * Gets or sets the current interval between two checks (every 2000ms by default)
  133097. */
  133098. /**
  133099. * Gets or sets the current interval between two checks (every 2000ms by default)
  133100. */
  133101. trackerDuration: number;
  133102. /**
  133103. * Gets the list of active optimizations
  133104. */
  133105. readonly optimizations: SceneOptimization[];
  133106. /**
  133107. * Creates a new SceneOptimizer
  133108. * @param scene defines the scene to work on
  133109. * @param options defines the options to use with the SceneOptimizer
  133110. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  133111. * @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)
  133112. */
  133113. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  133114. /**
  133115. * Stops the current optimizer
  133116. */
  133117. stop(): void;
  133118. /**
  133119. * Reset the optimizer to initial step (current priority level = 0)
  133120. */
  133121. reset(): void;
  133122. /**
  133123. * Start the optimizer. By default it will try to reach a specific framerate
  133124. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  133125. */
  133126. start(): void;
  133127. private _checkCurrentState;
  133128. /**
  133129. * Release all resources
  133130. */
  133131. dispose(): void;
  133132. /**
  133133. * Helper function to create a SceneOptimizer with one single line of code
  133134. * @param scene defines the scene to work on
  133135. * @param options defines the options to use with the SceneOptimizer
  133136. * @param onSuccess defines a callback to call on success
  133137. * @param onFailure defines a callback to call on failure
  133138. * @returns the new SceneOptimizer object
  133139. */
  133140. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  133141. }
  133142. }
  133143. declare module BABYLON {
  133144. /**
  133145. * Class used to serialize a scene into a string
  133146. */
  133147. export class SceneSerializer {
  133148. /**
  133149. * Clear cache used by a previous serialization
  133150. */
  133151. static ClearCache(): void;
  133152. /**
  133153. * Serialize a scene into a JSON compatible object
  133154. * @param scene defines the scene to serialize
  133155. * @returns a JSON compatible object
  133156. */
  133157. static Serialize(scene: Scene): any;
  133158. /**
  133159. * Serialize a mesh into a JSON compatible object
  133160. * @param toSerialize defines the mesh to serialize
  133161. * @param withParents defines if parents must be serialized as well
  133162. * @param withChildren defines if children must be serialized as well
  133163. * @returns a JSON compatible object
  133164. */
  133165. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  133166. }
  133167. }
  133168. declare module BABYLON {
  133169. /**
  133170. * Class used to host texture specific utilities
  133171. */
  133172. export class TextureTools {
  133173. /**
  133174. * Uses the GPU to create a copy texture rescaled at a given size
  133175. * @param texture Texture to copy from
  133176. * @param width defines the desired width
  133177. * @param height defines the desired height
  133178. * @param useBilinearMode defines if bilinear mode has to be used
  133179. * @return the generated texture
  133180. */
  133181. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  133182. }
  133183. }
  133184. declare module BABYLON {
  133185. /**
  133186. * This represents the different options available for the video capture.
  133187. */
  133188. export interface VideoRecorderOptions {
  133189. /** Defines the mime type of the video. */
  133190. mimeType: string;
  133191. /** Defines the FPS the video should be recorded at. */
  133192. fps: number;
  133193. /** Defines the chunk size for the recording data. */
  133194. recordChunckSize: number;
  133195. /** The audio tracks to attach to the recording. */
  133196. audioTracks?: MediaStreamTrack[];
  133197. }
  133198. /**
  133199. * This can help with recording videos from BabylonJS.
  133200. * This is based on the available WebRTC functionalities of the browser.
  133201. *
  133202. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  133203. */
  133204. export class VideoRecorder {
  133205. private static readonly _defaultOptions;
  133206. /**
  133207. * Returns whether or not the VideoRecorder is available in your browser.
  133208. * @param engine Defines the Babylon Engine.
  133209. * @returns true if supported otherwise false.
  133210. */
  133211. static IsSupported(engine: Engine): boolean;
  133212. private readonly _options;
  133213. private _canvas;
  133214. private _mediaRecorder;
  133215. private _recordedChunks;
  133216. private _fileName;
  133217. private _resolve;
  133218. private _reject;
  133219. /**
  133220. * True when a recording is already in progress.
  133221. */
  133222. readonly isRecording: boolean;
  133223. /**
  133224. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  133225. * @param engine Defines the BabylonJS Engine you wish to record.
  133226. * @param options Defines options that can be used to customize the capture.
  133227. */
  133228. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  133229. /**
  133230. * Stops the current recording before the default capture timeout passed in the startRecording function.
  133231. */
  133232. stopRecording(): void;
  133233. /**
  133234. * Starts recording the canvas for a max duration specified in parameters.
  133235. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  133236. * If null no automatic download will start and you can rely on the promise to get the data back.
  133237. * @param maxDuration Defines the maximum recording time in seconds.
  133238. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  133239. * @return A promise callback at the end of the recording with the video data in Blob.
  133240. */
  133241. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  133242. /**
  133243. * Releases internal resources used during the recording.
  133244. */
  133245. dispose(): void;
  133246. private _handleDataAvailable;
  133247. private _handleError;
  133248. private _handleStop;
  133249. }
  133250. }
  133251. declare module BABYLON {
  133252. /**
  133253. * Class containing a set of static utilities functions for screenshots
  133254. */
  133255. export class ScreenshotTools {
  133256. /**
  133257. * Captures a screenshot of the current rendering
  133258. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133259. * @param engine defines the rendering engine
  133260. * @param camera defines the source camera
  133261. * @param size This parameter can be set to a single number or to an object with the
  133262. * following (optional) properties: precision, width, height. If a single number is passed,
  133263. * it will be used for both width and height. If an object is passed, the screenshot size
  133264. * will be derived from the parameters. The precision property is a multiplier allowing
  133265. * rendering at a higher or lower resolution
  133266. * @param successCallback defines the callback receives a single parameter which contains the
  133267. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  133268. * src parameter of an <img> to display it
  133269. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  133270. * Check your browser for supported MIME types
  133271. */
  133272. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  133273. /**
  133274. * Captures a screenshot of the current rendering
  133275. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133276. * @param engine defines the rendering engine
  133277. * @param camera defines the source camera
  133278. * @param size This parameter can be set to a single number or to an object with the
  133279. * following (optional) properties: precision, width, height. If a single number is passed,
  133280. * it will be used for both width and height. If an object is passed, the screenshot size
  133281. * will be derived from the parameters. The precision property is a multiplier allowing
  133282. * rendering at a higher or lower resolution
  133283. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  133284. * Check your browser for supported MIME types
  133285. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  133286. * to the src parameter of an <img> to display it
  133287. */
  133288. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  133289. /**
  133290. * Generates an image screenshot from the specified camera.
  133291. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133292. * @param engine The engine to use for rendering
  133293. * @param camera The camera to use for rendering
  133294. * @param size This parameter can be set to a single number or to an object with the
  133295. * following (optional) properties: precision, width, height. If a single number is passed,
  133296. * it will be used for both width and height. If an object is passed, the screenshot size
  133297. * will be derived from the parameters. The precision property is a multiplier allowing
  133298. * rendering at a higher or lower resolution
  133299. * @param successCallback The callback receives a single parameter which contains the
  133300. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  133301. * src parameter of an <img> to display it
  133302. * @param mimeType The MIME type of the screenshot image (default: image/png).
  133303. * Check your browser for supported MIME types
  133304. * @param samples Texture samples (default: 1)
  133305. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  133306. * @param fileName A name for for the downloaded file.
  133307. */
  133308. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  133309. /**
  133310. * Generates an image screenshot from the specified camera.
  133311. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133312. * @param engine The engine to use for rendering
  133313. * @param camera The camera to use for rendering
  133314. * @param size This parameter can be set to a single number or to an object with the
  133315. * following (optional) properties: precision, width, height. If a single number is passed,
  133316. * it will be used for both width and height. If an object is passed, the screenshot size
  133317. * will be derived from the parameters. The precision property is a multiplier allowing
  133318. * rendering at a higher or lower resolution
  133319. * @param mimeType The MIME type of the screenshot image (default: image/png).
  133320. * Check your browser for supported MIME types
  133321. * @param samples Texture samples (default: 1)
  133322. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  133323. * @param fileName A name for for the downloaded file.
  133324. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  133325. * to the src parameter of an <img> to display it
  133326. */
  133327. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  133328. /**
  133329. * Gets height and width for screenshot size
  133330. * @private
  133331. */
  133332. private static _getScreenshotSize;
  133333. }
  133334. }
  133335. declare module BABYLON {
  133336. /**
  133337. * Interface for a data buffer
  133338. */
  133339. export interface IDataBuffer {
  133340. /**
  133341. * Reads bytes from the data buffer.
  133342. * @param byteOffset The byte offset to read
  133343. * @param byteLength The byte length to read
  133344. * @returns A promise that resolves when the bytes are read
  133345. */
  133346. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  133347. /**
  133348. * The byte length of the buffer.
  133349. */
  133350. readonly byteLength: number;
  133351. }
  133352. /**
  133353. * Utility class for reading from a data buffer
  133354. */
  133355. export class DataReader {
  133356. /**
  133357. * The data buffer associated with this data reader.
  133358. */
  133359. readonly buffer: IDataBuffer;
  133360. /**
  133361. * The current byte offset from the beginning of the data buffer.
  133362. */
  133363. byteOffset: number;
  133364. private _dataView;
  133365. private _dataByteOffset;
  133366. /**
  133367. * Constructor
  133368. * @param buffer The buffer to read
  133369. */
  133370. constructor(buffer: IDataBuffer);
  133371. /**
  133372. * Loads the given byte length.
  133373. * @param byteLength The byte length to load
  133374. * @returns A promise that resolves when the load is complete
  133375. */
  133376. loadAsync(byteLength: number): Promise<void>;
  133377. /**
  133378. * Read a unsigned 32-bit integer from the currently loaded data range.
  133379. * @returns The 32-bit integer read
  133380. */
  133381. readUint32(): number;
  133382. /**
  133383. * Read a byte array from the currently loaded data range.
  133384. * @param byteLength The byte length to read
  133385. * @returns The byte array read
  133386. */
  133387. readUint8Array(byteLength: number): Uint8Array;
  133388. /**
  133389. * Read a string from the currently loaded data range.
  133390. * @param byteLength The byte length to read
  133391. * @returns The string read
  133392. */
  133393. readString(byteLength: number): string;
  133394. /**
  133395. * Skips the given byte length the currently loaded data range.
  133396. * @param byteLength The byte length to skip
  133397. */
  133398. skipBytes(byteLength: number): void;
  133399. }
  133400. }
  133401. declare module BABYLON {
  133402. /**
  133403. * A cursor which tracks a point on a path
  133404. */
  133405. export class PathCursor {
  133406. private path;
  133407. /**
  133408. * Stores path cursor callbacks for when an onchange event is triggered
  133409. */
  133410. private _onchange;
  133411. /**
  133412. * The value of the path cursor
  133413. */
  133414. value: number;
  133415. /**
  133416. * The animation array of the path cursor
  133417. */
  133418. animations: Animation[];
  133419. /**
  133420. * Initializes the path cursor
  133421. * @param path The path to track
  133422. */
  133423. constructor(path: Path2);
  133424. /**
  133425. * Gets the cursor point on the path
  133426. * @returns A point on the path cursor at the cursor location
  133427. */
  133428. getPoint(): Vector3;
  133429. /**
  133430. * Moves the cursor ahead by the step amount
  133431. * @param step The amount to move the cursor forward
  133432. * @returns This path cursor
  133433. */
  133434. moveAhead(step?: number): PathCursor;
  133435. /**
  133436. * Moves the cursor behind by the step amount
  133437. * @param step The amount to move the cursor back
  133438. * @returns This path cursor
  133439. */
  133440. moveBack(step?: number): PathCursor;
  133441. /**
  133442. * Moves the cursor by the step amount
  133443. * If the step amount is greater than one, an exception is thrown
  133444. * @param step The amount to move the cursor
  133445. * @returns This path cursor
  133446. */
  133447. move(step: number): PathCursor;
  133448. /**
  133449. * Ensures that the value is limited between zero and one
  133450. * @returns This path cursor
  133451. */
  133452. private ensureLimits;
  133453. /**
  133454. * Runs onchange callbacks on change (used by the animation engine)
  133455. * @returns This path cursor
  133456. */
  133457. private raiseOnChange;
  133458. /**
  133459. * Executes a function on change
  133460. * @param f A path cursor onchange callback
  133461. * @returns This path cursor
  133462. */
  133463. onchange(f: (cursor: PathCursor) => void): PathCursor;
  133464. }
  133465. }
  133466. declare module BABYLON {
  133467. /** @hidden */
  133468. export var blurPixelShader: {
  133469. name: string;
  133470. shader: string;
  133471. };
  133472. }
  133473. declare module BABYLON {
  133474. /** @hidden */
  133475. export var pointCloudVertexDeclaration: {
  133476. name: string;
  133477. shader: string;
  133478. };
  133479. }
  133480. // Mixins
  133481. interface Window {
  133482. mozIndexedDB: IDBFactory;
  133483. webkitIndexedDB: IDBFactory;
  133484. msIndexedDB: IDBFactory;
  133485. webkitURL: typeof URL;
  133486. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  133487. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  133488. WebGLRenderingContext: WebGLRenderingContext;
  133489. MSGesture: MSGesture;
  133490. CANNON: any;
  133491. AudioContext: AudioContext;
  133492. webkitAudioContext: AudioContext;
  133493. PointerEvent: any;
  133494. Math: Math;
  133495. Uint8Array: Uint8ArrayConstructor;
  133496. Float32Array: Float32ArrayConstructor;
  133497. mozURL: typeof URL;
  133498. msURL: typeof URL;
  133499. VRFrameData: any; // WebVR, from specs 1.1
  133500. DracoDecoderModule: any;
  133501. setImmediate(handler: (...args: any[]) => void): number;
  133502. }
  133503. interface HTMLCanvasElement {
  133504. requestPointerLock(): void;
  133505. msRequestPointerLock?(): void;
  133506. mozRequestPointerLock?(): void;
  133507. webkitRequestPointerLock?(): void;
  133508. /** Track wether a record is in progress */
  133509. isRecording: boolean;
  133510. /** Capture Stream method defined by some browsers */
  133511. captureStream(fps?: number): MediaStream;
  133512. }
  133513. interface CanvasRenderingContext2D {
  133514. msImageSmoothingEnabled: boolean;
  133515. }
  133516. interface MouseEvent {
  133517. mozMovementX: number;
  133518. mozMovementY: number;
  133519. webkitMovementX: number;
  133520. webkitMovementY: number;
  133521. msMovementX: number;
  133522. msMovementY: number;
  133523. }
  133524. interface Navigator {
  133525. mozGetVRDevices: (any: any) => any;
  133526. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133527. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133528. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133529. webkitGetGamepads(): Gamepad[];
  133530. msGetGamepads(): Gamepad[];
  133531. webkitGamepads(): Gamepad[];
  133532. }
  133533. interface HTMLVideoElement {
  133534. mozSrcObject: any;
  133535. }
  133536. interface Math {
  133537. fround(x: number): number;
  133538. imul(a: number, b: number): number;
  133539. }
  133540. interface WebGLRenderingContext {
  133541. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  133542. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  133543. vertexAttribDivisor(index: number, divisor: number): void;
  133544. createVertexArray(): any;
  133545. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  133546. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  133547. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  133548. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  133549. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  133550. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  133551. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  133552. // Queries
  133553. createQuery(): WebGLQuery;
  133554. deleteQuery(query: WebGLQuery): void;
  133555. beginQuery(target: number, query: WebGLQuery): void;
  133556. endQuery(target: number): void;
  133557. getQueryParameter(query: WebGLQuery, pname: number): any;
  133558. getQuery(target: number, pname: number): any;
  133559. MAX_SAMPLES: number;
  133560. RGBA8: number;
  133561. READ_FRAMEBUFFER: number;
  133562. DRAW_FRAMEBUFFER: number;
  133563. UNIFORM_BUFFER: number;
  133564. HALF_FLOAT_OES: number;
  133565. RGBA16F: number;
  133566. RGBA32F: number;
  133567. R32F: number;
  133568. RG32F: number;
  133569. RGB32F: number;
  133570. R16F: number;
  133571. RG16F: number;
  133572. RGB16F: number;
  133573. RED: number;
  133574. RG: number;
  133575. R8: number;
  133576. RG8: number;
  133577. UNSIGNED_INT_24_8: number;
  133578. DEPTH24_STENCIL8: number;
  133579. MIN: number;
  133580. MAX: number;
  133581. /* Multiple Render Targets */
  133582. drawBuffers(buffers: number[]): void;
  133583. readBuffer(src: number): void;
  133584. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  133585. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  133586. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  133587. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  133588. // Occlusion Query
  133589. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  133590. ANY_SAMPLES_PASSED: number;
  133591. QUERY_RESULT_AVAILABLE: number;
  133592. QUERY_RESULT: number;
  133593. }
  133594. interface WebGLProgram {
  133595. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  133596. }
  133597. interface EXT_disjoint_timer_query {
  133598. QUERY_COUNTER_BITS_EXT: number;
  133599. TIME_ELAPSED_EXT: number;
  133600. TIMESTAMP_EXT: number;
  133601. GPU_DISJOINT_EXT: number;
  133602. QUERY_RESULT_EXT: number;
  133603. QUERY_RESULT_AVAILABLE_EXT: number;
  133604. queryCounterEXT(query: WebGLQuery, target: number): void;
  133605. createQueryEXT(): WebGLQuery;
  133606. beginQueryEXT(target: number, query: WebGLQuery): void;
  133607. endQueryEXT(target: number): void;
  133608. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  133609. deleteQueryEXT(query: WebGLQuery): void;
  133610. }
  133611. interface WebGLUniformLocation {
  133612. _currentState: any;
  133613. }
  133614. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  133615. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  133616. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  133617. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133618. interface WebGLRenderingContext {
  133619. readonly RASTERIZER_DISCARD: number;
  133620. readonly DEPTH_COMPONENT24: number;
  133621. readonly TEXTURE_3D: number;
  133622. readonly TEXTURE_2D_ARRAY: number;
  133623. readonly TEXTURE_COMPARE_FUNC: number;
  133624. readonly TEXTURE_COMPARE_MODE: number;
  133625. readonly COMPARE_REF_TO_TEXTURE: number;
  133626. readonly TEXTURE_WRAP_R: number;
  133627. readonly HALF_FLOAT: number;
  133628. readonly RGB8: number;
  133629. readonly RED_INTEGER: number;
  133630. readonly RG_INTEGER: number;
  133631. readonly RGB_INTEGER: number;
  133632. readonly RGBA_INTEGER: number;
  133633. readonly R8_SNORM: number;
  133634. readonly RG8_SNORM: number;
  133635. readonly RGB8_SNORM: number;
  133636. readonly RGBA8_SNORM: number;
  133637. readonly R8I: number;
  133638. readonly RG8I: number;
  133639. readonly RGB8I: number;
  133640. readonly RGBA8I: number;
  133641. readonly R8UI: number;
  133642. readonly RG8UI: number;
  133643. readonly RGB8UI: number;
  133644. readonly RGBA8UI: number;
  133645. readonly R16I: number;
  133646. readonly RG16I: number;
  133647. readonly RGB16I: number;
  133648. readonly RGBA16I: number;
  133649. readonly R16UI: number;
  133650. readonly RG16UI: number;
  133651. readonly RGB16UI: number;
  133652. readonly RGBA16UI: number;
  133653. readonly R32I: number;
  133654. readonly RG32I: number;
  133655. readonly RGB32I: number;
  133656. readonly RGBA32I: number;
  133657. readonly R32UI: number;
  133658. readonly RG32UI: number;
  133659. readonly RGB32UI: number;
  133660. readonly RGBA32UI: number;
  133661. readonly RGB10_A2UI: number;
  133662. readonly R11F_G11F_B10F: number;
  133663. readonly RGB9_E5: number;
  133664. readonly RGB10_A2: number;
  133665. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  133666. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  133667. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  133668. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  133669. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  133670. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  133671. 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;
  133672. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  133673. readonly TRANSFORM_FEEDBACK: number;
  133674. readonly INTERLEAVED_ATTRIBS: number;
  133675. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  133676. createTransformFeedback(): WebGLTransformFeedback;
  133677. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  133678. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  133679. beginTransformFeedback(primitiveMode: number): void;
  133680. endTransformFeedback(): void;
  133681. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  133682. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133683. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133684. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133685. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  133686. }
  133687. interface ImageBitmap {
  133688. readonly width: number;
  133689. readonly height: number;
  133690. close(): void;
  133691. }
  133692. interface WebGLQuery extends WebGLObject {
  133693. }
  133694. declare var WebGLQuery: {
  133695. prototype: WebGLQuery;
  133696. new(): WebGLQuery;
  133697. };
  133698. interface WebGLSampler extends WebGLObject {
  133699. }
  133700. declare var WebGLSampler: {
  133701. prototype: WebGLSampler;
  133702. new(): WebGLSampler;
  133703. };
  133704. interface WebGLSync extends WebGLObject {
  133705. }
  133706. declare var WebGLSync: {
  133707. prototype: WebGLSync;
  133708. new(): WebGLSync;
  133709. };
  133710. interface WebGLTransformFeedback extends WebGLObject {
  133711. }
  133712. declare var WebGLTransformFeedback: {
  133713. prototype: WebGLTransformFeedback;
  133714. new(): WebGLTransformFeedback;
  133715. };
  133716. interface WebGLVertexArrayObject extends WebGLObject {
  133717. }
  133718. declare var WebGLVertexArrayObject: {
  133719. prototype: WebGLVertexArrayObject;
  133720. new(): WebGLVertexArrayObject;
  133721. };
  133722. // Type definitions for WebVR API
  133723. // Project: https://w3c.github.io/webvr/
  133724. // Definitions by: six a <https://github.com/lostfictions>
  133725. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133726. interface VRDisplay extends EventTarget {
  133727. /**
  133728. * Dictionary of capabilities describing the VRDisplay.
  133729. */
  133730. readonly capabilities: VRDisplayCapabilities;
  133731. /**
  133732. * z-depth defining the far plane of the eye view frustum
  133733. * enables mapping of values in the render target depth
  133734. * attachment to scene coordinates. Initially set to 10000.0.
  133735. */
  133736. depthFar: number;
  133737. /**
  133738. * z-depth defining the near plane of the eye view frustum
  133739. * enables mapping of values in the render target depth
  133740. * attachment to scene coordinates. Initially set to 0.01.
  133741. */
  133742. depthNear: number;
  133743. /**
  133744. * An identifier for this distinct VRDisplay. Used as an
  133745. * association point in the Gamepad API.
  133746. */
  133747. readonly displayId: number;
  133748. /**
  133749. * A display name, a user-readable name identifying it.
  133750. */
  133751. readonly displayName: string;
  133752. readonly isConnected: boolean;
  133753. readonly isPresenting: boolean;
  133754. /**
  133755. * If this VRDisplay supports room-scale experiences, the optional
  133756. * stage attribute contains details on the room-scale parameters.
  133757. */
  133758. readonly stageParameters: VRStageParameters | null;
  133759. /**
  133760. * Passing the value returned by `requestAnimationFrame` to
  133761. * `cancelAnimationFrame` will unregister the callback.
  133762. * @param handle Define the hanle of the request to cancel
  133763. */
  133764. cancelAnimationFrame(handle: number): void;
  133765. /**
  133766. * Stops presenting to the VRDisplay.
  133767. * @returns a promise to know when it stopped
  133768. */
  133769. exitPresent(): Promise<void>;
  133770. /**
  133771. * Return the current VREyeParameters for the given eye.
  133772. * @param whichEye Define the eye we want the parameter for
  133773. * @returns the eye parameters
  133774. */
  133775. getEyeParameters(whichEye: string): VREyeParameters;
  133776. /**
  133777. * Populates the passed VRFrameData with the information required to render
  133778. * the current frame.
  133779. * @param frameData Define the data structure to populate
  133780. * @returns true if ok otherwise false
  133781. */
  133782. getFrameData(frameData: VRFrameData): boolean;
  133783. /**
  133784. * Get the layers currently being presented.
  133785. * @returns the list of VR layers
  133786. */
  133787. getLayers(): VRLayer[];
  133788. /**
  133789. * Return a VRPose containing the future predicted pose of the VRDisplay
  133790. * when the current frame will be presented. The value returned will not
  133791. * change until JavaScript has returned control to the browser.
  133792. *
  133793. * The VRPose will contain the position, orientation, velocity,
  133794. * and acceleration of each of these properties.
  133795. * @returns the pose object
  133796. */
  133797. getPose(): VRPose;
  133798. /**
  133799. * Return the current instantaneous pose of the VRDisplay, with no
  133800. * prediction applied.
  133801. * @returns the current instantaneous pose
  133802. */
  133803. getImmediatePose(): VRPose;
  133804. /**
  133805. * The callback passed to `requestAnimationFrame` will be called
  133806. * any time a new frame should be rendered. When the VRDisplay is
  133807. * presenting the callback will be called at the native refresh
  133808. * rate of the HMD. When not presenting this function acts
  133809. * identically to how window.requestAnimationFrame acts. Content should
  133810. * make no assumptions of frame rate or vsync behavior as the HMD runs
  133811. * asynchronously from other displays and at differing refresh rates.
  133812. * @param callback Define the eaction to run next frame
  133813. * @returns the request handle it
  133814. */
  133815. requestAnimationFrame(callback: FrameRequestCallback): number;
  133816. /**
  133817. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  133818. * Repeat calls while already presenting will update the VRLayers being displayed.
  133819. * @param layers Define the list of layer to present
  133820. * @returns a promise to know when the request has been fulfilled
  133821. */
  133822. requestPresent(layers: VRLayer[]): Promise<void>;
  133823. /**
  133824. * Reset the pose for this display, treating its current position and
  133825. * orientation as the "origin/zero" values. VRPose.position,
  133826. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  133827. * updated when calling resetPose(). This should be called in only
  133828. * sitting-space experiences.
  133829. */
  133830. resetPose(): void;
  133831. /**
  133832. * The VRLayer provided to the VRDisplay will be captured and presented
  133833. * in the HMD. Calling this function has the same effect on the source
  133834. * canvas as any other operation that uses its source image, and canvases
  133835. * created without preserveDrawingBuffer set to true will be cleared.
  133836. * @param pose Define the pose to submit
  133837. */
  133838. submitFrame(pose?: VRPose): void;
  133839. }
  133840. declare var VRDisplay: {
  133841. prototype: VRDisplay;
  133842. new(): VRDisplay;
  133843. };
  133844. interface VRLayer {
  133845. leftBounds?: number[] | Float32Array | null;
  133846. rightBounds?: number[] | Float32Array | null;
  133847. source?: HTMLCanvasElement | null;
  133848. }
  133849. interface VRDisplayCapabilities {
  133850. readonly canPresent: boolean;
  133851. readonly hasExternalDisplay: boolean;
  133852. readonly hasOrientation: boolean;
  133853. readonly hasPosition: boolean;
  133854. readonly maxLayers: number;
  133855. }
  133856. interface VREyeParameters {
  133857. /** @deprecated */
  133858. readonly fieldOfView: VRFieldOfView;
  133859. readonly offset: Float32Array;
  133860. readonly renderHeight: number;
  133861. readonly renderWidth: number;
  133862. }
  133863. interface VRFieldOfView {
  133864. readonly downDegrees: number;
  133865. readonly leftDegrees: number;
  133866. readonly rightDegrees: number;
  133867. readonly upDegrees: number;
  133868. }
  133869. interface VRFrameData {
  133870. readonly leftProjectionMatrix: Float32Array;
  133871. readonly leftViewMatrix: Float32Array;
  133872. readonly pose: VRPose;
  133873. readonly rightProjectionMatrix: Float32Array;
  133874. readonly rightViewMatrix: Float32Array;
  133875. readonly timestamp: number;
  133876. }
  133877. interface VRPose {
  133878. readonly angularAcceleration: Float32Array | null;
  133879. readonly angularVelocity: Float32Array | null;
  133880. readonly linearAcceleration: Float32Array | null;
  133881. readonly linearVelocity: Float32Array | null;
  133882. readonly orientation: Float32Array | null;
  133883. readonly position: Float32Array | null;
  133884. readonly timestamp: number;
  133885. }
  133886. interface VRStageParameters {
  133887. sittingToStandingTransform?: Float32Array;
  133888. sizeX?: number;
  133889. sizeY?: number;
  133890. }
  133891. interface Navigator {
  133892. getVRDisplays(): Promise<VRDisplay[]>;
  133893. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  133894. }
  133895. interface Window {
  133896. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  133897. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  133898. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  133899. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133900. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133901. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  133902. }
  133903. interface Gamepad {
  133904. readonly displayId: number;
  133905. }
  133906. type XRSessionMode =
  133907. | "inline"
  133908. | "immersive-vr"
  133909. | "immersive-ar";
  133910. type XRReferenceSpaceType =
  133911. | "viewer"
  133912. | "local"
  133913. | "local-floor"
  133914. | "bounded-floor"
  133915. | "unbounded";
  133916. type XREnvironmentBlendMode =
  133917. | "opaque"
  133918. | "additive"
  133919. | "alpha-blend";
  133920. type XRVisibilityState =
  133921. | "visible"
  133922. | "visible-blurred"
  133923. | "hidden";
  133924. type XRHandedness =
  133925. | "none"
  133926. | "left"
  133927. | "right";
  133928. type XRTargetRayMode =
  133929. | "gaze"
  133930. | "tracked-pointer"
  133931. | "screen";
  133932. type XREye =
  133933. | "none"
  133934. | "left"
  133935. | "right";
  133936. interface XRSpace extends EventTarget {
  133937. }
  133938. interface XRRenderState {
  133939. depthNear?: number;
  133940. depthFar?: number;
  133941. inlineVerticalFieldOfView?: number;
  133942. baseLayer?: XRWebGLLayer;
  133943. }
  133944. interface XRInputSource {
  133945. handedness: XRHandedness;
  133946. targetRayMode: XRTargetRayMode;
  133947. targetRaySpace: XRSpace;
  133948. gripSpace: XRSpace | undefined;
  133949. gamepad: Gamepad | undefined;
  133950. profiles: Array<string>;
  133951. }
  133952. interface XRSession {
  133953. addEventListener: Function;
  133954. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  133955. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  133956. requestAnimationFrame: Function;
  133957. end(): Promise<void>;
  133958. renderState: XRRenderState;
  133959. inputSources: Array<XRInputSource>;
  133960. }
  133961. interface XRReferenceSpace extends XRSpace {
  133962. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  133963. onreset: any;
  133964. }
  133965. interface XRFrame {
  133966. session: XRSession;
  133967. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  133968. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  133969. }
  133970. interface XRViewerPose extends XRPose {
  133971. views: Array<XRView>;
  133972. }
  133973. interface XRPose {
  133974. transform: XRRigidTransform;
  133975. emulatedPosition: boolean;
  133976. }
  133977. interface XRWebGLLayerOptions {
  133978. antialias ?: boolean;
  133979. depth ?: boolean;
  133980. stencil ?: boolean;
  133981. alpha ?: boolean;
  133982. multiview ?: boolean;
  133983. framebufferScaleFactor ?: number;
  133984. }
  133985. declare var XRWebGLLayer: {
  133986. prototype: XRWebGLLayer;
  133987. new(session: XRSession, context: WebGLRenderingContext | undefined, options?: XRWebGLLayerOptions): XRWebGLLayer;
  133988. };
  133989. interface XRWebGLLayer {
  133990. framebuffer: WebGLFramebuffer;
  133991. framebufferWidth: number;
  133992. framebufferHeight: number;
  133993. getViewport: Function;
  133994. }
  133995. interface XRRigidTransform {
  133996. position: DOMPointReadOnly;
  133997. orientation: DOMPointReadOnly;
  133998. matrix: Float32Array;
  133999. inverse: XRRigidTransform;
  134000. }
  134001. interface XRView {
  134002. eye: XREye;
  134003. projectionMatrix: Float32Array;
  134004. transform: XRRigidTransform;
  134005. }
  134006. interface XRInputSourceChangeEvent {
  134007. session: XRSession;
  134008. removed: Array<XRInputSource>;
  134009. added: Array<XRInputSource>;
  134010. }